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ABSTRACT
Producing realistic computer generated forces in a distributed integrated simulation requires flexible mission execution and behavior coordination within the agent itself as well as in its interactions with other agents. This paper focuses on the types of behavior required to produce a realistic airborne forward air controller in closely coordinated attack missions.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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