Artificial Intelligence Concepts and the War Gaming Environment: A Case Study Using the TEMPO War Game.

Abstract

With the introduction of computers, war games became increasingly sophisticated yet most current war games are either too slow, not realistic, or use the computer as a referee only and not as a player. An approach is discussed in the context of TEMPO, a force planning war game currently used by the Air Force at its Squadron Officers School. This thesis involved the development of a version of TEMPO in which a computer expert system takes the place of one of the players, and an intelligent computer instruction system that takes the place of the section leader. The system is implemented on a microcomputer allowing its use in professional military education seminar courses.

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Document Details

Document Type
Technical Report
Publication Date
Mar 01, 1986
Accession Number
ADA172782

Entities

People

  • Gregory B. White

Organizations

  • Air Force Institute of Technology

Tags

Communities of Interest

  • Air Platforms
  • Autonomy
  • Biomedical
  • Space
  • Weapons Technologies

DTIC Thesaurus Topics

  • Air Force
  • Artificial Intelligence
  • Artificial Intelligence Software
  • Case Studies
  • Computer Programming
  • Computer-Aided Instruction
  • Computers
  • Doctrine
  • Expert Systems
  • Instructors
  • Military Science
  • Personal Computers
  • Plastic Explosives
  • Students
  • Virtual Reality
  • War Colleges
  • War Games

Fields of Study

  • Computer science

Readers

  • Aerospace logistics and air mobility.
  • Agent-Based Social Robotics and Mobile-Assisted Learning in Virtual Environments.
  • Computer Science.

Technology Areas

  • AI & ML
  • AI & ML - DoD AI Strategy