17 research outputs found

    The Development Of A Dismounted Infantry Embedded Trainer With An Intelligent Tutor System

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    The dismounted infantry system is a man wearable system with intelligent tutoring tool used to assess training. The tasks used to assess training for the intelligent tutoring were: (1) move as a member of a fireteam, (2) enter and clear a room, and (3) report battlefield information. The soldier wearing the simulation system acts as a member of a fireteam to conduct a virtual mission. The soldier\u27s teammates are computer generated entities to conduct the mission. Soldiers were surveyed on the tasks assessed as well as the features of the system. Soldiers were also surveyed on tasks they felt needed to be added to the tutoring functions of the system. The intelligent tutor system and training in virtual reality was generally accepted by the participants. The general consensus was the technology needed additional refinement to provide a better training environment. Most felt that working with Semi-Automated Forces (SAF) entities made the scenario more difficult to execute. The parameters established for successful completion of the movement and reporting tasks were too strict and hindered the experience for the participant. Locomotion is another aspect that deserves further research. Moving the locomotion controls to the feet would free the soldier from having to accomplish multiple tasks with only two hands. Future research should concentrate on locomotion methods and controls, as well as only using human participants for all unit members

    Threat Density Map Modeling for Combat Simulations

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    The modeling and simulation community has used probability threat maps and other similar approaches to address search problems and improve decision-making. Probability threat maps describe the probability of a location containing one or more enemy entities at a particular time. Although useful, they only describe the likelihood that the location is occupied without addressing the degree to which it is occupied. Thus, we investigate whether threat density maps that describe the searcher’s expectation of seeing a number of target agents at a certain location in a given time interval are a viable method for improving synthetic behaviors in combat simulations. As a proof of principle, this paper introduces a probability model which quantifies the searcher agent’s subjective belief about the number of enemy entities in a location, given the initial information described by a prior density function and the information provided by the assumed sensing model. In addition, this paper discusses a framework for initializing the model, as well as the model’s key advantages and current limitations

    Implementation of Monte Carlo Tree Search (MCTS) Algorithm in COMBATXXI using JDAFS

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    The implementation of the Monte Carlo Tree Search (MCTS) algorithm into the Combined Arms Analysis Tool for the 21st Century (COMBATXXI) project is an extension of work completed in FY13. The TRADOC Analysis Center - Methods and Research Office (TRAC-MRO) sponsored this iteration in an attempt to test the feasibility implementing the algorithm into the COMBATXXI simulation environment. For further details on the specific algorithm of more background information see appendix and the previous technical report.TRAC-MROTRAC Project Code # 060025Approved for public release; distribution is unlimited

    Terrain Representation And Reasoning In Computer Generated Forces : A Survey Of Computer Generated Forces Systems And How They Represent And Reason About Terrain

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    Report on a survey of computer systems used to produce realistic or intelligent behavior by autonomous entities in simulation systems. In particular, it is concerned with the data structures used by computer generated forces systems to represent terrain and the algorithmic approaches used by those systems to reason about terrain

    "This isn't what war is like" : an ethnographic account of ArmA3

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    This thesis examines the social practices of the Armed Assault 3 (ArmA 3) gaming community and their attempts to recreate a realistic combat experience online. Using an ethnographic approach, I explore the numerous military simulation (milsim) gaming practices employed by the community, many of which relied heavily on modeling and simulations processes. I contend that these practices were a response to the ‘gaps’ between the ‘real’ and the ‘virtual,’ which disrupted the gaming community’s ability to achieve the desired combat experience. An analysis of these practices makes evident what was deemed necessary for a meaningful and realistic online experience by a diverse community, as well as the new layers of gaps produced by the gamers themselves.Social Science and Humanities Research Counci

    Update NPS / November 2010

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    Grad Serves as XO, Future CO, of Navy's Flagship Amphib; Historical Treasures of NPS Unveiled During Dedication Ceremony; Ceremony Celebrates Establishment of NSA Montere

    Building Realistic Mobility Models for Mobile Ad Hoc Networks

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    A mobile ad hoc network (MANET) is a self-configuring wireless network in which each node could act as a router, as well as a data source or sink. Its application areas include battlefields and vehicular and disaster areas. Many techniques applied to infrastructure-based networks are less effective in MANETs, with routing being a particular challenge. This paper presents a rigorous study into simulation techniques for evaluating routing solutions for MANETs with the aim of producing more realistic simulation models and thereby, more accurate protocol evaluations. MANET simulations require models that reflect the world in which the MANET is to operate. Much of the published research uses movement models, such as the random waypoint (RWP) model, with arbitrary world sizes and node counts. This paper presents a technique for developing more realistic simulation models to test and evaluate MANET protocols. The technique is animation, which is applied to a realistic scenario to produce a model that accurately reflects the size and shape of the world, node count, movement patterns, and time period over which the MANET may operate. The animation technique has been used to develop a battlefield model based on established military tactics. Trace data has been used to build a model of maritime movements in the Irish Sea. Similar world models have been built using the random waypoint movement model for comparison. All models have been built using the ns-2 simulator. These models have been used to compare the performance of three routing protocols: dynamic source routing (DSR), destination-sequenced distance-vector routing (DSDV), and ad hoc n-demand distance vector routing (AODV). The findings reveal that protocol performance is dependent on the model used. In particular, it is shown that RWP models do not reflect the performance of these protocols under realistic circumstances, and protocol selection is subject to the scenario to which it is applied. To conclude, it is possible to develop a range of techniques for modelling scenarios applicable to MANETs, and these simulation models could be utilised for the evaluation of routing protocols

    Factors Affecting the Transfer of Basic Combat Skills Training in the Air Force

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    During Operations ENDURING FREEDOM (OEF) and IRAQI FREEDOM (OIF), many Airmen in support career fields were deployed to hostile environments like Afghanistan and Iraq. Deployments of this nature are a departure from normal Air Force operations where support personnel are normally far from the front lines of battle. The purpose of this research was to understand the factors that affect the transfer of basic combat skills training from the classroom to the battlefield. Specifically, this thesis sought to answer five research questions addressing the current combat skills training requirements, the perceived training transfer of basic combat skills, the factors that affect the transfer of basic combat skills, any gaps in current training requirements, and what other types of basic combat skills training should be required to fill any perceived gaps. A 52-item scale measured the perceptions of active duty, Air Force officer and enlisted personnel on their ability to transfer the combat skills learned in a classroom to the battlefield. The research provided a foundation for measuring the effectiveness of combat skills training as a single construct made of five separate training types

    Warfighting In Urbanized Coastal Terrain: Viability and Application for Amphibious Fighting Forces in the Pacific

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    Urban warfare has posed a dilemma for conventional fighting forces since the advent of urbanization, generally viewed as something to be avoided to the maximum possible extent and thus only being conducted when necessary. Amphibious warfare has a comparable history, with amphibious assaults historically limited by tactical, technical, and operational concerns. The United States Marine Corps has conducted operations in both venues. With increasing urbanization along most littorals, however, a situation is emerging wherein amphibious forces will be required to land in and conduct warfighting in coastal cities, made worse with emerging “megacities” and “shantytowns” already found on the Asia-Pacific Rim. The scale of this problem can be found in statistics and analysis of present urbanization trends in the Asia-Pacific region (given American foreign policy’s ongoing “pivot to Asia”). This is further illustrated in previous urban-amphibious operations conducted by the United States Marine Corps (USMC) and other military organizations. in order to provide a clear picture of what the execution of said operations will look like. Finally, based on this evidence and analysis, it is clear that a Marine Corps Urban Warfare Training Center and dedicated urban warfare support forces are necessary to complement current littoral-focused Marine Corps forces and training.Bachelor of Art
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