Showing posts with label Simulations. Show all posts
Showing posts with label Simulations. Show all posts

01 July 2012

"Low Overhead" Sims for Army Training?

It's nice that FOGN Michael Peck thinks that the Army is migrating toward lower-cost alternatives, but the truth is that it'll never happen. The Army will insist on ever-more-complex tools, which require more back-end contractors to run them. However, when the expense gets out of hand, rather than find lower-cost options to run the same number of exercises, they'll instead run fewer at the same highly-inflated cost. They did this for years w/ NTC, choosing to cancel rotations rather than scale back what happened on them.

ALOTT is designed to be used by non-geeks. But computer experts will still be needed to run the large-scale simulations at the regional simulation centers, and there will still be a need for “pucksters” to control computer-generated forces because the simulation’s artificial intelligence isn’t smart enough to send a column of tanks across a bridge without a traffic jam.

“No sim provider wants to stand in front of a commanding general and say, ‘Sir, your attack failed because automated unit X decided to turn left rather than right,’’’ Black said.

This statement from Black really pisses me off. The truth is that shit-fits-the-fan like that ALL. THE. TIME. Hmmmm... anyone heard of the 507th Maintenance Company? A scenario like that never happens in a JANUS exercise, but it happens every single time we go to war. We know it's going to happen in theater, so why not prepare for it at home-station training?

You know why: No commander wants to admit that his unit is the one dumb enough to do it.

By: Brant

09 January 2012

Guest Column: Games and Simulations, with Dr James Sterrett

Following up on last week's GameTalk - "Games or Simulations" - we have a guest article written by Dr James Sterrett, an instructor at the US Army's Command and General Staff College. Please note that these are his ideas and are not reflective of official US Army policy, doctrine, canon, religion, or other official imprimatur.


+++++++
Brant and I have cheerfully sparred over the distinction between games and simulations over the years.  What follows is my take, focused on training & education, in two different variants.  The first is useful as a snappy comment, while the second works better analytically.  In the end, both point to the objective of an activity as more important that the software (or paper rule set) being used, and neither variant is perfect.

(read the rest after the jump)

29 December 2011

UK MoD Wanting to Play Better Games

The dominant discussion here is going to be how "the video game generation" is growing up and is bored by the simulators the miltiary is putting in front of them.
There's a deeper story here that's not being told correctly, though. All those mid- and late-career guys that are now in the programs, training development, and acquisitions business are the guys approaching their late-30s and early-40s, and who were playing video games as tweens in the early 80s. They grew up with video games, even if video games weren't present when today's officers were born. Those mid-career guys are the ones who understand that (video)game-based training is a value-add and are now in a position to actually execute on those ideas.
Are they catering to a younger crowd? No doubt. But is that why they're doing it? Not necessarily. The senior officers developing long-term training plans are integrating more games because that's what they grew up on, not just because that's what they're target audience grew up on.
It's just that the cost of civilian technological development has dropped so low that the commercial developers are running laps around the laborious pace of government-sponsored development, and so the 'cool' games aren't military-grade flight sims anymore, but rather commercially-available FPS games. And today's acquisitions guys understand that as long as the physics under the hood work, you can rewrite the scenarios all you want to focus on legitimate military training objectives instead of just racking up points for your gamertag.

The British military has had to radically improve some of its simulated training war games to keep the attention of recruits who have grown up in the Playstation and Xbox generation, a Ministry of Defence scientist has admitted.

Troops are so used to playing high-quality commercial games set in combat zones that they tend to lose concentration unless the MoD simulations look equally realistic. This has become an important issue at the MoD, which is increasingly turning to digital simulations to help prepare soldiers for duty.

Thousands of troops sent to Afghanistan have been trained on Virtual Battlespace2, a spin-off from a commercial game that can, for instance, test their responses when they come under mortar attack from insurgents.

Though the military stresses that these games only supplement traditional methods, it reflects the way technology is transforming military training. With budgets being squeezed across the MoD, simulations are also a comparatively cheap way of giving troops a "virtual'' taste of what they might come up against in a warzone.

Another idea involves issuing RAF trainee pilots with tablet computers such as iPads, to save the cost – and weight – of printing bulky flight manuals that need to be regularly updated and cost £1,000 a student.

The scientists and engineers at MoD's Defence Science and Technology Laboratory in Portsdown, Hampshire, are at the heart of the developments.

Andrew Poulter, the technical team leader, said the military was trying to keep up with the advances that have helped turned computer gaming into a hugely lucrative global industry. Bestsellers such as Battlefield 3, Killzone 3 and the Call of Duty series have taken this genre of video games, known as "first-person shooters'', to a new level.

"Back in the 1980s and 1990s, defence was far out in front in terms of quality of simulation," said Poulter. "Military-built simulators were state of the art. But now, for £50, you can buy a commercial game that will be far more realistic than the sorts of tools we were using. The truth is, the total spending on games development across the industry will be greater than spending on defence."

Poulter is in charge of Project Kite (knowledge information test environment), which has been tasked with putting the MoD back in the forefront of simulation training, in part by buying-in technology from the big gaming companies.

The key to successful virtual training is for the simulation to be realistic enough for people to be properly "immersed'' in what they are doing.


By: Brant

21 January 2011

DoD Announced Interactive Sim on PTSD

The DoD has announced a new interactive simulation has launched to provide information on PTSD.

The Department of Defense (DoD) announced today the launch of an interactive simulation designed to help those dealing with post-traumatic stress disorder (PTSD).

The National Center for Telehealth and Technology (T2) developed the ‘Virtual PTSD Experience’ to help combat veterans and their families and friends to anonymously enter a virtual world and learn about PTSD causes, symptoms and resources.

“We believe this is the first time DoD has used interactive simulations with the Web to help our military community with PTSD in the privacy of their homes," said Dr. George Peach Taylor Jr., principal deputy assistant secretary of defense for health affairs.

The Virtual PTSD Experience was designed to be used in the privacy of homes. Visitors are anonymous, which reduces the perceived stigma of asking for help with PTSD.

“We created an environment that lets people learn by doing, rather than reading text and watching videos on two-dimensional websites,” said. Kevin Holloway, the psychologist who led T2’s virtual world development. “They can learn something new each time they visit.”

The T2 Virtual PTSD Experience can be visited at http://www.t2health.org/vwproj/ .


By: Brant

30 November 2010

Off to IITSEC!

I'm off to IITSEC in Orlando. Look for random stuff to appear over the next day or so as I wander the show, but the headlines / news might be a bit sparse while I'm gone.

By: Brant

18 October 2010

In Praise of Auto-aim

[Edited to add a note that some games already have similar mechanics.]

You haven't heard from me in months and now two posts in one day :).

As I was playing Medal of Honor this weekend, it brought some back-of-the-mind thoughts about auto-aim back to the surface. Auto-aim (also known as "aiming assistance") is a game mechanic in a first-person shooter/tactical-action game where your character automatically aims (or at least refines his aim) without precise manipulation of the controls (mouse, gamepad, etc.) on the player's part.

Lots of players hate auto-aim. To them, hitting targets with the mouse or gamepad is part of the skill/challenge of the game and auto-aim is a cop-out. I'd like to make the case that auto-aim is a feature and should be incorporated into the design of both single- and multi-player games. It is already present, in some form, in games like UbiSoft's Splinter Cell series, although those are played from a third-person perspective.

To understand where I'm coming from, I'm a reasonably well-trained (civilian) shooter of real firearms. I'm not a high-speed/low-drag special operator or anything even close to that, but I can hit targets at combat distances fast enough and accurately enough while moving, using cover, and keeping my weapon running (re-loading and clearing malfunctions).

Except for the trigger squeeze, which you can model on an appropriate controller like the Xbox 360 triggers, the skills required to do this in real life with a real weapon have nothing in common with the skills required to do this in a first-person shooter or tactical-action game. Moving a mouse or an analog stick on a game controller is nothing like pointing and aiming a real weapon.

In my observations of on-line first-person action games like MoH and CoD:MW2, what I see is a lot of full-auto spray-and-pray panic-fire. This seems to be how people compensate for the control issues and it bothers me. I've been in carbine classes with real warfighters and even though they had real M4s and M16s, nobody's selector switch ever went past the "SEMI" position. We fired aimed single shots, aimed pairs, double-taps, failure drills, and hammers. Holding down the trigger, waving your weapon around, and hoping for the best is a popular tactic in some Third World armies and militias, but that's not how professionals (or even serious amateurs, like myself) are trained to shoot. Yet it's exactly what I see people doing on-line and the games seem to embrace and encourage it.

"Natural" control schemes like the PS3 Move and the Xbox 360 Kinect might improve on the control issues, but the jury is still out until games like SOCOM 4 that are specifically designed to support these types of controllers come out. Until then, let's talk about auto-aim.

In a game like MoH, MW2, or BC2, my persona is supposed to be a steel-eyed killer from a special operations unit so secret that it doesn't even exist, or at least a well-trained infantryman. My character's ability to walk, run, climb, and jump without tripping over his own two feet does not depend on my ability to precisely manipulate the movement controls (usually the left analog stick on a gamepad). Instead, I essentially operate at a higher level of abstraction. I use the movement controls to express my intent. When I push the left stick forward, it means that I want the character to move forward: walk or run (depending on how hard I'm pushing the stick or whether I'm holding down a modifier), climb a stairway if there are stairs in front of me, climb up the ladder if I'm on a ladder, etc. Maybe I press the A button to jump over a gap, vault over a low obstacle, mantle up a high obstacle, or climb a rope. The key is that rather than micro-managing the character's muscle movements through the limited interface of the controller, I control the character by expressing my intent through that interface in a natural, intuitive way.

A well-designed auto-aim system could apply this same concept to the shooting mechanics. Rather than trying to awkwardly aim directly through the control scheme, I would use the controller to express my intent for the character's aim. For purposes of this discussion, assume we're using an Xbox 360 controller.

My character normally has his weapon at the low ready position. My field of view is as wide as the TV/monitor allows and it is unobstructed, except perhaps for the top of my weapon.

As I'm making my way through the environment, I spot a target. I hit the left trigger, expressing my intent to shoulder my weapon and aim through the sights.

At this point, the auto-aim kicks in. If there is a visible target within 50 meters or so (if I'm using a long gun, less for a handgun), the game automatically aligns my sights on the center of visible mass of the target. This is exactly what well-trained shooters do and it becomes instinctive after sufficient repetitions.

If I want to fire, I squeeze the trigger. On a pressure-sensitive trigger like the Xbox 360, the accuracy of my shot can depend, amongst other factors, on the smoothness of my trigger squeeze, like in the Military Sniper-Sim on Xbox Live Indie Games. Depending on the position of the selector switch and the capabilities of the weapon, I fire a single shot, burst, or full-auto. Let's say I'm on full-auto and I put two shots into his chest. He's knocked back as his chest plate absorbs the rounds, but he doesn't drop.

Time for a failure drill. I tap the right stick up to express my intent that I want to shift my point of aim up from center to mass to his head. I squeeze the trigger again and he drops as my shot goes through the bridge of his nose and into his brain.

On my right! He has a buddy. I tap the right stick to the right to express my intent to do a target transfer: shift my point of aim to the next target to my right. Two rounds to the chest slow him down for a moment, then I finish him off with another head-shot.

To me, this is a lot closer to what's going through a person's conscious mind in real close-quarters shooting, whether on a one-way or two-way range. You're thinking "aim for the head" or "transfer to the target on the left," while skills and muscle memory from countless hours of training and practice take care of the mechanics of pointing the weapon, confirming your sight picture, and so forth.

A few details:
  • I'm not sure what would happen if the player didn't hit the left trigger to aim. I'm not trained to fire without aiming, so I have no idea what should happen. Maybe he just squeezes the trigger and rounds go wherever his muzzle happens to be pointed?
  • The auto-aim system would not take all the marksmanship mechanics out of the game. There should definitely be a distance limit, as I mentioned, so sniping would still depend on manual aiming, as would anything beyond 50 meters or so.
  • You would also have to work in some target tracking mechanic into the system to handle the case of relative angular motion between the target and the shooter (that is, the target, the shooter, or both are moving). I almost think that you should automatically track your target as it moves, but that this should add some dispersion to your shots.
Couple an auto-aim mechanism like this with shot dispersion based on factors like your characters level of exertion (from running, jumping, shooting, etc.), trigger squeeze, the time that you hold your aim (quick versus deliberate shots) and you'll have a game that I, at least, would love. The focus shifts from manipulating the gamepad in a poor imitation of marksmanship to quick, smart actions and reactions in a dynamic tactical simulation.

Then again, maybe I'm just old and slow and should go back to playing something better suited to an aging armchair warrior, like Civilization: Revolution :).

By: Guardian

MilGames: Medal of Honor Impressions

Hello again, dear readers. It's Guardian here again. I've been really busy with both work and personal life for the past several months, but I have several article ideas queued up on topics ranging from games to the old standbys on guns and gear. Let's begin with some quick impressions of Medal of Honor, the controversial new release from Electronic Arts that portrays the early days of Operation Enduring Freedom in Afghanistan.

I'm playing the Xbox 360 version and these impressions are based on finishing the single-player campaign and playing about 4 hours of on-line multi-player over Xbox Live this weekend.

Pros:
  • Single-player campaign is very good, with clearly focused and well-balanced missions. Personally, I think MoH's single-player campaign is better balanced and focused than Call of Duty: Modern Warfare 2 (MW2), which sometimes left me wondering exactly what I was supposed to do or re-trying over and over to defeat overwhelming enemy forces.
  • Some of the set-piece sequences in the single-player campaign really leave an impression. Watching my SEAL swim buddy sneak up on a group of terrorists and take them out in a sequence of quick, well-aimed shots from a suppressed pistol was a sight to behold.
  • The multi-player game is fairly well-balanced in terms of action vs. thought. Like the quickly-aging Battlefield: Bad Company 2 (BC2), MoH is a thinking man's tactical shooter, much more so than CoD: MW2.
  • The various multi-player game modes, while not particularly innovative, are fun and bring some tactical structure to the experience.
Cons:
  • The single-player campaign is short, only about 6 hours. I can tell a game is short when my wife sees the credits roll on the second night I have the game and asks "That was it?"
  • There's a definite WTF moment in the game: General Flagg, a desk jockey back in CONUS who keeps trying to micro-manage your Task Force commander's fight, wears a business suit. No general officer I've ever met wears a business suit on duty, no matter how much of a REMF he is.
  • The multi-player game doesn't have a "hard-core mode" like BC2 (if it does and I missed it, somebody post a comment and clue me in). When I was on BC2 a lot, I played hard-core mode exclusively: weapons damage was more realistic (i.e., deadly). This, in turn, raised the stakes for getting shot just enough to slow the game down a bit. It also tended to separate the men from the boys: mature, serious players tend to play hard-core, while 12 year-old run-and-gunners hyped up on Mountain Dew tended not to.
  • The multi-player game does not have quite the tactical depth of BC2. In particular, there are no squads, no squad objectives, no command-and-control system, no points for being on the winning team, etc. All of this leaves too much tactical coordination up to the players, which is a mixed bag for those of us who have other things to do in our lives other than be part of an organized clan/squad. In the Xbox Live sessions I've played, there has also been zero meaningful communication. There's far less chatter than on MW2, which is a good thing, but what communication I've heard is along the lines of "Damnit, he got me." Nobody calls contacts, announces their intentions, or anything else.
  • Personally, I found the Apache gunship mission in the single-player campaign to be a distraction from the core focus of the game on light-infantry/special ops ground combat. That said, if EA or one of the other big publishers would like to reboot the old PC classic Gunship franchise from Microprose or the Jane's/EA co-branded Longbow simulation on current PC and console platforms, I'll pre-order it the day that you announce it. Heck, I'll pre-order two copies so I can fly while my son plays co-pilot/gunner.
Bottom-line: MoH's single-player game is really engaging and well-balanced, but a little short. On the multi-player front, I have to look at MoH in terms of its competition. BC2 is getting stale because EA/DICE haven't released any new maps for quite a while. MW2 is just too hyper-active and over-the-top for me and I'm afraid Call of Duty: Black Ops is going to be the same way. Although it doesn't really advance the genre and, in some ways, is actually a step backward from BC2, MoH is going to be my tactical shooter of choice for a while. I doubt CoD: Black Ops will displace it but maybe Ghost Recon: Future Soldier will. Battlefield 3 is coming next year and I'm very hopeful about it, but that's a long time to wait without a fresh fix of tactical action.

By: Guardian

22 September 2010

Lean, Mean Professional Wargaming

TSJ Online has a very good article about Decisive Point by Michael Peck.



Lunsford’s games are the polar opposite of the U.S. military’s traditional big, one-size-fits-all simulations. Instead of complicated, high-fidelity designs that stumble over their own complexity, Lunsford and his company, Decisive Point, produce small, tightly focused games that cover everything from tactics for platoon leaders to counterinsurgency to logistics and force structure. With tightening defense budgets and the U.S.’s insatiable appetite for training games, Lunsford’s smaller, cheaper approach might be the wave of the future.
Lunsford, a former airborne battalion commander and CGSC instructor, creates teaching aids — games that can be quickly learned and played by West Point cadets or CGSC students in a few minutes.
“The design has to be something they can learn in 10 minutes or less,” Lunsford said. Perhaps more important, this makes it easy for the instructor to learn and teach, so that he can begin a lesson with a bit of game play and still have time to teach the rest of the materia


By: Brant

01 December 2009

I/ITSEC Exhibit Hall Photos

These are some photos from the exhibit hall at I/ITSEC in Orlando.



Find more photos like this on ConsimWorld


By: Brant

03 December 2008

IITSEC Day 3 Take 4

Because wat the world *needs* is one more flight simulator...

By: Brant

IITSEC Day 3 Take 3.1

More from VR walkthru

By: Brant

IITSEC Day 3 Take 3

The VR walk-around that allows you to 'operate' in 'real' terrain. Red lights arund the top edge indicate 'live' action. Overhead screens show what the players see. more pics to follow.

By: Brant

IITSEC Day 3 Take 2

The PEO-STRI booth insists that they haven't made a decision to buy VBS2 as their FPS-level sim. But every STRI computer is running VBS2 or a bolt-on to it. You be the judge.

By: Brant

IITSEC Day 3 Take 1

Because nothing says "military-grade simulator" like a girl dancing around in a skin-tight black bodysuit.

By: Brant

VICE combat trainer

Training in a VR-ish FPS game with an actual rifle as input device.

Sorry the video is sideways... see post above about my phone.

By: Brant

01 December 2008

IITSEC Day 1, Take 2

I just saw one of the absolutely stupidest things I think I've ever seen in the military...

The FCS guys are convinced that it's a good idea to have AKO connectivity in the FCS vehicles to download digital training into the tracks and control it from the vehicle. That's fine if you just want to do some switchology training or something in the motor pool. But these guys want to train for the mission while en route to the mission. That's right - switch your sights over to the simulator view while road-marching to your target! Who needs local security! And what E3 won't be using the AKO connection to send a letter home when he should be scanning a sector of fire. Man - who comes up with this crap?!

By: Brant

IITSEC Day 1, Take 1

OK< so we get our badges at 830 or so... and the exhibit hall doesn't open until 2pm (!). Off to Borders!

By: Brant

30 November 2008

IITSEC

Brant's live at I/ITSEC all week!

By: Brant