1. Military Simulator- A Case Study
Submitted by:
Anubhav Singhal(10104774)
Shruti Jadon(10104776)
Abhinav Thakur(10104778)
Project Supervisor:
Mrs. Suma Dawn
DEPARTMENT OF COMPUTER SCIENCE ENGINEERING &
INFORMATION TECHOLOGY
JAYPEE INSTITUTE OF INFORMATION TECHNOLOGY, NOIDA
2. INTRODUCTION
• Military simulations, also known informally
as war games, are simulations in which
theories of warfare can be tested and refined
without the need for actual hostilities and can
be parameterized by numerous variables.
• Military simulations are seen as a useful way
to develop
tactical, strategy and doctrinal solutions
approximate nature of the models used.
3. Problem Statement
Designing of a military simulator to experiment the
ground based search-and-rescue tactics behind the
enemy lines using a game engine. The simulator will
also be designed to train the soldiers in the tactics of
search and rescue operations. The simulator will
support multiplayer against Non player Characters.
4. Proposed solution
The success of a tactic will be determined on the
parameter of quantity of resources used & number of
soldiers killed during the execution of the mission. Tactic
in which the number of soldiers left is maximum and
number of killed allied soldiers is maximum is the most
efficient tactic. If there is mixed result among different
tactics, the number of soldiers left will be given priority as
the main mission is saving our soldiers lives.
This simulator is being designed on Unity which is
currently one of the best free gaming engines available
in the market. The Artificial Intelligence of the Non Player
Characters will be designed Based on the papers It will
designed to mimic the behavior of an enemy under the
specific conditions which prevail in Search-and-Rescue
operations.
5. Novelty/Benefits
• Currently there is no military simulator which is freely
available to public. All simulators are currently available
to military personals undergoing training. The public can
not tweak or improve the simulators. These simulators
do not take advantage of the FOSS community which
may help in bringing a revolution in simulator as they did
in the domain of operating systems and applications.
• This project tries to bridge this gap between the FOSS
community and the simulators. In long term this help is
creating a better human Artificial Intelligence within these
simulators which can be used in other application like
robotics.
8. Tools & Framework used
• Unity 3D
Unity is a game development ecosystem: a powerful
rendering engine fully integrated with a complete set of
intuitive tools and rapid workflows to create interactive
3D and 2D content; easy multiplatform publishing;
thousands of quality, ready-made assets in the Asset
Store and a knowledge-sharing community.
9. • 3D max modeling-
3ds Max provides a number of different modeling
toolsets and workflows, each with its positive and
negative sides. These include Procedural Modeling
(parametric objects and non-destructive modifiers),
Editable Mesh and Editable Poly explicit modeling,
Surface Tools Spline to Patch modeling and NURBS.
• Rain (AI)-
RAIN has been specifically engineered to meet the
demanding challenges of creating interactive characters.
This means RAIN is intuitive, flexible, and powerful
enough to handle an astonishing amount of complexity
while offering cutting-edge behavior control.
11. Overall architecture with component description &
dependency details
TOOLS:
Unreal Development Kit,
3DMax,
Blender
SUBJECT:
Soldier, Gamer,
Military Enthusiast,
Military tactical
scientist
OBJECT:
Experiment tactics,
Train Soldiers
COMMUNITY:
Soldier, Gamer,
Military Enthusiast,
Military tactical
Scientist, Game Developers
RULES:
Military tactical
Scientist, Game Developers,
Soldier, Game Engine
DIVISION OF LABOUR:
Soldier , Military tactical
Scientist, Game Developers
OUTCOME:
Experiment tactics,
Train Soldiers
12. Continued…
• Subject: He is the person who will be using the system.
• Object: The objective of the subjects
• Outcome: The final outcome of using the system.
• Tools: The tools used to build the system.
• Rules: The people or system who will decide the rules
based on which the system will work.
• Community: Any person who affects the system in any
way or the system is affected by him.
• Division of Labor: People who develop the system.
13. Data Structures & Algorithms
Patrol
Stop
Patrol
Around
Sit
Talk
Look
Around
Decide
path and
follow it
Figure: Algorithm Representation
(Patrol)
22. Limitations of the solution
• As we are trying to make this simulator available for the
FOSS community, we have to make this project on a
free version of Unity 3D using free assets and add-ons.
These add-ons and assets are bugged and not updated
frequently. Hence the development process is slow and
tedious.
• We are also limited by the hardware of the system. A
game is very resource intensive software hence we can’t
put in huge amount of detailing without any performance
degradation.
23. CONCLUSION
• The equations, normalizations constant and parameters
used for equating utility scores and probabilities are still
up for debate and varies between simulator to simulator
or person to person. They have to be tested and tried to
test their validity.
• We have proposed an AI approach for a military
simulator which is a mix of behaviour tree and utility
based AI architectures. Instead of being static, the
probabilities are being calculated dynamically based on
the situation. Also, with the help of data mining we could
find different ways to one solution.
24. References
1. Arjen Beij, William van der Sterren, 2005, “Killzone’s AI
– Dynamic procedural tactics”http://www.cgf-
ai.com/docs/straatman_remco_killzone_ai.pdf .
2. John E. Laird and Michael van Lent, 2001, “Human-
Level AI’s Killer Application Interactive Computer
Games”http://citeseerx.ist.psu.edu/viewdoc/download?d
oi=10.1.1.85.2927&rep=rep1&type pdf .
3. Kevin Dill, Lockheed Martin, 2011, “A Game AI
Approach to Autonomous Control of Virtual
Characters”.http://www.iitsec.org/about/PublicationsPro
ceedings/Documents/11136_Paper.pdf
25. 4. Konstantin Mitgutsch, Matthew Wise, 2011, “Subversive
Game Design for Recursive Learning”.
http://www.digra.org/dl/db/11310.47305.pdf
5. Owen Macindoe,Leslie Pack Kaelbling and Tomas
Lozano-Perez, 2012, “Assistant Agents for Sequential
Planning Problems”.
http://www.aaai.org/ocs/index.php/AIIDE/AIIDE12/paper
/viewFile/5495/5774
6. Patrik O. Hoyer , 2004, “Non-negative Matrix
Factorization with Sparseness
Constraints”.http://www.cs.helsinki.fi/u/phoyer/papers/p
df/NMFscweb.pdf
26. 7. Simon Egenfeldt, Jonas Heide, 2003, “Playing with fire
How do computer games affect the player”.
http://resources.eun.org/insafe/datorspel_Playing_with.
pdf Song Wang, 2012, “Operations Research
3OR”.http://school.maths.uwa.edu.au/~swang/units/3O
R/Notes.pdf
8. TANYA KHOVANOVA1 AND ZIV SCULLY2, 2013,
”EFFICIENT CALCULATION OF DETERMINANTS OF
SYMBOLIC MATRICES WITH MANY VARIABLES”.
http://arxiv.org/pdf/1304.4691v1.pdf
9. Tony Manninen, 2001,”Virtual Team Interactions in
Networked Multimedia Games Case: “Counter-Strike” –
Multi-player 3D Action Game”.
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.
1.19.6314&rep=rep1&type=pdf
27. 10. Tony Manninen, 2001,”Virtual Team Interactions in
Networked Multimedia Games Case: “Counter-Strike” –
Multi-player 3D Action Game”.
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.
1.19.6314&rep=rep1&type=pdf
11. William van der Sterren, 2001, “Terrain Reasoning for
3D Action Games”. http://www.cgf-
ai.com/docs/gdc2001_paper.pdf
12. Using CmapTools to Construct Activity System
http://phdblog.net/using-cmaptools-to-construct-activity-
systems/