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FEATURE ARTICLE  

Army Game Strives to Turn Soldiers Into Sensors 

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By Michael Peck 

While spy satellites and thermal sensors may be marvels of snooping technology, they are no substitute for human observers on the ground, according to Army commanders.

In combating an insurgency, each small clue—new graffiti on a wall, an unfamiliar vehicle or uncharacteristic neighborhood activity—could be a piece of lifesaving intelligence.

Many soldiers on the ground in Iraq who are being asked to collect this intelligence are not trained for the task. The information they encounter on patrol is useless if it is not given to the intelligence officers in the rear. Of a hundred thousand patrols in Iraq, intelligence officials lament that only a few thousand reports come back.

To fill this gap, the Army has developed a video game called “Every Soldier a Sensor.” Maj. Dan Ray, a simulations expert who developed the game, said it could teach soldiers an untraditional combat skill: using their observations and judgment to bring the right details back to base.

“Every Soldier a Sensor” is specifically aimed at the ranks of private through corporal. “It’s something the young soldiers relate to,’” Ray said. “March them into a theater and they’ll fall asleep. Give them this, and they’ll play and interact with it. They’ll get something out of it.’”

Running on an ordinary laptop, the game resembles a standard first-person-shooter entertainment simulation. The difference is that players don’t win by eliminating terrorists. Instead, they gain points by collecting information and spotting improvised explosive devices.

To emphasize the intelligence focus of the game, players receive an “information operations” score. As they accrue points, a big human brain symbol glows more brightly.

“Every Soldier a Sensor” is based on building judgment. The game clock ticks down second-by-second, challenging the player to do the right thing quickly. Each action that a player takes consumes additional time. Check out everything and everybody, and time will run out. “That’s another game technique,” Ray said. “You have to create tension. You have to make them sweat.”

At least one front-line operator, introduced to the game for the first time during an interview with Ray, had a favorable review.

“If I’d had this tool when I was doing the train-up for all the guys before we headed out to Mosul, it would have been great,” enthused Lt. Col. Yvette Hopkins, former intelligence officer with the Stryker Brigade in Iraq. “It’s getting people into the mindset. I can get that from this game, and trust me, I’m not a game person.”

Hopkins, who is now division chief for the Army’s actionable intelligence task force, conceded it could be an uphill battle to teach soldiers to spot vital clues.

“It’s not always naturally intuitive for soldiers to report information. They haven’t been trained to it,” she said. “They may go into the village and they may see subtle changes, but maybe they’re not going to report it. What this game does is train a soldier to notice subtle changes.”

She cited a real incident in Iraq where failure to pass on information had consequences. “We had done a couple of raids, and gotten some munitions and other bad guy stuff. There was also soap there. The first time it wasn’t really reported. What we later discovered was that soap is used to make ‘fugas’ [a crude napalm-like bomb.] That’s a subtle thing, but it’s very important.”

“Every Soldier a Sensor” took six months and $450,000 to create. The Army Research, Development and Engineering Command, the Institute for Creative Technology and Warner Brothers On-line developed the software.

The 1st Combat Training Brigade at Fort Jackson, S.C., is planning to use it in basic training.

The potential benefits from playing the computer game are not limited to enlisted ranks, said Hopkins. “When you first get there [Iraq], you have to get into that battle rhythm. When you first get there, everybody’s rusty.”

The graphics show a cityscape in Iraqi, with small knots of men, groups of black-clad women, vehicles, and graffiti on walls. In one scenario, the player approached a group of old men on a street corner. A menu flashed on the screen with a range of options, including “listen,” “detain the civilians” or “ignore them.”

In this case, the elderly locals said the neighborhood needed to be cleared up. Later on, the patrol sees a group of young men by a soccer field, who ask the Americans to clean up the field.

When two isolated groups try to direct soldiers to a specific area, it arouses suspicion. If the player put the clues together and checked the soccer field, a hidden explosive would be found. “EOD (explosive ordinance disposal) is heading to your location,” announces a radio voice.

The program only runs off 43 megabytes, so it can easily be played on laptops. However, that small operating requirement sacrifices graphics and environmental complexity. Hopkins said she would like more immersive effects added to the game.

A soldier on patrol in an Iraqi city has to distill the sensory wheat from the chaff to determine what clues are important, she said.

“I would like to see 500 other things happening at once in the game. There’s a car honking, there’s a kid pulling on you, there’s someone on a rooftop,” she said. “It’s like lifting weights. The more stuff you can throw at a soldier, the better.”

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