Multi-level agent architecture for war games

The complexity of war games poses challenges for single-technique-built agents, as it requires balancing between coarse-grained strategic adjustments and fine-grained action control, thus limiting agent performance. To address this, this paper proposes a multi-level agent architecture for military s...

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Bibliographic Details
Main Author: YU Xiaohan, YUAN Duo, YAO Changhua
Format: Article
Language:zho
Published: Editorial Office of Command Control and Simulation 2025-02-01
Series:Zhihui kongzhi yu fangzhen
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Online Access:https://www.zhkzyfz.cn/fileup/1673-3819/PDF/1737421381827-1535509402.pdf
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Summary:The complexity of war games poses challenges for single-technique-built agents, as it requires balancing between coarse-grained strategic adjustments and fine-grained action control, thus limiting agent performance. To address this, this paper proposes a multi-level agent architecture for military strategy games based on the "Intent-Task-Action" framework, aiming to integrate various technical strengths for intelligent agent modeling in these games. Through a top-down decomposition and propagation mechanism, this architecture progressively breaks down combat strategies into executable tasks and actions. Techniques such as Finite State Machines, Coalition Games, and Behavior Tree are employed to implement the different levels of the agent architecture. The application scope of the realized agent is preliminarily defined as the tactical level scenario of the land combat unit. Finally, through multi-round adversarial experiments with various benchmark AI on a war gaming platform, the feasibility and effectiveness of the proposed architecture are validated.
ISSN:1673-3819