Real Warriors Trained In Virtual Worlds
The Washington Post has a piece looking at the U.S. military's increased reliance on gaming for training the next generation of soldiers. From the article: "'The technology in games has facilitated a revolution in the art of warfare,' says David Bartlett, the former chief of operations at the Defense Modeling and Simulation Office, a high-level office within the Defense Department and the focal point for computer-generated training at the Pentagon. 'When the time came for [a solider in training] to fire his weapon, he was ready to do that. And capable of doing that. His experience leading up to that time, through on-the-ground training and playing 'Halo' and whatever else, enabled him to execute. His situation awareness was up. He knew what he had to do. He had done it before -- or something like it up to that point.'"
When I did small arms training, one of the hardest things to do (for the Corps at least) was to get people to pull the trigger at the moment of truth. There is a built in hesitation that people have to shooting others. So, training typically starts off with standard targets and then progresses to targets of humans in silhouette, then for close quarters battle training, targets become more realistic looking.
Using CG generated images helps significantly by enhancing the realism and lowering the threshold of resistance to "trigger pull".
What computers cannot teach however, is the NOISE and physical presence of a firefight.
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I learned everything I know about women through the Leisure Suit Larry series.
Wait... do video games train killers, or don't they? I'm so confused.
What does Jack Thompson have to say about this?
Yes, thanks to my many grueling hours of Halo training, my situational awareness and my proficiency with all plasma weapons is markedly improved.
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So, which is it?
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Why not just take the entire war to the virtual world then? That would be awesome! "Tonight at eleven we'll have live coverage from the war in Iran. The US Special Forces have cornered the insurgents into de_dust after dominating them 4-0 in a de_dust2 tournament. 12 year old Mikey Thompson who leads the USSF says he's confident about the outcome as the insurgents are all 'camping awp wh0res'."
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When China finally launches nukes at us and commences ground offensive operations, I'll already be fully familiar with military hand signals, squad and individual tactics, and weapon systems. I'll be able to link up with militia and fight for the 'ol Red White & Blue, whithout ever having been in the military in my entire life. I'll be living the survivalist's dream!
All thanks to you, Full Spectrum Warrior!
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I have no idea why the government keeps trying to pull this completely false fact as some mantra, FPS games are not "soldier trainers", I have played hundreds of FPS yes, they make you FEEL like you are ready for a dangerous situation should it happen, but as soon as you face something similar in real life, your brain starts to recognize patterns the smell of blood and gun powder, the noise, the simple realization you are in mortal danger, it all triggers the alarms. If you have no real training you are still are as defenseless as any other civilian.
I have to confess this actually happened to ME, I witnessed a real robbery, one of the robbers was shot (in the leg) a few feet from me, I couldnt even MOVE. Let me get this straight: contrary to Jack Thompson's and Government theories I did not grabbed a gun from the robbers and blew them away while dropping catchy lines or checking some imaginary score, I was PARALYSED, convinced I was going to get killed any minute, and tried to stay as low as possible (just like any guy would) then as soon as things were calmed I almost puked in the bathroom.
Soldiers have to go trough basic training as always, games such as AA have been used for years only to teach soldiers to strategize during combat, and specifically AA teaches soldiers to play by the book other than going out solo, they have to comply every task they are commanded or lose.
Dont even try to get the "Murder simulator" on me you cant even save your OWN life with that "training".
Go ahead MOD my day!
More opinions here
A few examples:
Fatigue: Physical stress is the one people always think of, but food/water/sleep deprivation are multiplying factors. The difference between a hero and a coward can be full belly and a good night's sleep. This element is often mixed heavily with the others.
Battle noise/Fog of war: Live ammo fire and manuever assaults with mortars/artillery (or artillery simulators), machineguns firing over your heads (usually from a hill that allows you to hear the crack of bullets), etc. This is often against plastic pop-up targets (a.k.a Crazy Ivan).
Enemy fire/cover: This is probably the hardest to simulate. Paintballs and Simunitions http://en.wikipedia.org/wiki/Wax_bullets/ are one strategy. Paintballs are undesirable because you want to use your actual weapons. Simunitions are undesirable because it requires expensive weapon parts and simunitions aren't even as accurate as paintballs. Of course, neither of them simulates a near death experience.
Rifle range - marksmanship: accuracy, speed, distance shooting (500 yards with no scope and a man-sized target)
Simulations - Inexpensive way to play out complex scenarios. This is newer, but it can be surprisingly creative. The digital portion is only one piece, many Slashdot readers are familiar with what you can do with that end. I've seen some complex scenarios that involved a four man simulation in one room playing military scenarios on a big screen, communicating via radio to a mortar team practicing in a field. This scenario also had a corpsman (medic), referees (point out casualties), and it involved physical training before and after you were in the simulation.
By the time you get behind your rifle to execute the scenario you are dripping sweat and breathing heavily. In the middle of the game you might have to fireman carry your buddy to the corpsman (medic) or call in fictitious artillery/air strikes.
It isn't combat, but it is good training.
Before the invention of eruptions, lava had to be carried down the mountain by hand and thrown on sleeping villagers.
I never had to shot someone, but I know that in a combat situation I would have done it without hesitation.
For most armies, the most important and difficult task they face is in training their young soldiers to accurately and deliberately fire their weapons at enemy soldiers. S.L.A. Marshall's classic work "Men Against Fire" first addressed this issue over 50 years ago, and although the statistics he cites in the book have been vigorously disputed, the gist of his argument is still true. So modern armies spend an awful lot of time and energy doing the sort of training you mentioned - running around in the rain and dirt and snow and mud, creating situations that are as close as possible to real combat. If you want to talk about successful training, don't look to video games. Look instead at the NTC and JRTC.
One of the things that no video game (in particular) or sterile target range training environment will ever reproduce is the uncertainty of combat. You are not operating in a pre-defined, bounded killing zone. Your squad leader is shouting something and you're trying to hear what he's saying. You hear the crack of an AK nearby, but your hearing is so screwed up that you can't tell where it came from. You're hot. You're tired. Sweat is running down into your eyes, forcing you to swipe at your face every few minutes with the back of your free hand. Your flak vest is trying to strangle you. There is dust all over the place, making it that much harder to see. There are friendlies nearby. They're supposed to be on your flank, but are they? There are enemy combatants to your front, but they've hidden in a crowd and they don't wear uniforms. Is than an AKS or just a big stick in that kid's hands? Your ears are ringing from the M60 being fired right next to you, and when you can't hear things, it takes one more of your sensory inputs away from you. Now you're relying purely on your vision. What if that guy waving at you at the intersection 100 meters away is a friendly, who lost his helmet somehow? Is he shouting? What is he shouting at you?
All of this business about virtual combat training is crap. There's a reason small unit combat courses aren't virtual. There's a reason Ranger School, BUD/S, and the Q Course aren't virutal. You train to fight. The closer you can replicate the real experience in training, the more likely you'll do the right thing reflexively in real combat.
Still, even with all that training, I find it difficult to believe that anyone truly "knows" what they will or will not do when forced to fire a weapon in combat. The military training makes it more likely that you will react as you have been trained, but there is only one way to find out for sure.
Read the EFF's Fair Use FAQ
Well, freedom hater, here is how you draw the line.
...the answer is, "no."
If you kill someone with a gun in real life and they die, that's bad. But if you kill someone with a gun in a game, and they don't die in real life, that's okay.
If we need to draw a physical line, we can draw a nice outline around the chips in your computer. Until knives and bullets come flying out of your computer chips, the line has not been crossed.
Now as for the next question: "Is there ever a point where we have to say NO?"
You are free to limit your own mind, for the sake of protecting yourself from whatever horrible creatures of the imagination you want to avoid choosing for yourself. But that does not give you blanket authority to determine the operation of other people's imaginations, no matter how much you fear the creatures of their imagining.
Punish them for their actions, but not their drawings. I mean words.
Glad to be of service.
I never put much faith in the idea that voilent video games help make kids into killers until I read Lt. Col. Dave Grossman's book On Killing, which discusses in a systematic and well-referenced manner exactly what the armed forces have done since the Civil War to increase the firing rate of their infantrymen.
Firing rate? Contrary to what you may think of the typical Civil War battlefield, most soldiers did not fire their weapons. On a big field running with blood, cannons booming and everyone screaming, most soldiers would not fire a single shot. Battles would end with literally thousands upon thousands of loaded muskets on the ground. Fast forward to WWII, where we have the image of brave American soliders firing automatic weapons under terrible conditions. The nonfiring rate among infantrymen was 80-85%. Further, only 1% of airmen accounted for over 40% of all downed enemy aircraft. Most pilots did not shoot anyone down or even try to.
The Army decided to look into this. What they found out is that people generally don't want to kill anybody, and would often rather die themselves, even in battle when they are scared to death, than shoot someone. Not that the soldiers were cowards. On the contrary, the same soldiers that would not fire a shot would repeatedly take terrible risks to rescue a wounded comrad. But the Army wanted them to pull the trigger and hit something, and they figured out how. The only way someone that scared would be able to do anything in that situation is if they had been subject to operant conditioning. They would need to program the soldier's midbrain to fire the weapon, since the forebrain is no longer in use under that much stress. They began to make training as realistic as possible in terms of exposure to violence, and make the thought/action of killing part of a soldier's reflex, so that when the bullets started flying, the American soldier would respond.
It worked. During Korea the nonfiring rate among infantrymen rose to about 55%, and by Vietnam it was an amazing 90-95%. The American infantryman was a killer on the battlefield, and only later did the Army realize that fully 98% of soldiers who experience close combat and pull the trigger would be psychiatric casualties. The 2% that weren't mentally crippled are people who, outside the military, would be locked up.
The author makes an excellent study of how this sort of operant conditioning for violence exists outside the military, in movies and video games. Before you knee-jerk and say that violent video games have no impact on the children who play them hours and hours a day, and who then go watch violent movies and television, you should check out this book. It's hard to dismiss the data out of hand.
My unit went through a computerized simulation before our deployment to Iraq in 2003.
:)
;)
Disclaimer: I'm active-duty Army (only for a few more days, hallelujah), but I'm not infantry or a "combat arms" MOS. I'm Signal, and have likely spent more time debating OSPF vs EIGRP than being on patrol. MOS25F/Node Center FTW.
As I said earlier, this was back in 2003, so I'm sure the tech has improved a bit since I went through.
Typical exercise involves 6-8 guys in a darkened room. The simulation is projected at one end of the room, and we are arrayed directly across from it. We are provided with M16s, and one person each gets an AT4 anti-tank rocket and M16/M203 grenade launcher. I don't recall if blanks were used with the M16, or if firing sounds were simulated.
Simulation starts with a nostalgic orange/white 3dfx splash screen. They wouldn't let me near the console PC, so I'll never know if it ran on a Voodoo5 6000.
Everyone is in either a crouched or prone position, and we are greeted with picturesque dunes. A Soviet-style armored vehicle rolls across the screen, slowly meandering towards our posision. Nobody does anything. Bah, everybody's frozen up, I thought. I take the initiative, and start unloading my M16's magazine into it. Sure enough, everyone else does the same a few seconds later.
Fun fact: 5.56 mm rounds have no effect on armored APCs. After being enlightened of this by the instructor, the simulation is run again. This time we get infantry swarming at us from over and between the dunes. We engage, and shoot at squad based groups for a few minutes. A running tally is maintained, and we are told our scores at the end. As expected, we were all wildly inaccurate (I blame sensor calibration), with the exception of the M203 guy, who managed to rack up a sizable percentage of kills. Who needs accuracy when you have grenades?
Since then, training has been heavily modified to focus more on "modern" threats, but I don't think I should go into particulars.