Ryan McAlinden

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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)
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)
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)
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)
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)
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)
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)
This paper details the design and implementation of an embedded environmental framework that introduces cultural and social influences into a simulation agent's decision-making process. We describe the current limitations associated with accurately representing culture in virtual environments and military simulations, and how recent research in other(More)
Few virtual environments are capable of supporting large numbers of autonomous agents (> 5000) with complex decision-making on a single machine. This demonstration depicts such an agent infrastructure set within a game-based virtual environment. The embodied agent framework consists of two primary components: a lower-level navigation layer consisting of(More)