Let’s Get Serious: Gaming Techniques for Simulation and Training Jeff LeBlanc, MAK Technologies ©MÄK Technologies, Inc. About MAK Who we are Founded in 1990; Based in Cambridge, MA Founders worked on SIMNET team Pioneer in adapting game technology for military tactical trainers What we do Develop distributed simulation tools & toolkits for developers Use our tools to build military tactical trainers ©MÄK Technologies, Inc. Serious Games Computer and video (console) games can be used for more than just entertainment Education / edutainment Marketing and advertising Social policy and management Training The Serious Games marketplace is huge, rivaling the gaming or entertainment industries Serious Games aim to provide training and education to the user, while also providing and engaging and entertaining experience The latter supports the former ©MÄK Technologies, Inc. Serious Games History Army Battlezone, by Atari in 1980 Late 80s saw SIMNET, by BBN, distributed real-time simulation Edutainment was tried as a business model in the 1990s. It failed to be profitable… Marine Doom, 1998, early attempt at training Serious Games Initiative launched in 2000 goal: "to help usher in a new series of policy education, exploration, and management tools utilizing state of the art computer game designs, technologies, and development skills" Use game development techniques and technologies to build ‘serious’ tools ©MÄK Technologies, Inc. SIMNET Military simulations have tended to be a bit "heavy" Dedicated hardware Physical proximity Expectations of mechanical accuracy SIMNET changed that, providing a networked multi-user interactive simulation Support for hundreds of simultaneous users Grandfather of today's MMOs? ©MÄK Technologies, Inc. Sons of SIMNET Close Combat Tactical Trainer (CCTT) Improved visual displays, networking Spearhead (MAK, 1998) Used many of the same underlying technologies Showed a commercial-off-the-shelf (COTS) PC could be used for training Gamespot gave it a 7.4! ©MÄK Technologies, Inc. Seriously Unreal Gaming Gaming technology began to drive the simulation world America's Army (2002), initially released as a recruiting tool Based on the Unreal 2 engine Adopted as a platform to build trainer apps on MAK Game-Link, a toolkit to allow Unreal games to interoperate with sims and trainers built to industry networking standards (DIS/HLA) ©MÄK Technologies, Inc. Game-Link ©MÄK Technologies, Inc. DIS/HLA Protocols Distributed Interactive Simulation (DIS) is a standard conducting “massively multiplayer” simulations Entity state information encoded into Protocol Data Units (PDUs) and broadcast over the simulation network Damage state, direction/orientation vectors, articulations, etc Entity Type information encoded as 8-bit enums describing platform, country, and capabilities Example: Dead “1:2:225:1:3”1” is a US F-16 Falcon Reckoning is performed between updates ©MÄK Technologies, Inc. DIS/HLA Protocols High Level Architecture (HLA) came around in 1996, providing an object-oriented specification for distributed simulations Communication is managed by a Runtime Infrastructure (RTI) “middleware” Individual members of the simulation are called federates. The total environment of the simulators is a federation. The Federation Object Model (FOM) describes what the shared objects and events (interactions) are allowed in the simulation ©MÄK Technologies, Inc. Interoperability Issues By adhering to the standards, simulations / trainers can be developed independently and work together Important issues Acceptable Models, Terrain entity types if required database Coordinate systems Thousands of entities Expected visuals Non-realistic display Symbology (2525B) ©MÄK Technologies, Inc. Types of Serious Games Social Impact Games lists over 200 games in a variety of categories: Education ("Algebots", "MeCHem") Public Policy ("Cyberbudget", "So You Want To Be a Brooklyn Judge") Health and Wellness ("Ben's Game", "ReMission") Business ("In$ider", "Virtual Leader") Military training ("Battle Command 2010") ©MÄK Technologies, Inc. Battle Command 2010 Staff planning trainer built using MÄK’s VRForces simulation engine Users role-play staff officer positions in distributed game environment Maneuver, Intelligence, Fire Support, Engineer, Logistics Rehearse tactics & planning at brigade & below ©MÄK Technologies, Inc. VR-Forces Object-oriented toolkit for Networked synthetic environments Requirements & operational analysis Simulation for strategic & tactical decision-makers Embedded trainers Mission rehearsal ©MÄK Technologies, Inc. MAK Stealth 3D virtual environment visualizer Provide the “God’s eye” view of the total simulation Built on the Vega Prime graphics engine Game-like appearance, but different goals Non-realistic rendering Thousands of entities Gigabyte-sized terrains ©MÄK Technologies, Inc. Demo Time! Time for a demonstration of VR-Forces and Stealth ©MÄK Technologies, Inc. In Conclusion The Serious Games industry is entrenched, and growing Game technologies are providing a lowcost alternative to the old ‘do it yourself’ solutions Be aware of, and involved in, existing standards Questions? ©MÄK Technologies, Inc.