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

Political-Military Simulation Gameplay Web Automation

Design Team:

Wisam Al-malack

Kyle Frank

Anthony Glitzner

Travis Moore

Joe Perks

Date:

April 29th 2013



Political military simulation gameplay web automation

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


Political military simulation gameplay web automation

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


Political military simulation gameplay web automation

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


Political military simulation gameplay web automation

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


Political military simulation gameplay web automation

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


Political military simulation gameplay web automation

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


Political military simulation gameplay web automation

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


Political military simulation gameplay web automation

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


Political military simulation gameplay web automation

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


Political military simulation gameplay web automation

Process Improvement Opportunity

1. Method of Input

Current 

Proposed  Point-Click Method


Political military simulation gameplay web automation

Process Improvement Opportunity (continued…)

2. Format of Map Interface

Current  Microsoft Powerpoint

Proposed

Web Interface


Political military simulation gameplay web automation

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


Political military simulation gameplay web automation

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


Political military simulation gameplay web automation

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


Political military simulation gameplay web automation

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


Political military simulation gameplay web automation

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


Political military simulation gameplay web automation

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


Political military simulation gameplay web automation

Technologies

  • Decision Engine

    • Python

    • C/C++

    • Java

  • Interface

    • JavaScript

    • HTML

    • CSS

  • Database

    • MySQL