Military Games Angel PEREZ

Transcription

Military Games Angel PEREZ
Military Games
Angel PEREZ
Summary
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Introduction
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Board War-games
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Military Games
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Serious Games
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References
Introduction
Games are formalized expressions of play which allow people
to go beyond immediate imagination and direct physical
activity. Games also allow forms of play to be packaged and
communicated to other people in a social group or
geographically far away.
Games capture the ideas and behaviors of people at one
period of time and carry that through time to their ancestors.
Games like Liubo, Xiangqi, and Shogi illustrate the thinking of
the military leaders who employed them centuries ago.
Board War-games
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3000 BC Wei Hai
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1600 Pachisi
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2300 BC Go
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1920 Stratego
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1500 BC Liubo
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1954 Diplomacy
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500 BC Chaturanga
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1959 Risk
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200 BC Xiangqi
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500 AD Chess
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570 AD Shogi
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1973 Dungeons &
Dragons
1993 Magic: The
Gathering
3000 BC Wei Hai
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Name means “encirclement”
Abstract board on which players
placed colored stones
Details of game have not survived
Believed to be similar to Japanese
game of Go
2300 BC Go
1500 BC Liubo
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Chinese game of battle that morphed
into a racing game between 1500BC
and 1200AD
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Generals and Pawns
Become Fish, Owls, and Stones
As with many others the exact rules
have disappeared
500 BC Chaturanga
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200 BC Xiangqi
Influences of Go and Chaturanga
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Encirclement
Unique identity to pieces
Strategic movement of pieces
Used for military strategy
Korean variant “Janggi”
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No central river
500 AD Chess
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European evolution of Indian Chaturanga
“Checkmate” is English form of Persian “Shah Mat”,
which means “dead king”
570 AD Shogi
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Moves very similar to Chess
Gold & Silver Generals are unique
More aggressive promotion of pieces
1600 Pachisi
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The Indian Emperor Akbar I of the 16th century Mogul
Empire, apparently played Pachisi (aka Chaupar) on great
courts constructed of inlaid marble.
He would sit on a Dias four feet high in the centre of the court
and throw the cowry shells. On the red and white squares
around him, 16 women from his harem, appropriately colored,
would move around according to his directions.
1920 Stratego
1954 Diplomacy
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War-gaming quick
and fun
Diplomacy was
originally a playby-mail game
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Format often
used for strategy
games like chess
and war-games
1959 Risk
1973 Dungeons & Dragons
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Created by Gary Gygax and David
Arneson
A new genre of fantasy/imagination
games.
Dungeon Masters guide players on
a quest
“Advanced D&D” was created to
allow Gygax to carry on without
Arneson
1993 Magic: The Gathering
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Richard Garfield, Ph.D. Combinatorial Mathematics
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Mathematics Professor at Whitman College, WA
20 minute war-game in card form for conventions
Less record keeping required
Cross between War-games and D&D
Military Games
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1664 Koenigspiel
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1780 War Chess
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1797 Military School
War-game
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1811 Kriegsspiels
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1879 The American
Kriegsspiels
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1886 Naval War College
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1903 Miniature Games
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1920 German
Schlactenspeil
1929 Political-Military
Gaming
1933 Soviet Kriegsspiel
1941 Japanese
War-gaming
1948 First Computer
War-games
1952 Charles Roberts
Military Games
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1978 Janus
1985 Naval Warfare
Gaming System
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1990 ModSAF
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1990 Battle Tech Arcade
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1994 FPS
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1995 Real Time Strategy
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1996 Panzer General
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1997 MMORPG
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1999 Team Fortress
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1999 Fleet Command
1664 Koenigspiel
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Invented by Christopher Weikhmann
1664 Ulam, Germany
Checkered Board with 30 Pieces
King, Marshall, Colonel, ... Private
1780 War Chess
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Invented by Dr. C.L. Helwig
1780 Germany
1666 squares, 120 pieces
Squares colored for terrain feature
Aggregate units - Infantry, Cavalry,
Artillery
1797 Military School Wargame
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“Rules for a New War-game for the
Use of Military Schools”
Invented by Georg Venturini in 1797
3600 squares
French-Belgian Border
1811 Kriegsspiels
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Invented by Baron von Reisswitz in 1811
Contoured terrain, porcelain soldiers
Introduced the “General Idea”
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Unique Scenario with Victory Conditions
1879 The American Kriegsspiels
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William Livermore and
Hugh Brown in 1879
Variable unit icons with
strength, type, fatigue,
ammunition, and task
time indicators
Topographic Maps
Pegs-and-Holes firing
board
1886 Naval War College
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Opened in 1884
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War-gaming introduced in 1886 by
William McCarthy-Little
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Develop operational war fighting
concepts through research and wargaming
Cardboard Ships and Gridded Paper
1895 Studied British Naval Attacks on
New York Harbor
1897 Teddy Roosevelt presented
new problem
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Japanese/American fight for Hawaii
1903 Miniature Games
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“The Naval Wargame”, Scientific American, 1903
by Fred T. Jane
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Rules and tools for naval games of war
Later author of Jane’s Fighting Ships
Little Wars, 1913 by H.G. Wells
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Miniature soldiers and cannon
Terrain board & rules of operation
Championed firing toy cannons rather than
calculations for determining outcome of war
1920 German Schlactenspeil
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Mechanism of Chinese
Checkers
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Terrain & buildings occupy
specific holes
Movement restricted by board
characteristics
Researched battle narrative
1929 Political-Military Gaming
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Invented by Eric von Manstein
Explored German invasion of Poland
Included players at many levels of
leadership:
 President
of the League of Nations
 Cabinet Members of Germany and
Poland
 Diplomats from both countries
 Military Generals
1933 Soviet Kriegsspiel
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Chess board with 2 rows added to
each edge, 128 squares
24 pieces on each side
Explicit representation of military
forces of the early 20th century
1941 Japanese Wargaming
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Fall 1941 Japanese gamed Pearl Harbor Attack
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May 1943 gamed Battle of Midway
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Japanese War College in Tokyo
Partial success of attack is credited to wargames
Aboard the Yamato, Flagship of the Combined Fleet
Tokyo Naval War College
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Host for regular “Table-top
maneuvers”
1948 First Computer War-game
Army Operations Research Office
at Johns Hopkins University
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“Air Defense Simulation”
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Hosted on the Univac computer
North American air defense
Naval anti-aircraft guided
missiles
CARMONETTE
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1953 Computerized Monte Carlo
Simulation
Tank/Anti-Tank (v.I), Infantry (v.II),
Helicopters (v.III),
Communications (v.IV)
Operational 1956-1970
1952 Charles Roberts
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Roberts invents board game to “practice war” while
awaiting his commission
Introduces primary pieces
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Published as “Tactics” in 1954
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Grid System
Terrain Types
Military Units with Ratings
Combat Results Table
Die Role
Sold 2,000 copies from 1954-58
Started Avalon Hill in 1958
1978 Janus
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Derived from
McClintic Theater
Model from the Army
War College
Combat via CRT and
random numbers
Great flexibility to
visual representation
and combat via lookup table
1985 Naval Warfare Gaming
System
1990 ModSAF
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Semi-Automated
Forces systems are
constructive
simulations designed
to stimulate virtual
systems
Operated like a wargame
Data stream like a
simulator
Human orders
augmented by AI
1990 Battle Tech Arcade
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Jordan Weisman,
Chicago, IL
Military-style
simulator pods
Computer
networking for
multi-player
Derived from a
role-playing game
1994 FPS
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1991 Hovertank
1994 Wolfenstein 3D
1993-1995 Doom, Doom II, III
1996-1997 Quake, Quake II, III, IV
1995 Real Time Strategy
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“2 ½ Dimension”
map
Control of large
number of assets
Strategic play
within the
constraints of
rapid order entry
Like speed chess
1996 Panzer General
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Board game
moved to the
computer
Add animation,
sound, smoke,
and fire – which
do not effect the
outcome, just the
excitement
1997 MMORPG
1999 Team Fortress
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Military mod of HalfLife
Unique Soldier role
behaviors
Team cooperation to
win
Begin to demonstrate
capability compatible
with military units
1999 Fleet Command
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Constructive
and Virtual
views of naval
battles
Serious Games
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1983 SGI Flight
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1989 Harpoon
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1996 Marine DOOM
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1998 Spearhead
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2002 America's Army
2003 DARWARS
Ambush
2003 DARWARS Tactical
Iraqi
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2004 Full Spectrum
Warrior
2009 VBS2/Game After
Ambush
2600 Star Trek
Holodeck
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1983 Silicon Graphics demo
program
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Networking added in 1984
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Written by Gary Tarolli
Inspired by Blue Angles air show
at Moffett Field
Sales tool for SGI computers
Two machines on a serial cable
No interactions
7 frames-per-second
Demonstrated at SIGGRAPH
1984
1985 Modification of Flight
program
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Added shooting interactions
Message packets transmitted at
frame rates
10 player max because of
bandwidth limitations
Dead reckoning added later to
reduce network flooding
1983 SGI Flight
1989 Harpoon
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Based on miniature game
by Larry Bond
Two-sided naval combat
during Cold War
Entertainment and
Military versions
1996 Marine DOOM
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Marine Doom is a
1996 modification of
the first-person
shooter Doom II for
US Marines, which
was later made
available for
download to the
public.
1998 Spearhead
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MaK teamed with Interactive
Magic
Game version of SIMNET and
DIS
“DIS-lite” to support network
multiplayer
Allows all 4 tank station play
Infrared visuals
Typical military training levels
2002 America's Army
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AKA: Army Game Project
Army recruiting tool created
through partnership between
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Army Accessions Command,
West Point, and
Naval Postgraduate School
Potential recruits experience
virtual Army training before
entering death match combat
levels
Built on Unreal Engine 1.5,
2.0, 3.0
Parents: COL Casey
Wardynski and Dr. Mike Zyda,
now divorced and no longer
speaking to each other
Multiple Spin-off products.
Title is valuable Intellectual
Property
2003 DARWARS Ambush
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DARWARS was a DARPA
sponsored project (with JFCOM
and USMC PM TRASYS) to
create training systems that
incorporate games and related
learning technologies
AMBUSH! was the game
component built on the
Operation Flashpoint game
Transferred to PEO-STRI in
2006 for deployment to Army
Units
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Now deployed to 400 sites
2003 DARWARS Tactical Iraqi
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Language training game
developed within the
DARWARS program
Conceived and created at
USC ICT
Spun-off as a commercial
company and product
2004 Full Spectrum Warrior
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Joint Army/Entertainment title for
the Xbox
Create a game with entertainmentlevel quality, but with an embedded
Army mission
Dual-use Applications
Microsoft agreed to support the
title if it could be sold commercially
as well
USC ICT and Pandemic Studios
Famous for having an Army-mode
secret key which was immediately
released on the Internet
2009 VBS2/Game After Ambush
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VBS2 from Bohemia Interactive
via LaserShot
$17.7M contract to replace
AMBUSH
Acquired with out-of-the-box
capabilities, no new
development to meet
requirements
Scheduled to deliver 70 suites
to 53 locations in 2009
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Active, Guard, Reserve and
Projection units
3640 computers total
2600 Star Trek Holodeck
References
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http://en.wikipedia.org/wiki/History_of_games
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http://www.modelbenders.com/papers/game_history.html
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Lenoir, T. (2003). Programming theatres of war: Gamemakers as
soldiers. In Latham, R. (Ed.) Bombs and Bandwidth: The
emerging relationship between information technology and
security. New York: The New Press.
Smith, R. (March-April 2007). The Disruptive Potential of Game
Technologies: Lessons Learned from its Impact on the Military
Simulation Industry. Research Technology Management, 50(2),
57–64.
Herz, J. and Macedonia, M. (April 2002). Computer games and
the military: Two views. Defense Horizons, 11. Online at
http://www.ndu.edu/inss/DefHor/DH11/DH11.htm
Thanks