Weapon Firing Algorithm for Simulated Individual Combatants

Award Information
Agency:
Department of Defense
Branch
Army
Amount:
$729,973.00
Award Year:
2003
Program:
SBIR
Phase:
Phase II
Contract:
W911QY-04-C-0012
Agency Tracking Number:
A012-1100
Solicitation Year:
n/a
Solicitation Topic Code:
n/a
Solicitation Number:
n/a
Small Business Information
SOAR TECHNOLOGY, INC.
3600 Green Court, Suite 600, Ann Arbor, MI, 48105
Hubzone Owned:
N
Socially and Economically Disadvantaged:
N
Woman Owned:
N
Duns:
009485124
Principal Investigator:
Amy Henninger
Senior Scientist
(407) 207-2237
amy@soartech.com
Business Contact:
James Rosbe
President
(734) 327-8000
rosbe@soartech.com
Research Institution:
n/a
Abstract
This effort proposes the development of an individual combatant weapon systems firing algorithm to be used in the Integrated Unit Simulation System (IUSS). The IUSS is a force-on-force model used by analysts to support acquisition and materiel designconsiderations affecting individual combatants and small units in high-resolution combat and OOTW. To improve the fidelity of simulation and better support the decision-making needs of analysts, improved behavioral representations are required.In tune with current trends in human behavior representation and consistent with the needs of the analysis community, emphasis is placed on the use of human performance data to model the capabilities and behaviors of the human dynamic as it relates toweapon firing. To automate aspects of weapons firing such as realistic behavior generation, we propose to extend the knowledge acquisition methodologies developed in Henninger (2002) to study additional aspects of weapons firing. This would include aformal specification of inputs, outputs, relationships, and metrics. Tangible results of this effort would minimally include a knowledge specification for IC behavior development that identifies influencing factors in weapons firing, behavior resultingfrom those influences (including sub-optimal and erroneous behaviors), and Phit/Pkill estimates based on these factors.Creating realistic, real-time virtual humans is an ambitious goal being pursued by a variety of communities, including the military simulation and training organizations, computer science and psychology researchers, and the entertainment/computer gameindustry. The results of this work should be of interest to military simulation developers (e.g., assessing the impact of new infantry weapons against realistic adversaries), the research community (e.g., understanding information processing requirementsand parsimonious representations for real-time spatial reasoning), and homeland defense and law enforcement agencies (for training applications).

* information listed above is at the time of submission.

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