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Political-Military Simulation Gameplay Web Automation. Design Team:. Wisam Al- malack Kyle Frank Anthony Glitzner Travis Moore Joe Perks. Date:. April 29 th 2013. Project Outline. Video Games as a Learning Tool. Action-Oriented Video Games. Improved Peripheral Vision
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Political-Military Simulation Gameplay Web Automation Design Team: Wisam Al-malack Kyle Frank Anthony Glitzner Travis Moore Joe Perks Date: April 29th 2013
Video Games as a Learning Tool Action-Oriented Video Games • Improved Peripheral Vision • Improved Visual Resolution/Contrast Sensitivity MINECRAFT in Education • Population Displacement • Physics • Plant Growth • Railway Switching Systems • Language Skills
Video Games…. Advantages for Pro-Athletes Athletes in Rehab • Keeping Focused on Strategy College Athletes • Learning the Playbook NASCAR • Race Simulators • Learning the Track • Placement of Turns • Degree of Banking
Introducing the Game • Sponsor • WVU Political Science Dept. • POLS 493C – National Security and Uncertainty • Political-Military-Intelligence Exercise • Paper-based Class Simulation • Game Focus • Engage Students in Principle of Diplomacy and Foreign Negotiations • All uncertainty in the game is created by the student teams • Design Team Focus • Re-construct the exercise into a Web-Based Video Game • Enhance speed/efficiency of simulation
Game Overview • The DATE • Pre-WWI Europe, Beginning in 1900 (15 years prior to the War) • The TEAMS • 7 Teams, AKA Countries • 3 Students per team Chief of State Foreign Relations Secretary Intelligence Chief
Game Overview (continued…) England • Supply Centers • Each Country has 3, except Russia (4) • 34 Total Supply Centers • Units start on home country supply centers • “ARMIES” • Denoted by Square Blocks • “FLEETS” • Denoted by Rectangular Blocks
Game Flow • SPRING 1900 • Map Display of Current Situation • Negotiation Period • Order Submissions (1 per unit) • Rules for Unit Action • Move, Attack, Support, Hold, Convoy • One Adjacent Position • Fleet Movements • Coast to Coast • Water to Water • Water to Coast, Coast to Water • Army Movements • Province to Province • Convoy across water by Fleet
Game Flow (continued…) • More Rules… • Only 1 Unit can occupy a province/body of water • Stand-Off • More than 1 unit ordered to same location • Arithmetic Sum of Unit Attack/Defense + Other Unit Supports • Tie Favors the Defending Unit • Losing Unit Retreats to Adjacent Location • SUMMER 1900 • Spring orders openly adjudicated • Units moved, retreated, removed as necessary
Game Flow (continued…) • FALL 1900 • New Map Displayed • Negotiations • Order Submissions (1 per unit) • WINTER 1900 • Adjudication of Fall Orders • Units moved, retreated, removed, added • Build/Removal Stage • Adjustment of current units to # of supply centers owned • Can only be added to home supply centers • If occupied, must wait until next Winter Stage
Game Objective • Simulation Ending • One Country controls 24 Supply Centers at end of Winter Cycle • -OR- • Two Allied Countries control 24 Supply Centers at end of Winter Cycle • Alliances • Only 1 Final Alliance • Mutual Agreement
Process Improvement Opportunity 1. Method of Input Current Proposed Point-Click Method
Process Improvement Opportunity (continued…) 2. Format of Map Interface Current Microsoft Powerpoint Proposed Web Interface
Process Improvement Opportunity (continued…) 3. Validation of Unit Actions Current Instructor determines validity of movements during Adjudication Periods Proposed Decision Engine 4. Adjudication Current Instructor determines adjudication Proposed Decision Engine
Need Problem Statement The current system for executing the Political-Military Simulation Exercise at WVU lacks time efficiency and presents substantial opportunity for human error during adjudication. Customer CTQ’s Increased Precision Time Savings
Design Requirements • System to allow for Multiple User Log-ins • Including Host Log-in • Multiple User Decision Inputs • Reliable Adjudication System • Windows 7 Compatible • Easy Access to Current-State Map
Essential Needs Professor Override of Adjudication Simulation Ending Override Random Prompt for Final Alliances Non-Essential Needs Archive Past Simulations Archive of Students and their delegated roles Post-Simulation Statistical Analysis
Austria Units: 3 Build: 0 England Units: 3 Build: 0 France Units: 3 Build: 0 Italy Units: 3 Build: 0 Russia Units: 4 Build: 0 turkey Units: 3 Build: 0 Germany Units: 3 Build: 0 Web Interface You are Austria! Teams Moves Statistics Spring / Summer 1900 Austria > submitted England > waiting …… France > waiting …… Germany > waiting …… Italy > waiting …… Russia > waiting …… Turkey > waiting …… waiting for host …… submitted… Submit Moves
Austria Units: 3 Build: +1 England Units: 4 Build: +1 France Units: 4 Build: 0 Italy Units: 4 Build: --1 Russia Units: 6 Build: --1 turkey Units: 4 Build: + 2 Germany Units: 5 Build: 0 You are Austria! Fall / Winter 1902 Austria > A Tri -- Hold > A Bud -- Move to -- Ser [FAILED] > F Alb -- Hold Moves Statistics Teams England > A Nwy -- Attack -- StP [FAILED] > F Nth -- Move to -- Nwy [FAILED] > F Bar -- Support -- A Nor to StP > F Edi -- Move to -- Nth [FAILED] France > A Bur -- Support -- F Pic to Bel [FAILED] > A Por -- Move to -- Spa > F Pic -- Move to -- Bel [FAILED] > F Mar -- Hold Germany > A Hol -- Attack -- Bel > A Ruh -- Support -- A Hol to Bel > A Mun -- Attack -- Bur [FAILED] > F Den -- Hold > F Kiel -- Move to -- Hol Italy > A Ven -- Hold > A Pie -- Attack -- Mar [FAILED] > F Tun -- Move to -- WMed > F Nap -- Move to -- Tyr Russia > A Ukr -- Support -- F Rum > A Gal -- Attack -- Bud [FAILED] > A StP -- Attack -- Nwy [FAILED] > A Sev -- Support -- F Rum > F Rum -- Hold > F Swe -- Support -- A Stp to Nwy Turkey > A Bul -- Attack -- Rum [FAILED] > A Con -- Move to -- Bul [FAILED] > A Smy -- Move to -- Arm > F Bla -- Support -- A Bul to Rum
Technologies • Decision Engine • Python • C/C++ • Java • Interface • JavaScript • HTML • CSS • Database • MySQL
Political-Military Simulation Gameplay Web Automation Questions?