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“Exploiting Commercial Games for Military Use”

“Exploiting Commercial Games for Military Use”. NATO Modeling & Simulation Group. October 20-21 2004 TNO, The Hague, Netherlands. Aims. UK MoD led, hosted by Netherlands (TNO) Share national experience Identify: best practice Lessons learned barriers to further exploitation

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“Exploiting Commercial Games for Military Use”

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  1. “Exploiting Commercial Games for Military Use” NATO Modeling & Simulation Group October 20-21 2004 TNO, The Hague, Netherlands

  2. Aims • UK MoD led, hosted by Netherlands (TNO) • Share national experience • Identify: • best practice • Lessons learned • barriers to further exploitation • Areas for collaboration • Networking: • Research community • Military • Internationally

  3. International Perspectives • Australia - Australian Defence Simulation Office • Denmark - Danish Defence Research Establishment • France - DGA French Ministry of Defence • Holland - Royal Netherlands Army RNLA • Sweden - Swedish Defence Research Agency • US - U.S. Army Research Institute • US - U.S. Marine Corps • Germany - eSim Games (Industry) • UK - Directorate of Analysis Experimentation & Simulation (MoD)

  4. Australian Perspective Australian Defence Simulation Office Commercial Computer Games in the Australian Department of Defence

  5. Why are the Australian Defence Simulation Office Interested in Commercial Games? • Expose Defence members to simulation. • Grow knowledge and skill base. • Raise profile of simulation. • Keep abreast of developments. • Research commissioned by ADSO identified utility of COTS games. • Being used anyway- needs co-ordination. • Supports “golf bag” approach to simulation. • Cultural change.

  6. What Makes a Game Useable? • At least some of the following: • Robust user community. • Multiplayer functionality. • Scenario creation. • Open database. • After Action Review. • Developer engagement. • Validation and accreditation. • Support. • Use elsewhere - and for what. • ADSO evaluates games against following “Six Criteria” 1) User Requirement 2) Representations 3) Data availability and reliability 4) Technology 5) Confidence building approaches 6) Cost/benefit

  7. Commercial Games Products used by ADSO VBS- Virtual Battlefield Systems, SB – SteelbeastsPro, FSW-Full Spectrum Warrior, CM-Combat Mission, DA-Decisive Action, HTTR-Highway to the Reich, UV-Uncommon Valor

  8. Australian Conclusions • There is currently a small but significant effort. • Good support can be achieved with systematic approach. • Cultural change is making it easier. • Commercial games are just one club in the simulation golf bag.

  9. Danish Perspective Danish Defence Research Establishment (DDRE) Using Falcon 4.0 (F-16 simulator) for Tactical Training

  10. Falcon 4.0 for Tactical Training • Enhancements - Flight models (aircraft behaviour) - EW - Radar - Graphics • Issues - Field of view is too small. - Takes time to get used to looking around. - Instruments takes up a too large fraction of the screen. - Flight model not exact, behaviour is slightly different.

  11. Benefits of the Falcon 4.0 Simulator Things that can be trained: (according to an F-16 pilot with Falcon 4 experience) • Flying (basic experience) • Systems training (RWR, Radar) • Formation/Coordination • BFM (Basic Fighter Man.) • ACM (Air Combat Man.) • BVR (Beyond Visual Range) • COMOA (Combined Air Ops.) • A-G (Air to ground weapons) • Debriefing • S-A (Surface to Air) Training • EW Basics

  12. Danish Conclusion • Falcon 4.0 is advanced and very flexible, allowing “modding” without much difficulty. • DDRE has developed an EW tactical training program for F-16 pilots, based on Falcon 4.0 • Lots of possibilities for other products.

  13. French Perspective DGA French Ministry of Defence The use of GHOST RECON for Training Infantry

  14. GHOST RECON • Scope • Tactical Education (Individual and Collective) and Training for Infantry’s platoons and squads before field exercises • Optimize forces readiness prior field exercises • Improve efficiency, time and cost • Assessment • Study low cost products as Commercial Games • Provide recommendations to deploy an already existing system • Refine Operational requirements

  15. GHOST RECON Features • Actors - From Soldier to Squad Leader • Armaments - PA, Famas, Minimi, AT4, Frf 2, Frf 12,7, Grenades, Mines, ... • Missions - Elementary Actions: Stop, Defense, Destroy, Reckon, Observe, Conquer, ... • Environment - Weather: Sun, Snow, Rain, Cloud, Fog, Day/Night - Terrain: Field, Forest, ...

  16. INSTINCT INSTINCT = GHOST RECON + French Improvements • INSTINCT exercises are defined according to the same process as field exercises • AAR due to GHOST RECON particularities is only limited to replay the exercises • Less than 2 hours INSTINCT tutorial prior exercises • Short drills (4 Hours) • To learn procedures • To get the know-how • To react with reflexes

  17. French Conclusion • Soldiers make same mistakes in INSTINCT & Field exercises • Easier to prove and explain (Wrong position, Unprotected movement) • Field behavior is better with soldiers educated with INSTINCT • Better fire sectors and objectives designation • Short Drills are recommended • Movement, Support, Intelligence, Orders and Reports • Pleasure and Entertainment improve the courses • Ease the understanding (Solders learn faster) • Management of Opposite Forces is essential to avoid “Game Play”

  18. Dutch Perspective Netherlands Aerospace Laboratory NLR Flight Simulation Games and their Training Value

  19. Games** PTT FMS DMT ET Aircraft*** The media spectrum – costs vs. benefits* PTT - Part-Task Trainer FMS - Full Mission Simulator DMT - Distributed Mission Training ET - Embedded Training Information handling Information handling Organising Organising Teaming Flying Teaming Flying Tactical Communicating Communicating Tactical * not experimentally validated ** multi-player, HOTAS + keyboard *** fourship

  20. Dutch Conclusions • Current generation games could be a valuable add-on to the existing training media spectrum. • Strong points: teaming, communication, info handling. • Weak points: flying and organising skills. • Most air forces do not officially use Games for training purposes.

  21. Swedish Perspective Game-based driving simulator for the Swedish CBRN demonstrator system Swedish Defence Research Agency

  22. The Swedish CBRN-demonstrator system(Chemical, Biological, Radiological and Nuclear, CBRN) • Requirement • An event engine for the real NBCR-demonstrator system • Objective • Reduce time, cost and support organization when training the CBRN staff. Requirements • Facts • Length: 7. 68 m • Height: 2.95 m • Width: 2.95m • Weight: 19 200 Kg • Load: 4 000 Kg • Speed: < 110 • Patria Vehicles, Finland

  23. The simulated NBC-vehicle Characteristics • Correct 3D-vehicle regarding weight, length, height and other external attributes. • Generic physical behaviour • Driver’s and operator’s seat correct modelled • Driver has third or first person view • Operator same interface as the NBC-Dart • Connectible with NBC/PC-Dart for message exchange

  24. Swedish Conclusions • Simple, easy to use driving simulator for concept evaluation, demonstration, basic training etc. • Build with open-source, gaming- and entertainment technology. • Game-based interface and principles • Rapid deployment • No classified data • Good enough!

  25. US Perspective U.S. Army Research Institute for the Behavioural and Social Sciences Design Characteristics of a PC-based Game that Influence Instruction and Motivation

  26. Training Using Commercial Games Literature suggests that Games: • Are engaging. • Provide flexibility in training. • Provide “hands on” experience. • Provide contextual learning.

  27. Questions about Motivation • Features that Motivate • - What about the “America’s Army” game would make you want to play the game again? •   - Which section of the basic combat training did you like the most, and why? • Features that Do Not Motivate • - Which section of the basic combat training did you like the least, and why? • - What would you change about the “America’s Army” game? Percentage of Responses in each Category

  28. US Army Conclusion • Strength of training games is in procedural learning, and the procedures learned should match the training objectives. • Instructional content should be integrated with the progression of the game. • Extensive printed text should be avoided; it may be ignored and is less likely to be recalled than graphic images or spoken text. • Appropriate levels of challenge, control, exploration, and realism can increase motivation.

  29. EXPENSIVE, VALID Combat-> Instrumented LiveEx-> LiveEx-> TEWT (FSCEX)-> Virtual Exercise -> Supported SimEx (Phase III)-> Tactical Decision-making Simulation-> Practical App./Sand Table/CAST-> Classroom Instr. (Phase II)-> Interactive Multimedia-> Asynchronous, Text Based -> EASY, CHEAP, ACCESSIBLE US Marine Training Perspective The Training Spectrum

  30. Acquisition Methods • Straight Commercial Off The Shelf (COTS) • Used as is, no modification • Modified COTS for Specific Marine Use • Marine specific requirements • i.e. models, terrain, behavior • Minor modification • Initial Investments in COTS Product • Marine subject matter experts involved at ground zero and throughout development for authenticity. • Government Off The Shelf Development -Ground zero development for Marines, no commercial release

  31. Infantry Cognitive Skills Training Experience Leads to Better War Fighting

  32. Crawl, Walk, Run Approach • Mon-Tue • Familiarization and Team exercises • Wednesday • Squad Exercises and rehearsals • Thursday • Platoon Exercises and rehearsals • Friday • Combined Arms, after-action review, comments

  33. Marine Corps’ ApproachTo Training From Sand-table Exercises To Live Training • Begin planning • Arrange reconnaissance • Make reconnaissance • Complete order • Issue order • Supervise • Execute Order • After Action Review

  34. Conclusions Challenges • Resistance mentality • “I don’t want my Marines sitting in A/C playing Nintendo all day” • Baby boomers vs. Millennium Generation • Hardware issues • Software Development • Desensitization/Psychological Issues • Facilitation • Mission editing and contractor support • Subject matter experts • Marketing and Distribution

  35. Germany - Industry Perspective eSim Games – Steel Beasts Professional Limits of the Commercial Off The Shelf (COTS) Approach

  36. Current Situation • The Market - The market supports the idea of applying the COTS concept to computer games - Many computer games deal with combat simulation - Yet the economic framework affects the practical application of a sound idea • Market Limitations - Consumers demand to be entertained - Armies demand reliability

  37. Consumer Entertainment Market • Receding market trend for PC game titles • Less profitable than console games • Software piracy • Incompatibilities/hardware diversity • First Person Shooters dominant genre, also “Real Time Strategy” • Simulations and Wargames: - 5% market share, and dropping

  38. Consequences • Number of developers for simulation games is dropping • Publishers abandon the market segment  No more development funding! • Major developers concentrate on mass market compatible games

  39. COTS relevant titles Profit distribution 60%

  40. Market Actors: Developers • Dependent developers: • Essentially owned by large publishers • Fixed (large) budget for development • Publisher influences genre choice • Independent developers: • The lucky few (Valve, Blizzard, ID) • Filthy rich, sell blockbusters and engines • The not-so-lucky few (us and others) • Shoestring budget development

  41. High speed High quality Low cost Market Actors: Developers Fast. Good. Cheap. Pick two!

  42. COTS procurement recommendations • $100,000.- development budgets for Divisions, and Schools • $50,000.- procurement budgets for brigades • Determined leadership of Simulation Officers • Do not impose limits on “code recycling” for consumer market

  43. COTS project requirements • Game developer • Must be devoted to and knowledgeable in the subject matter • Must be customer oriented • Must be able to work for three years without funding • Discretion & Reliability • Army • Avoid “feature creep” wish lists • Accept partial solutions – embrace fast development cycles as a chance • Support developer with unclassified information • Understand developer’s business model

  44. Conclusion • COTS is a sound idea, and can be a great chance for both armies and game developers • Technological chances are obvious • Economical challenges are most important in the long run, and can be mastered

  45. UK Dismounted Infantry Virtual Environment - DIVE 1

  46. DIVE 1 • Half Life • Very Popular • First Person Shooter • On-Line Gaming Capability • Easy to Adapt • (now costs <£10)

  47. DIVE – Representation of Copehill Down

  48. “DIVE 1” Copehill Down

  49. Media Interest in DIVE

  50. “DIVE 2” Copehill Down

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