Philipp Hügelmeyer

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In this contribution we analyze communication requirements of multi-agent simulation systems using IT-SimBw -- developed at Fraunhofer IAIS -- as an example. A focus is put on issues concerning inter-agent communication but complementary aspects of user interaction and coupling with C2 systems are also discussed. We propose an augmented version of the(More)
This paper introduces an application and a methodology to predict future states of a process under real-time requirements. The real-time functionality is achieved by creating a Bayesian tree via data-mining on agent-based simulations. The computationally expensive parts are handled in an offline phase, while the online phase is computationally cheap. In the(More)
The Dirty Dozen team consists of the player agents and an online coach. The players’ low-level-skills and world-model are based on the publicly available code of the CMU-99 team [1]. The team behavior is specified using a new strategy formalization language (SFL), an extension of the standard coach language. This allows to modify the behavior easily and(More)
The aim of this paper is the presentation of the military multi-agent simulation system ITSimBw. Its decisive features include a strictly agent-based approach to modeling, in which every entity in a simulated environment can potentially become an active element. Technologically, ITSimBw is based on the <i>Flip-Tick-Architecture</i>. Moreover, a focus on IT(More)
1. A message format for simulated communication acts between agents is provided which allows the detailed specification of communication channel, medium, and range. 2. A voxel-space representation is used to model the extension of all objects belonging to the simulated environment. This allows for the application of high performance ray tracing algorithms(More)
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