Enhancing Simulation-based Training Adversary Tactics Via Evolution (ESTATE)
Abstract
During the indicated period, we have been in discussions with USMC Training and Education Command (TECOM) MAGTF Training Simulations Division (TSD) to inform the community of the training systems capabilities being developed under ESTATE along with the PROMPTER framework. Our discussions have led to potential interest from several different avenues including Marine Corps University, College of Distance Education and Training (CDET), the Marine Corps Warfighting Laboratory (MCWL), USMC Center for Advanced Operational Culture Learning (CAOCL), and PM Training Systems (TRASYS). To better describe how the pieces fit together, a high-level diagram was provided along with overview materials and movies for each capability. This diagram is displayed below in Figure 1. The architecture is divided into two areas. The left-hand side describes the layered model for providing microgame-based training while the right-hand side describes the layered model for providing simulation-based training. Each training method is divided into a content, execution, and delivery layer. At the content layer, user communities (e.g., training staff) develop the training material. At the execution layer, the system provides the necessary logic that backs the training experience. The trainee participates in the training via the delivery layer. For microgame-based training, this may be delivered via a mobile, web-based, or desktop application. For simulation-based training, this is provided through a simulation environment (e.g., VBS2). ESTATE currently sits as an additional service in the execution layer. The ESTATE Adaptation Engine modifies the content to maximize training efficacy.
Document Details
- Document Type
- Technical Report
- Publication Date
- Mar 15, 2011
- Accession Number
- ADA539184
Entities
People
- Brad R Rosenberg