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Political-Military Simulation Gameplay Web Automation

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Political-Military Simulation Gameplay Web Automation. Design Team:. Wisam Al- malack Kyle Frank Anthony Glitzner Travis Moore Joe Perks. Date:. April 29 th 2013. Project Outline. Video Games as a Learning Tool. Action-Oriented Video Games. Improved Peripheral Vision

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slide1

Political-Military Simulation Gameplay Web Automation

Design Team:

Wisam Al-malack

Kyle Frank

Anthony Glitzner

Travis Moore

Joe Perks

Date:

April 29th 2013

slide3

Video Games as a Learning Tool

Action-Oriented Video Games

  • Improved Peripheral Vision
  • Improved Visual Resolution/Contrast Sensitivity

MINECRAFT in Education

  • Population Displacement
  • Physics
  • Plant Growth
  • Railway Switching Systems
  • Language Skills
slide4

Video Games….

Advantages for Pro-Athletes

Athletes in Rehab

  • Keeping Focused on Strategy

College Athletes

  • Learning the Playbook

NASCAR

  • Race Simulators
  • Learning the Track
  • Placement of Turns
  • Degree of Banking
slide5

Introducing the Game

  • Sponsor
  • WVU Political Science Dept.
  • POLS 493C – National Security and Uncertainty
  • Political-Military-Intelligence Exercise
  • Paper-based Class Simulation
  • Game Focus
  • Engage Students in Principle of Diplomacy and Foreign Negotiations
  • All uncertainty in the game is created by the student teams
  • Design Team Focus
  • Re-construct the exercise into a Web-Based Video Game
  • Enhance speed/efficiency of simulation
slide6

Game Overview

  • The DATE
  • Pre-WWI Europe, Beginning in 1900 (15 years prior to the War)
  • The TEAMS
  • 7 Teams, AKA Countries
  • 3 Students per team

Chief of State

Foreign Relations Secretary

Intelligence Chief

slide7

Game Overview (continued…)

England

  • Supply Centers
  • Each Country has 3, except Russia (4)
  • 34 Total Supply Centers
  • Units start on home country supply centers
  • “ARMIES”
  • Denoted by Square Blocks
  • “FLEETS”
  • Denoted by Rectangular Blocks
slide8

Game Flow

  • SPRING 1900
  • Map Display of Current Situation
  • Negotiation Period
  • Order Submissions (1 per unit)
  • Rules for Unit Action
  • Move, Attack, Support, Hold, Convoy
  • One Adjacent Position
  • Fleet Movements
  • Coast to Coast
  • Water to Water
  • Water to Coast, Coast to Water
  • Army Movements
  • Province to Province
  • Convoy across water by Fleet
slide9

Game Flow (continued…)

  • More Rules…
  • Only 1 Unit can occupy a province/body of water
  • Stand-Off
  • More than 1 unit ordered to same location
  • Arithmetic Sum of Unit Attack/Defense + Other Unit Supports
  • Tie Favors the Defending Unit
  • Losing Unit Retreats to Adjacent Location
  • SUMMER 1900
  • Spring orders openly adjudicated
  • Units moved, retreated, removed as necessary
slide10

Game Flow (continued…)

  • FALL 1900
  • New Map Displayed
  • Negotiations
  • Order Submissions (1 per unit)
  • WINTER 1900
  • Adjudication of Fall Orders
  • Units moved, retreated, removed, added
  • Build/Removal Stage
  • Adjustment of current units to # of supply centers owned
  • Can only be added to home supply centers
  • If occupied, must wait until next Winter Stage
slide11

Game Objective

  • Simulation Ending
  • One Country controls 24 Supply Centers at end of Winter Cycle
  • -OR-
  • Two Allied Countries control 24 Supply Centers at end of Winter Cycle
  • Alliances
  • Only 1 Final Alliance
  • Mutual Agreement
slide12

Process Improvement Opportunity

1. Method of Input

Current 

Proposed  Point-Click Method

slide13

Process Improvement Opportunity (continued…)

2. Format of Map Interface

Current  Microsoft Powerpoint

Proposed

Web Interface

slide14

Process Improvement Opportunity (continued…)

3. Validation of Unit Actions

Current 

Instructor determines validity of movements during Adjudication Periods

Proposed  Decision Engine

4. Adjudication

Current 

Instructor determines adjudication

Proposed  Decision Engine

slide15

Need

Problem Statement

The current system for executing the Political-Military Simulation Exercise at WVU lacks time efficiency and presents substantial opportunity for human error during adjudication.

Customer CTQ’s

Increased Precision

Time

Savings

slide16

Design Requirements

  • System to allow for Multiple User Log-ins
    • Including Host Log-in
  • Multiple User Decision Inputs
  • Reliable Adjudication System
  • Windows 7 Compatible
  • Easy Access to Current-State Map
slide17

Essential Needs

Professor Override of Adjudication

Simulation Ending Override

Random Prompt for Final Alliances

Non-Essential Needs

Archive Past Simulations

Archive of Students and their delegated roles

Post-Simulation Statistical Analysis

slide18

Austria

Units: 3

Build: 0

England

Units: 3

Build: 0

France

Units: 3

Build: 0

Italy

Units: 3

Build: 0

Russia

Units: 4

Build: 0

turkey

Units: 3

Build: 0

Germany

Units: 3

Build: 0

Web Interface

You are Austria!

Teams

Moves

Statistics

Spring / Summer 1900

Austria >

submitted

England >

waiting ……

France >

waiting ……

Germany >

waiting ……

Italy >

waiting ……

Russia >

waiting ……

Turkey >

waiting ……

waiting for host ……

submitted…

Submit Moves

slide19

Austria

Units: 3

Build: +1

England

Units: 4

Build: +1

France

Units: 4

Build: 0

Italy

Units: 4

Build: --1

Russia

Units: 6

Build: --1

turkey

Units: 4

Build: + 2

Germany

Units: 5

Build: 0

You are Austria!

Fall / Winter 1902

Austria > A Tri -- Hold

> A Bud -- Move to -- Ser [FAILED]

> F Alb -- Hold

Moves

Statistics

Teams

England > A Nwy -- Attack -- StP [FAILED]

> F Nth -- Move to -- Nwy [FAILED]

> F Bar -- Support -- A Nor to StP

> F Edi -- Move to -- Nth [FAILED]

France > A Bur -- Support -- F Pic to Bel [FAILED]

> A Por -- Move to -- Spa

> F Pic -- Move to -- Bel [FAILED]

> F Mar -- Hold

Germany > A Hol -- Attack -- Bel

> A Ruh -- Support -- A Hol to Bel

> A Mun -- Attack -- Bur [FAILED]

> F Den -- Hold

> F Kiel -- Move to -- Hol

Italy > A Ven -- Hold

> A Pie -- Attack -- Mar [FAILED]

> F Tun -- Move to -- WMed

> F Nap -- Move to -- Tyr

Russia > A Ukr -- Support -- F Rum

> A Gal -- Attack -- Bud [FAILED]

> A StP -- Attack -- Nwy [FAILED]

> A Sev -- Support -- F Rum

> F Rum -- Hold

> F Swe -- Support -- A Stp to Nwy

Turkey > A Bul -- Attack -- Rum [FAILED]

> A Con -- Move to -- Bul [FAILED]

> A Smy -- Move to -- Arm

> F Bla -- Support -- A Bul to Rum

slide20

Technologies

  • Decision Engine
    • Python
    • C/C++
    • Java
  • Interface
    • JavaScript
    • HTML
    • CSS
  • Database
    • MySQL
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