Todays contemporary operating environment is filled with individuals and crowds that are tactical assets to adversaries. When confronted by crowds, soldiers face the ambiguity of identifying who is friend or foe, and likely dont possess the requisite cross-cultural communication skills to adequately respond to rapidly changing threats. Poor choices result in escalation of hostility threatening lives and the mission. Learning appropriate skills to deal with individual and group behaviors is imperative; and a range of game-based technologies show promise to close the training gap. Forterra and Charles River Analytics propose to integrate game technologies and crowd modeling approaches to produce a highly scalable virtual training system suitable for the COE. We propose to build from Phase I efforts that analyzed architectures and capabilities of various technologies and to implement a working prototype system that will support distributed virtual training with large numbers of synthetic and virtual avatars in an asymmetric warfare environment. A feasibility demonstration will be performed as a culminating event and a non-proprietary application programmers interface will be published. Emphasis will be placed on solutions than can be commercialized to support similar training needs in combat medicine, emergency preparedness, and related corporate training exercises.
Keywords: Avatar Virtual World Simulation Training Crowds Ai Gaming