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

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

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

“Exploiting Commercial Games for Military Use”

October 20-21 2004

TNO, The Hague, Netherlands

NATO Modeling & Simulation Group

Page 2: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

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

Page 3: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

International Perspectives

• Australia - Australian Defence Simulation Office

• Denmark - Danish Defence Research EstablishmentDanish Defence Research Establishment

• FranceFrance - DGA French Ministry of Defence- DGA French Ministry of Defence

• HollandHolland - Royal Netherlands Army RNLA- Royal Netherlands Army RNLA

• Sweden - Swedish Defence Research Agency

• USUS - U.S. Army Research Institute- U.S. Army Research Institute

• USUS - U.S. Marine Corps- U.S. Marine Corps

• GermanyGermany - eSim Games (Industry)- eSim Games (Industry)

• UK - Directorate of Analysis Experimentation & Simulation (MoD)

Page 4: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

Australian Perspective

Australian Defence Simulation Office

Commercial Computer Games

in the Australian Department of Defence

Page 5: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

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.

Page 6: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

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) Representations3) Data availability and reliability4) Technology5) Confidence building approaches6) Cost/benefit

Page 7: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

Level Individual Collective

Soldier VBS, SB VBS, SB

Squad SB, FSW, VBS? VBS, SB

Platoon SB, VBS? VBS, SB

Coy SB, CM VBS, SB

Bn TACOPS, CM, SB? TACOPS, SB?

Bde TACOPS, DA, HTTR TACOPS, DA

Div DA, TACOPS DA, TACOPS

Navy Harpoon3, Fleet Command Harpoon3

Air MS Flight Sim? Air War over Vietnam? ?

Joint Harpoon3, UV Harpoon3

VBS- Virtual Battlefield Systems, SB – SteelbeastsPro, FSW-Full Spectrum Warrior, CM-Combat Mission, DA-Decisive Action, HTTR-Highway to the Reich, UV-Uncommon Valor

Commercial Games Products used by ADSO

Page 8: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

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.

Page 9: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

Danish Perspective

Danish Defence Research Establishment (DDRE)Danish Defence Research Establishment (DDRE)

Using Falcon 4.0 (F-16 simulator) for Tactical Training

Page 10: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

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.

Page 11: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

Benefits of the Falcon 4.0 SimulatorThings that can be trained:Things that can be trained:(according to an F-16 pilot with Falcon 4 experience)(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

Page 12: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

Danish ConclusionDanish 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.

Page 13: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

French Perspective

DGA French Ministry of DefenceDGA French Ministry of Defence

The use of GHOST RECON for Training Infantry

Page 14: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

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

Page 15: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

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, ...

Page 16: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

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

Page 17: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

French ConclusionFrench 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”

Page 18: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

Dutch Perspective

Netherlands Aerospace Laboratory NLRNetherlands Aerospace Laboratory NLR

Flight Simulation Games and their Training Value

Page 19: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

The media spectrum – costs vs. benefits*

Games** DMT ET Aircraft***PTT FMS

PTT - Part-Task Trainer

FMS - Full Mission Simulator

DMT - Distributed Mission Training

ET - Embedded Training

Teaming

Informationhandling Organising

Communicating

Flying

Tactical

* not experimentally validated ** multi-player, HOTAS + keyboard *** fourship

Teaming

Informationhandling Organising

Communicating

Flying

Tactical

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

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.

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

Swedish Perspective

Game-based driving simulator Game-based driving simulator for the Swedish CBRN demonstrator systemfor the Swedish CBRN demonstrator system

Swedish Defence Research Agency

Page 22: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

The Swedish CBRN-demonstrator system (Chemical, Biological, Radiological and Nuclear, CBRN)

Requirements

• Requirement– An event engine for the real NBCR-demonstrator system

• Objective– Reduce time, cost and support organization when training the CBRN

staff.

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

Page 23: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

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

Page 24: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

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!

Page 25: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

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

Page 26: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

Training Using Commercial Games

Literature suggests that Games:

• Are engaging.• Provide flexibility in training.• Provide “hands on” experience.• Provide contextual learning.

Page 27: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

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?

R e a l i s m4 5 %

E x p l o r e1 5 %

C h a l l e n g e3 0 %

C o n t r o l1 0 %

Percentage of Responses in each Category

Page 28: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

US Army ConclusionUS 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.

Page 29: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

US Marine Training Perspective

CombatCombat ->->Instrumented LiveExInstrumented LiveEx ->->

LiveExLiveEx ->->TEWT (FSCEX)TEWT (FSCEX) ->->

Virtual Exercise Virtual Exercise ->->Supported SimEx (Phase III)Supported SimEx (Phase III) ->->

Tactical Decision-making Tactical Decision-making SimulationSimulation -> ->

Practical App./Sand Table/CASTPractical App./Sand Table/CAST ->->

Classroom Instr. (Phase II)Classroom Instr. (Phase II) ->->Interactive MultimediaInteractive Multimedia ->->

Asynchronous, Text Based Asynchronous, Text Based ->->EASY, CHEAP, ACCESSIBLE

EXPENSIVE, VALIDThe Training Spectrum

Page 30: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

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

Page 31: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

Experience Leads to Better War Fighting

Infantry Cognitive Skills Training

Page 32: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

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

Page 33: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

From Sand-table Exercises To Live Training

Marine Corps’ ApproachTo Training

•Begin planning•Arrange reconnaissance•Make reconnaissance•Complete order•Issue order•Supervise

•Execute Order•After Action Review

Page 34: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

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

Page 35: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

Germany - Industry Perspective

eSim Games – Steel Beasts Professional

Limits of the Commercial Off The Shelf (COTS) Approach

Page 36: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

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

Page 37: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

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

Page 38: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

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

Page 39: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

Profit distribution

60%

COTS relevant

titles

Page 40: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

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

Page 41: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

Market Actors: Developers

Fast.

Good.

Cheap.

Pick two!H

igh quality

Low cost

Hig

h sp

eed

Page 42: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

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

Page 43: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

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

Page 44: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

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

Page 45: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

UK

Dismounted Infantry Virtual Environment - DIVE 1

Page 46: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

DIVE 1

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

Page 47: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

DIVE – Representation of Copehill Down

Page 48: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

“DIVE 1”

Copehill Down

Page 49: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

Media Interest in DIVE

Page 50: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

“DIVE 2” Copehill Down

Page 51: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

“We found the DIVE system an excellent training tool which quickly improved our skills and enabled us to try out things that would normally be far too time-consuming or dangerous.”

Cpl Owen, Section Comd, 1 R ANGLIANextract from ‘The Castle’ magazine – Summer 2003

Page 52: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

Further Information

UK Contact:- Andy Fawkes DAES,

Email: [email protected]

Other Contacts:-

All slides can be accessed at:-

http://wise.rto.nato.int/Publicatio/MSG037

Login: RTOAuthor

Password: StoesouS

Page 53: “Exploiting Commercial Games for Military Use” October 20-21 2004 TNO, The Hague, Netherlands NATO Modeling & Simulation Group

QUESTIONS ?