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The Game of War: Military Simulation and Game Development

The Game of War: Military Simulation and Game Development. Jennifer Sandercock Michael Papasimeon. Air Operations Division, DSTO. Defence Science and Technology Organisation Department of Defence.

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The Game of War: Military Simulation and Game Development

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  1. The Game of War: Military Simulation and Game Development Jennifer Sandercock Michael Papasimeon

  2. Air Operations Division, DSTO • Defence Science and Technology OrganisationDepartment of Defence • Conduct research into air operations to help the Australian Defence Force (usually the Royal Australian Air Force) • Make smart acquisition decisions on new systems • Make best use of existing systems (tactically, operationally etc.) • Military Simulation is one of our primary tools.

  3. Scope and Purpose • Raise awareness of Australian military simulation activities amongst Australian game developers. • Raise awareness of Defence simulation activity in Melbourne. • Explore the potential for future collaboration. • Focus on particular areas, will not be exhaustive.

  4. Games and Military Simulations • Similarities • Technology • Software Design • Construction (Software Engineering) • Some common skill sets. • Differences • Purpose • Emphasis • Funding • Social

  5. Purpose of Military Simulation

  6. Example Simulations • Human In The Loop • Flight Simulators (e.g. AOSC Dome) • Training • Human Factors • Constructive and Wargaming • Operational Analysis for Acquisition, • Tactics Development, • Concepts of Operations • Experimentation • Campaign • Strategic • Sortie Generation • Force-Element Mix

  7. Military Experimentation for AEW&C

  8. Types of Simulation 103 -104 km2 , 10-1000+ entities, days- months Strategic 102 -103 km2 , 2-32+ entities, hours Operational < 102 km2 , 2-4 entities, minutes Tactical 1 entity

  9. A Flavour Military Simulation in DSTO • F/A-18 Air Combat (“Top Gun”) • SWARMM and XCombat • AEW&C Acquisition • Air Operations Simulation Centre (AOSC) Dome • Synthetic Environment Research Facility (SERF)

  10. Tactics for F/A-18 Hornets

  11. F/A-18 Fighter Pilot AI

  12. Example: Cognitive Modelling (AI) • Ingelligent Agents • Situational Awareness • The BDI Reasoning Model • BDI Languages • dMARS • JACK • Graphical Representation • The Melbourne Link

  13. How to perceive act communicate tactics etc.. Plan A Plan B Plan C Plan .. Plan selection ‘To do’ list Plan x Plan y Plan n Plan .. Prioritisation External Action Plan execution BDI Agent Mechanisation Plan Library Observe External Information Orient Decide Current beliefs Act

  14. Pilot Agent Architecture and Cognitive Model Pre-briefed (mission) data Data from the environment Situation Awareness Situation Assessment Computational representation of the OODA Loop Tactics Selection Standard OperatingProcedures Actions

  15. Agent Architecture (detail) Present / Reactive Balancing & Management Future / Proactive Situation Awareness Situation Memory Situation Prediction Situation Assessment Situation Management Future Assessment Tactics Nomination (reaction) Tactics Management Future Tactics Nomination(Planning) Implement Tactic

  16. Distributed Simulation • Distributed Mission Training • Example: The Virtual Air Environment • DIS/HLA Standards • Interoperability between simulators that were not originally designed to work together.

  17. Some things military simulations have… • Artificial Intelligence and Agent Technology • Simulation Architectures and Design Patterns • Complexity • Sophisticated Distribution • Credibility and IV&V • Standardisation • Complex Analysis and Scenario Setup Tools • Commercial heavy duty software engineering

  18. Some things games have… • Cool and easy to use user-interfaces

  19. Some things games have… • Cutting Edge Graphics and Visualisation

  20. Some things games have… • Cutting Edge Sound

  21. Chess: Real, Virtual and Mixed Human Chess Players Human Playing Against Chess Computer Human Playing Against Robotic Chess Simulator Chess Playing Agent Versus another simulated Chess Playing Agent

  22. AP-3C Maritime Patrol: Real, Virtual and Mixed Real Crew in Real AP-3C Real Crew in AP-3C Tactical Simulator Real Crew in AP-3C Simulator Virtual Crew in OR Simulator

  23. Classifying Games • Methods: • Genre • Complexity • Number of Entities • Number of Interactions • Time scale (minutes vs. hours vs. days) • Levels • AI • Graphics

  24. Complexity? Civilization Sim City The Sims Unreal Tournament 2004 Pinball Grand Turismo

  25. Getting Games to Play withMilitary Simulations • Should be able to: • Be validated • Plug & play for models • Control game/simulation time • Run for extended periods of simulation time • Have access to API documentation • Modify look & feel of game

  26. Current Active and Relevant Research • Representing teams and team tactics • Mixing teams of virtual and real military operators • Representing virtual environments for agents and other A.I • Emotion Moderators in Agents • Strategy and Tempo of War • Speech Recognition for Controlling Agents

  27. Existing Cooperation • United States • Full Spectrum Warrior & Full Spectrum Command (ICT, US Army, Pandemic, Quicksilver) • America’s Army (MOVES Institute, US Navy) • Australia • Turing Tests of FPS games (DSTO) • Modifying FPS for Army soldiers (ADFA)

  28. Opportunities for Interactions • Conferences • Local: AGDC, SimTecT, • International: GDC, IJCAI, AAMAS, OzCogSci • Books and Magazines • Game Developer, Gems Series, AI Wisdom, AI Magazine, IEEE, ACM • Associations • IGDA (Melbourne Chapter), Agents-VIC

  29. Groups to Interact With • Academia • Agents – The University of Melbourne, RMIT • Government and Defence • Defence Science and Technology Organisation (DSTO) • Australian Defence Force Academy (ADFA) • Local Technology Companies • Agent Oriented Software (AOS) • Agentis

  30. Questions?

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