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December 2005
Navy Purchases 3-D Simulation For Anti-Submarine
Warfare
By Grace Jean
The Navy in July awarded an $11.4 million contract to ManTech Gray
Hawk, based in Alexandria, Va., to provide a videogame technology-based
simulation for the Naval Sea Systems Command.
According to its designer, Neil Byrne, president of Tactics Unlimited,
the 3-D tactical simulator, called “Kill Chain,” has
several capabilities, including evaluating mission effectiveness,
demonstrating technology, formulating new tactics and training sailors.
NAVSEA’s program executive office for integrated warfare
systems is buying the analytical component of the simulation.
“The intent is to make this a multi-mission module, but the
initial focus is ASW [anti-submarine warfare],” said Capt.
Paul Rosbolt, program manager of ASW at PEO-IWS, which coordinates
research, development and procurement of new ASW systems.
The Navy pursued this simulation program at the direction of former
chief of naval operations, Adm. Vern Clark, who wanted a capability
to interactively model adversary behavior against conceptual systems
that the service wanted to pursue.
“As we’re developing new systems, there is concern
that if you don’t effectively model what the adversary could
do to mitigate the impact of that system, you may end up buying
something that is easily defeated by some tactical trick,”
said Rosbolt.
The Navy expects the module to deliver in the April-May timeframe,
he said.
Byrne, a retired Navy captain and an independent consultant for
Symmetron LLC, the Fairfax, Va.-based division of ManTech that is
developing the simulation, helped design the Navy’s first
PC tactical game, called “NAVTAG,” in the 1980s.
“Comparing ‘NAVTAG’ to “Kill Chain”
is like comparing a bicycle to a railroad locomotive,” he
said.
“NAVTAG” had about 110,000 lines of source code. So
far, the simulations core is finished with more than 400,000 lines
of code for “Kill Chain,” he said. Upon completion,
the simulation will comprise one million lines of code.
“Kill Chain” programmers have relied on numerous classified
sources, including the SHAREM (Ship Anti-Submarine Readiness and
Evaluation Measurement) database compiled at the surface warfare
development group in Norfolk, Va., to construct the performance
characteristics of the ships, said Byrne.
“We are mirroring how well or poorly the fleet does in these
kinds of simulations,” said Byrne. “When we’re
doing heavy analysis work, we normally use the fleet performance
database,” he added.
The PC-based simulation has a man-versus-machine, or artificial
intelligence, capability, said Byrne. The AI resides in a Soar engine,
developed at Carnegie Mellon University, that uses programmed “decision
trees” to decide what to do in a given situation. The engine
is used widely in the Defense Department, especially in the Air
Force’s simulations, he said. About 80 tactical decision trees
are coded into the “Kill Chain” software.
Players can choose to be a tactical action officer or a commanding
officer of a ship on the red or blue sides. Or, for analysis work,
the simulation can be set to run against itself, said Byrne.
During a recent games conference in Arlington, Va., Byrne displayed
a demonstration depicting three U.S. ships in battle against three
Chinese ships. The war-fighting could be viewed via a 2-D display,
known as the Naval Tactical Data System, and a 3-D display, in which
players can watch the ships being attacked or ride along with the
missiles being fired.
While the simulation’s graphics may not awe those who have
been exposed to commercial war-fighting games, people are struck
by the realism found in the simulation, said Byrne. “Things
they would expect to occur, actually occur,” he said. “What
we want is to be as real as we can.”
The electronics entertainment industry spends roughly 80 percent
of its development budget on graphics and 20 percent on realism,
said Byrne. To develop “Kill Chain,” the design team
flipped the equation, investing 80 percent of its resources in realism.
“You cannot equate us to a video game model because of the
enormous amount of realism it takes to make it a viable device,”
he said. “The gaming industry doesn’t get down to that
level.”
For analysis work, the simulation works without graphics. It’s
capable of running thousands of simulations, he said.
“If you play that scenario like you’re really playing,
you can spend 45 minutes to an hour and 30 minutes doing this, until
one wins. But if you tell artificial intelligence to play itself,
it’ll play that game in about two minutes. That’s why
we can do thousands of runs,” said Byrne.
The simulation runs on a PC, which is easily reconfigured, he said.
“If you want to change a ship, move things around, you can
do that, and run them all again,” he said.
Such versatility will allow programmers to adapt scenarios for
realistic training, he said.
“How many guys do you think could walk from the bow of a
Chinese class destroyer to stern and can talk about all the systems
on board? I put a guy in this game, and I make him the CO of that
ship, and he’s in battle. By the end of an hour and a half,
he’s going to understand what the capabilities in that ship
are. And if the next time he plays on the blue side, and he hears
that ship on radar, he’s going to remember what’s on
that ship. I say, that’s training,” said Byrne.
Rosbolt has also recognized “Kill Chain’s” potential
for training sailors.
“We think that it could be turned into a very effective training
tool,” he said.
The Navy has a simulation system called “Battle Force Tactical
Trainer,” or BFTT, that simulates a realistic battle scenario.
The problem with the trainer, said Byrne, is that in order to run
the simulation, “you have to have all the enlisted stations
manned up to support the decision-making process.” While it’s
useful to have all the people talking to each other, it’s
a big operation that takes time to set up, he said.
A better alternative would be to train on a simulation like “Kill
Chain,” in which multiple players eventually could play against
each other or against the computer and gain the same sort of experience.
Future capabilities of “Kill Chain” will include LAN
(local area network) and SIPRNET (secret Internet protocol router
network) play, with up to 64 stations linked up using a classified
system, said Byrne.
The simulation has potential to model for maritime security as
well. “Could we do harbor defense? Yeah,” said Byrne.
The simulation began with DD(x) about five years ago, when it funded
development of “Kill Chain” as a technology demonstrator.
The idea was to model the naval world of today, throw in DD(X) and
see how the destroyer would work, said Byrne.
Scenarios included terrorists who came out with rocket launchers
in swarming numbers and attacked American ships.
Funding reductions in the DD(X) program ended its sponsorship of
the simulation, but the prime contractors of the destroyer picked
it up, using “Kill Chain” as the mission effectiveness
evaluation tool for the DD(X) preliminary design review in the air
and surface warfare mission areas, said Byrne.
In June 2004, the development focus of “Kill Chain”
switched from surface warfare and air surface missile defense to
anti-submarine warfare. Byrne said the simulation performed 7,000
runs demonstrating the effectiveness of new and projected anti-submarine
warfare systems, including Advanced Deployable System, Littoral
Combat Ship and submerged underwater vehicles.
During the last few months the developers have ramped up production,
said Byrne.
By April, the schedule calls for surface warfare, air surface missile
defense and anti-submarine mission areas to deliver, with full capability
due in June 2007.
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