Evolving tactical plans for strategy games using automated red teaming

We examine Automated Red Teaming (ART) as a means to evolve tactical plans for strategy games. ART is a computational technique which has been employed by the defence community to uncover vulnerabilities of operational plans. In typical ART experiments, agent-based simulations of military scenarios...

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Main Authors: Hingston, P., Decraene, James, Low, Malcolm Yoke Hean
其他作者: School of Computer Engineering
格式: Conference or Workshop Item
語言:English
出版: 2011
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http://hdl.handle.net/10220/7229
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機構: Nanyang Technological University
語言: English
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spelling sg-ntu-dr.10356-1019182020-05-28T07:17:39Z Evolving tactical plans for strategy games using automated red teaming Hingston, P. Decraene, James Low, Malcolm Yoke Hean School of Computer Engineering Annual International Conference on Computer Games, Multimedia and Allied Technology (4th : 2011) Defence Research and Technology Office, MINDEF DRNTU::Engineering::Computer science and engineering::Computer applications::Social and behavioral sciences We examine Automated Red Teaming (ART) as a means to evolve tactical plans for strategy games. ART is a computational technique which has been employed by the defence community to uncover vulnerabilities of operational plans. In typical ART experiments, agent-based simulations of military scenarios are repeatedly and automatically generated, varied and executed. Evolutionary Computation techniques are utilized to drive the exploration of simulation models to exhibit pre-specified and desired behaviour (e.g., evolve the adversary to best defeat defensive tactics). We suggest that ART is a suitable technique to assist the difficult development of challenging adversary strategies for games. To support this suggestion, we conduct and present an example ART experiment in which an urban operation scenario is considered. In this experiment, the tactical plan of the Red Team is evolved to best defeat a defensive Blue Team protecting a key position. The results present unexpected and interesting outcomes which support the suitability of ART to generate complex and stimulating tactical plans for games. Accepted version 2011-10-11T09:03:33Z 2019-12-06T20:46:37Z 2011-10-11T09:03:33Z 2019-12-06T20:46:37Z 2011 2011 Conference Paper Decraene, J., Low, M. Y. H. & Hingston, P. (2011). Evolving Tactical Plans for Strategy Games using Automated Red Teaming. Paper presented at the 4th Annual International Conference on Computer Games, Multimedia and Allied Technology (CGAT 2011). https://hdl.handle.net/10356/101918 http://hdl.handle.net/10220/7229 158528 en © 2011 GSTF & CGAT 8 p.
institution Nanyang Technological University
building NTU Library
country Singapore
collection DR-NTU
language English
topic DRNTU::Engineering::Computer science and engineering::Computer applications::Social and behavioral sciences
spellingShingle DRNTU::Engineering::Computer science and engineering::Computer applications::Social and behavioral sciences
Hingston, P.
Decraene, James
Low, Malcolm Yoke Hean
Evolving tactical plans for strategy games using automated red teaming
description We examine Automated Red Teaming (ART) as a means to evolve tactical plans for strategy games. ART is a computational technique which has been employed by the defence community to uncover vulnerabilities of operational plans. In typical ART experiments, agent-based simulations of military scenarios are repeatedly and automatically generated, varied and executed. Evolutionary Computation techniques are utilized to drive the exploration of simulation models to exhibit pre-specified and desired behaviour (e.g., evolve the adversary to best defeat defensive tactics). We suggest that ART is a suitable technique to assist the difficult development of challenging adversary strategies for games. To support this suggestion, we conduct and present an example ART experiment in which an urban operation scenario is considered. In this experiment, the tactical plan of the Red Team is evolved to best defeat a defensive Blue Team protecting a key position. The results present unexpected and interesting outcomes which support the suitability of ART to generate complex and stimulating tactical plans for games.
author2 School of Computer Engineering
author_facet School of Computer Engineering
Hingston, P.
Decraene, James
Low, Malcolm Yoke Hean
format Conference or Workshop Item
author Hingston, P.
Decraene, James
Low, Malcolm Yoke Hean
author_sort Hingston, P.
title Evolving tactical plans for strategy games using automated red teaming
title_short Evolving tactical plans for strategy games using automated red teaming
title_full Evolving tactical plans for strategy games using automated red teaming
title_fullStr Evolving tactical plans for strategy games using automated red teaming
title_full_unstemmed Evolving tactical plans for strategy games using automated red teaming
title_sort evolving tactical plans for strategy games using automated red teaming
publishDate 2011
url https://hdl.handle.net/10356/101918
http://hdl.handle.net/10220/7229
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