Defense Technology International - September 2007 - (Page 12) SCIENCE WATCH MICHAEL PECK BATTLEFIELD GAMERS It’s good news for training and bad news for contractors: Create computer simulations that can be easily modified by users, who won’t have to wait six months for vendors to fiddle with a map or a database. The Marine Corps is opting for a doit-yourself approach with Virtual Battlespace 2 (VBS2), a first-person tactical trainer based on a video game. VBS2 marries the user-friendliness of a video game with the demanding fidelity of a military simulation, or sim. “What makes this different is that the power is in the hands of Marines, not contractors,” says Maj. James McDonough, a Marine modeling and simulation analyst in Quantico, Va. “The idea is that in learning how to use these tools, we don’t have to go back to the contractor and say, ‘Here’s more money, build me a map of that new range at Twentynine Palms.’” Yet the crucial savings are in time. When even Marines who aren’t tech-savvy can craft their simulations, the time needed to create customized training can be slashed from months to days. VBS2 is a version of the “Armed Assault” first-person-shooter from Bohemia Interactive Studios. The simulation, which was distributed this summer, has also been licensed by militaries in Australia, Canada and the U.K. The Marine version trains up to a company in combined arms warfare prior to live training, with the focus on dismounted infantry supported by armor, artillery and air. “Our philosophy is that if you can do it in simulation, you can work out a lot of bugs and make live training better,” says McDonough. A squad-level sim might have 13 Marines in front of 13 laptop computers connected to an instructor station that controls hostiles as well as battlefield effects like artillery fire. A realtime editor allows instructors to insert hostile forces or IEDs even while the scenario is running. While multiplayer is the most common mode, Marines can play VBS2 solitaire against the computer. Computer opponents are standard in entertainment games but rare in military sim. “We see Marines using the single-player mode to accomplish boot camp-style training to prepare them to operate in the mul12 tiplayer mode,” says McDonough. “There may also be single-player modules focused on specific tasks.” By the frenetic standards of video games, VBS2 doesn’t stand out. It resembles first-person shooters like “America’s Army” and “Battlefield 2,” with the usual array of weapons and vehicles. In fact, most data in VBS2 are unclassified. What suits it for training is an addon suite of editing software called Virtual Toolkit (VTK), slated for release in 2008. VTK consists of a module editor that sim specialists can use to create packages tailored for operations such as counter-IED, and a terrain editor that permits sim centers to create and modify maps. Yet it is the scenario editor built into puters, connecting with squad mates. VBS2 and VTK each cost less than $1 million. With civilian video games costing $40 million to develop, and customized military sims requiring up to a decade to design, an off-the-shelf game is economical. One downside is that the Marines have an enterprise license for the software rather than owning the code outright. But the license gives them the right to use content designed by other users. The virtual toolkit doesn’t eliminate the need for contractor support. “It is more of a shift in how the contractors and Marines at our sim centers provide support,” McDonough says. “Now Marines have the ability and the hardware to run sim exercises at their units. The contractors go to the units to provide technical support and train the trainers.” BOHEMIA INTERACTIVE VBS2 video game software lets troops practice realistic combat scenarios prior to live training. VBS2 that adds a democratic touch. Similar to the game editors that civilian enthusiasts use to modify scenarios, the VBS2 editor allows even a computer novice to make changes. In that sense, VBS2 reflects a shift from big contractor-driven designs and centralized sim centers to simpler tools that users configure. The Marines may even distribute VBS2 to officers and sergeants. “When you graduate from the squad leaders course, you’d receive a copy to train your Marines,” McDonough says. For now, distribution is limited to sim centers and the Deployable Virtual Training Environment, clusters of 33 laptops that are issued to regiments. But Marines could eventually be able to play VBS2 on their comOne question is whether VBS2 can attain the holy grail of military sims— the capability to rehearse real combat missions with accurate battlefield maps. While VBS2 incorporates some imagery, terrain tends to be generic. What’s needed is a way for users to quickly feed detailed, 3D satellite imagery into the simulation. Tom Buscemi, director of the battle simulation center for the 1st Marine Expeditionary Force, sees fast incorporation of imagery as key. “It will be sufficient for combat-mission rehearsal if it has geo-specific terrain, and it will allow them to practice command-and-control procedures. But it will not be a replacement for live training like Mojave Viper [at Twentynine Palms].” I www.aviationweek.com/dti DEFENSE TECHNOLOGY INTERNATIONAL SEPTEMBER 2007 http://www.aviationweek.com/dti
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