17.12.2012 Views

Pythagoras: A New Agent-based Simulation System - Northrop ...

Pythagoras: A New Agent-based Simulation System - Northrop ...

Pythagoras: A New Agent-based Simulation System - Northrop ...

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Behavior-Change Triggers<br />

<strong>Pythagoras</strong>: A <strong>New</strong> <strong>Agent</strong>-<strong>based</strong> <strong>Simulation</strong> <strong>System</strong><br />

The final feature of <strong>Pythagoras</strong> that is used to represent behavior is the behavior-change<br />

event/action, or trigger. When an agent experiences one of the events/actions listed in<br />

Table 3, the current behavior template is replaced by a new one, defined by new movement<br />

and shooting desires, new color-change values, and a new set of behavior-change<br />

triggers. For example, an agent can be set to walk up and down a street, as if on patrol,<br />

but when the agent is shot at, his behavior changes to look for protective terrain, such as<br />

a doorway.<br />

To enhance behavior-change triggers, the user can decide how they will be applied.<br />

A trigger can affect either an individual agent or a user-defined group of agents, or it<br />

may cause an agent to order subordinates to change their behavior (for example, “Sound<br />

the charge!”). For that purpose, leadership can be defined as either charismatic or<br />

hierarchical:<br />

• Under charismatic leadership, agents follow the highest or strongest leader.<br />

• Under hierarchical leadership, agents follow the lowest ranking leader whom they<br />

consider to be their leader (troops follow the sergeant, who follows the major, who<br />

follows the general). Thus, orders can ripple through a group of agents, much as<br />

they would in a military organization.<br />

As usual in <strong>Pythagoras</strong>, the behavior-change threshold values are governed by soft rules,<br />

so some agents will be more resistant to change. In addition, an agent can be assigned an<br />

obedience value that determines, at random, whether the agent will accept or reject an<br />

ordered behavior-change event/action.<br />

Because the behavior template for an agent includes new triggers, and each template<br />

is uniquely named, a series of templates can be constructed to represent a complex<br />

behavior tree or network, with agents moving from one behavior to another as a scenario<br />

Table 3. Currently implemented behavior-change triggers<br />

Events/actions that cause agent to change behavior include<br />

– Being shot at<br />

– Detecting enemy<br />

– Detecting friend<br />

– Arriving at way point or objective<br />

– Suffering friendly casualties (fewer than x%<br />

known remaining)<br />

– Losing leader (no leader within d)<br />

– Red, green, or blue becoming greater or less than c<br />

– Absolute time step<br />

– Relative time step<br />

Trigger reads new, complete, explicitly named behavior template (including setting<br />

new triggers)<br />

Delay before behavior takes effect (future capability), which simulates communication/<br />

spinup time<br />

x = Force strength<br />

d = Distance<br />

c = Color value<br />

Technology Review Journal • Spring/Summer 2003 51

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!