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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Political-Military Simulation Gameplay Web Automation

Design Team:

Wisam Al-malack

Kyle Frank

Anthony Glitzner

Travis Moore

Joe Perks

Date:

April 29th 2013



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


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


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


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


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


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


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


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


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


Process Improvement Opportunity

1. Method of Input

Current 

Proposed  Point-Click Method


Process Improvement Opportunity (continued…)

2. Format of Map Interface

Current  Microsoft Powerpoint

Proposed

Web Interface


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


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


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


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


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


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


Technologies

  • Decision Engine

    • Python

    • C/C++

    • Java

  • Interface

    • JavaScript

    • HTML

    • CSS

  • Database

    • MySQL



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