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2008 © Copyright Agostino Bruzzone DIPTEM
Intelligence and Security as
a Framework for Applying
Serious Games
Agostino G. Bruzzone, Gerson Cunha, Alberto Tremori,
•McLeod Institute of Simulation Science
•DIPTEM University of Genoa
•LAMCE UFRJ, Rio de Janeiro
•MAST
URL st.itim.unige.it
www.lamce.ufrj.br
www.mastsrl.eu
EMAIL [email protected]
gerson @ lamce. ufrj.br
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2008 © Copyright Agostino Bruzzone DIPTEM
Serious Games Definition &
Expectations
• “Serious game is a term used to refer to a software or
hardware application developed with game technology and
game design principles for a primary purpose other than pure
entertainment. Serious games include games used for
educational, persuasive, political, or health purposes.
• Serious Games provide an opportunity to improve
performances with reduced efforts to professional
simulation with great attention to Interfaces, Graphics,
Scenography and New Technologies.
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2008 © Copyright Agostino Bruzzone DIPTEM
Serious Games Framework
• Professional People “Talking with” Game Developers
• Professional Software “integrated with “Game Engines”
• Professional Hardware “vs.” Game Devices
• Scenario Definition “vs.” Game Level
• High Fidelity “vs.” High Physics
• Training “vs.” Playing
• Cost/Unit: High “vs.” Low
• Few Users “vs.” Many Users
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2008 © Copyright Agostino Bruzzone DIPTEM
G.A.M.E.S. Concept
• 1st Edition of G.A.M.E.S. defined as
Government, Academic, Military,
Interactive Entertainment & Simulationwas carried out in Orlando in
January 2005 as evidence of
the interest in this context
• Strong Synergy for new
applications where there is a
mutual benefit in combining Games
technologies, military simulation and
governmental applications
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2008 © Copyright Agostino Bruzzone DIPTEM
Simulation & Serious Games
• There are different way to proceed in Serious Games
such as:
– Substitution of Interfaces with Game Devices
– New Opportunities by New Games Device
– Introduction of Massive Multiplayer On-Line Games
– New Virtual Environments
– New Web Games
– Physical Devices integrated by Games in Training
– Games as New Learning Approach
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2008 © Copyright Agostino Bruzzone DIPTEM
…a Serious Games Evolution Roadmap
Training on the Job
Simulation for Training
Experimenting on the Simulator
Playing whileLearning
Experimentingon the Game
Serious Gamesfor Training
Many More Installations
Many More Users
New Utilization Modes
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2008 © Copyright Agostino Bruzzone DIPTEM
Human Behavior in Serious Games
• Serious Games usually have a Stronghold in Graphics,
Usability, Interfaces and Multiplayer capabilities.
• Games Frameworks needs to guarantee proper Fidelity
and correct Models for their specific Purpose
• The potential application areas usually introduce the
necessity to add Artificial Intelligence (AI) able to add
realism by introducing Human Behaviors and
Intelligent Agents (IA)
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2008 © Copyright Agostino Bruzzone DIPTEM
Human Modeling
Challenges
•RATIONAL DECISION MAKING
•Intelligent Individual Behavior
•Organization & Hierarchies
•EMOTIONS & PERSONAL ATTRIBUTES
•CROWD CONTROL
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2008 © Copyright Agostino Bruzzone DIPTEM
Modelling Human BehaviourThere are Human Behavior
Elements (HBE) in our System?
HBE Affects the System
in relation to our Goals?
The HBE have an
high degree of variability?
The HBE input are
significant on their outputs?
HBE knowledge is available or
could be acquired
HBE Data are available
or could be acquired?
Avoid HBE issue
Identify Different
Possible HBE Models
Identify Target Functions
Affected by HBE
Estimate the Impact on the
Simulation Project Goals
Estimate Costs for Conceptual
Model Development
Estimate Development EffortsEstimate Model Return
of Investment (ROI)
Decision about Most Effective
HBE Modeling Approach
Estimate Model
Fidelity/Usability
Estimate Costs for Data
Acquisition and Maintenance
Project for M&S HBE
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2008 © Copyright Agostino Bruzzone DIPTEM
Human Behavior Simulation is the reproduction of theHumans by using computer models.
Usually this requires to simulate aspects related toEmotions, Rational Thinking, Psychology, Ethologyand Sociology with the detail required by the specificModeling & Simulation Project
What is Human Behavior Simulation?
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2008 © Copyright Agostino Bruzzone DIPTEM
What is Human Behavior Simulation?
Human Behavior Simulation is the reproduction of theHumans by using computer models.
Usually this requires to simulate aspects related toEmotions, Rational Thinking, Psychology, Ethologyand Sociology with the detail required by the specificModeling & Simulation Project
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2008 © Copyright Agostino Bruzzone DIPTEM
Human Behaviour & Simulation
The human beahviour involving have a strong impact and due to
the new advances also due to Games it becomes possible to face
this problem: i.e. Behavior Collection in Massively Multiplayer
On-Line Games.
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What kind of Human Model?•Medal of Honor (Shoot Game)
•Americas Army (Game/Training)
•2nd Life (Massively Multiplayer)
•Sims (Strategy Game)
•Comadreja (Business Simulation)
•Brainsim (Sensorial Model)
•Piovra (CGF)
•Modsaf (CGF)
•MAAD (CGF)
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Detailed Humans don’t Means Better
Simulation
•N2NSOFT, Virtual Model 4, Sema, CGI, Awe, Comadreja
•Intelligent Capabilities
•Real Time Capabilities
•Graphic Details
•Rendering Quality
•Emotional Details
•Interaction Details
What Kind of Details are Significant for our Problem
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Human Behavior Model
Experiences
Currently it is possible to evaluate
psychological components that afflict the
teamwork efficiency, work
performances, reorganization feasibility,
etc. Currently there are experiences in
developing models considering these
components and relationship between
emotions and performances.
World Wide Excellence Centers are
working in this sector, such as DIPTEM,
LSIS, ICT, University of Southern
California, UP Mexico City, MAST etc
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2008 © Copyright Agostino Bruzzone DIPTEM
Intelligent CGF for PIOVRA as
Reusable Models for Serious Games• Development of new generation of Computer Generated
Forces (CGF) PIOVRA (Polyfunctional Intelligent
Operational Virtual Reality Agents), to be used both for
exercise scope, both for defence planning and support
operations in an HLA Federation.
• The development of Human Behavior Models was reused in
Business Process Engineering and Role Play Games.
• PIOVRA CGF demonstrated “Intelligent”, in term of co-
operative and competitive behaviours (co-ordinating units
both during operative actions and situation evaluation)
based on the perception of the current boundary
conditions and situations.
PIOVRA
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2008 © Copyright Agostino Bruzzone DIPTEM
A Different Game with Humans
• Role Play Games propose a very interesting opportunity for
Simulation to play a critical role where Serious Games can
enable new application areas
• This game emphasizes the importance of communication,
information sharing and cooperation even if the whole
framework involve strong competitiveness among the
players
• This is a joint venture devoted to the development of a
Games applied to the Security and the Intelligence sectors
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2008 © Copyright Agostino Bruzzone DIPTEM
SIBILLA
• SIBILLA means Simulation of an
Intelligence Board for Interactive
Learning and Lofty Achievements
• SIBILLA Game provides the opportunity to play
interactively a competitive game, in a distributed
environment where different “Agencies” operates
concurrently with benefits and penalties connected to both
common and individual objective achievements.
• The project is addressing Critical Infrastructure Protection
and Homeland Security issues even if the concept promoted
in the game have impact in many other sectors such as
general management and corporate organization.
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2008 © Copyright Agostino Bruzzone DIPTEM
Ibis redibis non morieris in bello
• The project arise from a set of experience carried out with
National Simulation Center and Kennedy Space Center
• The Games was based on information
and complex system understanding
• The main problem is to use the info received
combining and trying to work together instead
than pressing few data with obstinacyClient
Browser 1
Client
Browser 2
Web
Server
Servlet
Engine
ServletA
ServletA
ServletA
ServletB
init()
init()
service() doGet()
service() doGet()
service() doGet() destroy()
service() doGet() destroy()
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2008 © Copyright Agostino Bruzzone DIPTEM
SIBILLA Game
• Terrorist Actions organized by different Terrorist
Organizations are set up in term of:
– Location
– Site
– Time
– Threat Type
• The intelligence reports are distributed among the players
based on their capabilities and shared by a stochastic
engine
• The Identification of the attacks in time is the key for
individual success
• Threat missed to be identified generate terrorist attacks
that reduce global trust and support to intelligence agencies
TerroristAction
Concept
TerroristAction
Planning
TerroristAction
Preparation
TerroristAction
Execution
Dummies
Mis-
Communication
Comprimezed
Sources
Intelligence
Reports
Intelligence
Reports
Intelligence
ReportsPrevention
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2008 © Copyright Agostino Bruzzone DIPTEM
SIBILLA ObjectsTerroristMovements
TerroristAttacks
TerroristLeaders
HE BombChemical WeaponIEDRadiological Dispersal Device Biological WeaponMedia AttackCyber Attack…..
Final TargetsLocations
MeetingPhone InterceptionDetectionTraining SessionsCrossing CustomArrival at AirportArrival at StationArrival at PortEmail InterceptionWeb MeetingTeleconferenceInformation RequestSymptoms Cyber AttackDetection of CW CompoundsDetection of RDD CompoundsDetection of BW CompoundsAccessing Information on IEDAccessing Information on BWAccessing Information on CWAccessing Information on RDD….
Money TransferExplosive StolenCW StolenBW StolenRadiactive Material StolenExplosive TradeCW TradeBW TradeRadiactive Material TradeComputer Security ViolationPassword SniffingSuspicious Person SignalsSuspicions of InfiltrationPersonnel Abnormal BehaviorPersonnel DisappearedCommunication Suspicious NoiseMedia Abnormal InformationSuspiciuos ContrabandWeapon TradeNuclear Scientist DisappearedChemical Scientist DisappearedBio-Scientist DisappearedHacker DisappearedPsycologist Disappeared….
Intelligence Events on Preparation
Intelligence Events on Planning
CustomFinanceCrimePoliceNetwork PatrolGovernmental DbaseSatellitesField Intelligence….
Intelligence Sources
MIA
ICPP
IS6
….
Intelligence Agencies
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2008 © Copyright Agostino Bruzzone DIPTEM
SIBILLA Awards & Penalties
• The Game awards the players based on the following
scheme:
Agency
Threat
Identifications
Sharing
the Benefits
with others Agency
Budget
Awards
Overall
Menace
Prevention
Overall
Budget++-
-
+
+Prevention
Activities
Detection
Activites
+ +
Positive
Comparison
with Others
+
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2008 © Copyright Agostino Bruzzone DIPTEM
SIBILLA Next Steps Goals• To finalize the web infrastructure to set up games
• To test with different users communities in term of
effectiveness in learning the process
• To use Intelligent Agents in the game
• To use SIBILLA as Experimental Lab
• To include virtual framework based on game library in use
in LAMCE
• To add new facilities for players
• To use a derived version for testing
running on smart phones and PDA
• To integrate multimedia elements such
as video streaming and audio reproducing interception
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2008 © Copyright Agostino Bruzzone DIPTEM
Conclusions
• Games introduce new opportunities for Serious Applications
• Human Behavior reproduction enhance this potential
providing new challenges
• It critical to define reference baseline for defining the fidelity
and detail level that characterize Serious Games considering
the benefits and use modes.
• It is critical to use Serious Game as technology enabler to
enlarge Installations, User Community
and Utilization Modes
• Among new utilization modes emerges
and in particular the experimentation
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2008 © Copyright Agostino Bruzzone DIPTEM
References
MISS University of Genoavia Opera Pia 15
16145 Genova
www.simulationscience.org
MASTOffice Tower, Voltri Port
16145 Genova
www.mastsrl.eu
SimulationTeam