Ryan McAlinden

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Operation Iraqi Freedom and Operation Enduring Freedom have identified the need for instructional and training solutions that develop the skills of Battalion and Brigade Commanders in formulating situational understanding in order to successfully lead operations in a counterinsurgency environment. In this paper we describe the UrbanSim Learning Package, a(More)
The UrbanSim Learning Package is a simulation-based training application designed for the U.S. Army to develop commanders' skills for conducting counterinsurgency operations. UrbanSim incorporates multiple artificial intelligence (AI) technologies in order to provide an effective training experience, three of which are described in this paper. First,(More)
OBJECTIVE To examine, for the first time Bcl-2 expression in sequential (autogenous) oral mucosal biopsies taken from the same sites in a gender, risk-factor matched, Caucasoid sample, over a 21-year period. DESIGN Retrospective immunocytochemical longitudinal study of archival serial biopsies. MATERIALS AND METHODS Computer records were used to(More)
Opponent behavior in today's computer games is often the result of a static set of Artificial Intelligence (AI) behaviors or a fixed AI script. While this ensures that the behavior is reasonably intelligent, it also results in very predictable behavior. This can have an impact on the replayability of entertainment-based games and the educational value of(More)
Human-behavior models (HBMs) and artificial intelligence systems are called on to fill a wide variety of roles in military simulations. Each of the "off the shelf " human behavior models available today focuses on a specific area of human cognition and behavior. While this makes these HBMs very effective in specific roles, none are single-handedly capable(More)
The adaptation of commercial game technology to the military domain has increased significantly in the past several years [Macedonia 2002]. The visualization of traditional military simulations using this game technology has garnered some of the most interest. However, a majority of the approaches for interfacing the two entail rendering a one-way(More)
At I/ITSEC 2015, we presented an approach to produce geo-referenced, highly-detailed (10cm or better) 3D models for an area of interest using imagery collected from cheap, commercial-off-the-shelf, multirotor Unmanned Aerial Systems (UAS). This paper discusses the next steps in making this data usable for modern-day game and simulation engines, specifically(More)
This paper details the demonstration of an annotation and affordance-based software model intended to introduce cultural and social influences into a non-player character’s (NPC) decision-making process. We describe how recent research has supported the need to begin incorporating the effects of culture into the interactive digital domain. The technical(More)
Real Time Strategy (RTS) games present a wide range of AI challenges at the tactical and strategic level. Unfortunately, the lack of flexible “mod” interfaces to these games has made it difficult for AI researchers to explore these challenges in the context of RTS games. We are addressing this by building two AI interfaces into Full Spectrum Command, a real(More)