MAS Wed Jan 08, 2020 10:25 pm
Is it wrong that I kinda wish something "strange" WOULD go down so we could adventure together for realz?
@ Chris: Challenge accepted, Project "Table" is a GO!
I realized after I posted, that I probably haven't fully explained the projects I worked on in much detail. I really only realized lately that what we created must have been the first of its kind and scale. Just kinda rambled out that way and I went with it cuz I thought it sounded badass, lol!
I was tasked with creating a federated, synchronized, LVC (live /virtual /constructive*) training environment. While we used at differing scales of operation, at its largest, I was successfully able to "game master" an entire province of a particular country that was relevant at the time, in real-time. We were training commanders and headquarters staff, so the environment had to accurately portray several layers of complexity. Civilians: Leave the house on foot or with a vehicle at times that make sense, going places that make sense, praying at correct times, etc. "patterns of life" is the term. Within that, you add a layer of criminal/insurgent networks: key figures traveling to meetings with other key figures, weapons being smuggled/emplaced, enemy attacks, etc. All of the people have to have a biometric database that fits into the overall intel packages being worked by the scenario so that anyone who has been properly IDd has backstory/intel. The next layer is similar but is local police, army, and other allied forces operating in the area, even NGOs. Over that, we add a layer of Marines in the field. They have to look and act the way Marines do when they fight, and be commanded/portrayed as such. all that activity also needs to be flown over by intelligence/reconnaissance assets with specific capabilities (thermal, FLIR, LIDAR, etc) so we could pump virtual feeds into the command tents. Artillery assets need to look and behave correctly, and real-world "call for fire" procedures have to translate from Live play into virtual artillery effects, or vice versa. Vehicles such as tanks, helicopters, and fixed-wing aircraft are participating either as live assets, being flown by actual pilots on platform-specific simulators, or more casually controlled - but in any case, we still need someone dedicated to keeping the "virtual" airspace lanes clear so imaginary aircraft and artillery don't co-occupy virtual space.
All of this was done with about a half dozen programs, 150 laptops, and a couple of Alienware towers I ran at my desk, running parallel to the classified systems running on a network that most of the software we used was not allowed to touch due to lack of having yet been given security certification. To shorten that, I had to run a system that accurately mimicked a system it couldn't touch. Some of the software was older government sims, some of it was white-hot off the press commercial stuff. Boston Dynamic (who does all the advanced robots you see in the videos) was the company I worked with to develop the "patterns of life" capabilities and to expand our ability to program human and tactical behaviors. I ended up designing the user interface and writing a lot of the performance standards and capability requirements for the resulting system.
Later work was more focused on making virtual training environments that are recorded from real-world live play data (people and vehicles wearing trackers, projected onto virtual terrain built from real-world maps) but that system was much more settled and I designed none of it.
*From wiki:
Live - A simulation involving real people operating real systems. Military training events using real equipment are live simulations. They are considered simulations because they are not conducted against a live enemy.
Virtual - A simulation involving real people operating simulated systems. Virtual simulations inject a Human-in-the-Loop into a central role by exercising motor control skills (e.g., flying jet or tank simulator), decision-making skills (e.g., committing fire control resources to action), or communication skills (e.g., as members of a C4I team).
Constructive - A simulation involving simulated people operating simulated systems. Real people stimulate (make inputs to) such simulations, but are not involved in determining the outcomes. A constructive simulation is a computer program. For example, a military user may input data instructing a unit to move and to engage an enemy target. The constructive simulation determines the speed of movement, the effect of the engagement with the enemy and any battle damage that may occur. These terms should not be confused with specific constructive models such as Computer Generated Forces (CGF), a generic term used to refer to computer representations of forces in simulations that attempts to model human behavior. CGF is just one example model being used in a constructive environment. There are many types of constructive models that involve simulated people operating simulated systems.