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Wargaming in Both Rectilinear and Hexagonal Spaces

There are two main approaches to managing wargame entity interactions (movement, line of sight, area of effect, etc) freespace and gridded In the freespace approach, the units exist as entities in a continuous volume of (usually) Cartesian 3D space. They move in any direction (based on interaction with "terrain" that occupies the same space) and interact with each other based on references and displacements from their position in that space. In the gridded approach, space is broken up into (usually regular) shaped pieces. Units are considered to occupy the entire volume of one of these pieces, movement, line of sight, and other interactions are based on the relationships among the spaces rather than the absolute positions of the units themselves. Both approaches have advantages and drawbacks. The general issue that this discussion has addressed is that there is no "perfect" approach to implementing a wargaming battlespace. Each of them (and this extends to others not discussed) has different sets of advantages and disadvantages. Nothing will change that basic nature of the various approaches, nor would it be desirable to do so. Along with the advantages, the challenges define the feel of the game and focus the thinking of the players on certain aspects and away from others. The proposed approach to combining square and hexagonal approaches, which we will call the rhombus interface, leverages rhombuses constructed from equilateral triangles into which the hexagon can be decomposed to bridge the gap between the approaches, maintain relative consistency between the two as much as possible, and provide most of the feel of the hexagonal approach.

Hoover, Alex↗

An automated system for terrain database construction

An automated Terrain Database Preparation System (TDPS) for the construction and editing of terrain databases used in computerized wargaming simulation exercises has been developed. The TDPS system operates under the TAE executive, and it integrates VICAR/IBIS image processing and Geographic Information System software with CAD/CAM data capture and editing capabilities. The terrain database includes such features as roads, rivers, vegetation, and terrain roughness.

Johnson, L. F.↗

Joint Non-kinetic Effects Model (JNEM)

This slide presentation reviews the development of the Joint Non-kinetic Effects Model (JNEM), which is tool to support Battle Command Training that links simulation-generated non-kinetic events and outcomes to Training Audience Command and Staff decisions. JNEM helps create the operating environment for the following population groups (P-groups): (1) Local Civilians on the Battlefield, (2) Inter-Governmental Organizations (3) Non-Governmental Organizations (4) Contractors on the battlefield.

wargaming↗