A N A L Y T I C   V S .   G A M I N G S I M U L A T I O N S
  Course Outline

Challenger Disaster

Disclaimer

National Security Space Progs

Mythical Man – Month

Engineer – Mgr Conflicts

Chief Scientist

Complex Systems
EXAMPLE:   PROPOSED COLLISION AVOIDANCE SYSTEM
FOR COMMERCIAL AIRLINERS


•   Uses radar

•   Detects other aircraft nearby
    —   Are the aircraft too close?
    —   Are they moving toward me?

  •   Don’t move aircraft automatically
      —   Warn pilot first
      —   Warn air traffic control
      —   Warn other pilot
      —   Increase warnings as A/C get closer

  •   Move aircraft automatically as last resort

 
O P E R A T O R   QUESTIONS
S Y S T E M  QUESTIONS

How much warning time do they need?
    — Need reaction time
    — Need decision time
    — Need some for margin of error

What procedures should they follow?
    — Air traffic controller
    — Pilot of 1st plane
    — Pilot of oncoming plane

How should they interact?
    — Air traffic controller to 1st pilot
    — Air traffic controller to 2nd pilot
    — Pilot of oncoming plane


  How accurate is the radar?

  How soon can it detect oncoming A/C?
      — How big do they have to be?
      — How fast can they move?

  How fast can planes move out of the way?
      — Depends on size of plane
      — Depends on engine capability

  How close can planes come?
      — Depends on size of plane
      — Depends on response to turbulence

 
Answers to these questions generally depend on human factors, including the amount of training the operators have
 
Answers to these questions generally depend on physics, material properties, transmitter power, etc.
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G A M I N G   SIMULATIONS
A N A L Y T I C SIMULATIONS
 
Run in, or near, real time
    — Must do for training
    — To test human response
    — Seconds matter

Speed outweighs accuracy
    — Table look-ups
    — Lower fidelity

Used for prototyping
    — Command centers
    — Chain of command


Same input does not yield same output

Interface relatively important
    — Colors
    — Icons
    — Developing I/F may be major purpose

Runs interactively

Multiple users
    — Pilot 1
    — Pilot 2
    — Air Traffic Controller

Time usually not a concern
    — Hours
    — Days


Accuracy outweighs speed
    — Detailed algorithms
    — High fidelity

Determine functionality
    — Sensor imaging limits
    — Lift/drag ratio
    — Maneuverability

Same input yields same output

Final answer important

Interface relatively unimportant

Can run in batch or background
    — User can wait for answer
    — Graphics done via post-processor

Single user
    — One set of inputs
    — One set of outputs
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P U R P O S E   O F   S I M U L A T I O N S

ANSWER QUESTIONS ABOUT SYSTEM W/O BUILDING IT

      — Is it technically feasible?

    — How fast can it respond?
 
  Generally answered by analytic sim
 
    — How will we use it?

    — How fast can users respond?
 

  Generally answered by gaming sim
 
    — How much will it cost?
 
  Answered by combination of sims
  With additional analysis

 
    — Impact of HW/SW failures
 
  Answered by combination of sims
  With additional analysis

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S I M U L A T I O N   M I S U S E
 
Knowing how to use a system (via gaming simulation) doesn’t tell you if it’s feasible

Knowing a system is feasible (via analytic simulation) doesn’t tell you how to use it

Neither type of simulation automatically tells you cost

Both kinds are needed to estimate effect of HW/SW failures

Both kinds are needed to estimate O&M costs
    — And they need to be designed to do this
    — Most simulations are not
    — How often will system be run?
    — Cost to run once

 




 
DOD TENDS TO

OVERUSE OR MISUSE

GAMING SIMULATIONS

    — Interest in human-in-control

    — Military training for command, not analysis
            •   Certainly true for higher ranks
            •   Tendency to do what you know

    — Gaming often used as substitute for analysis

    — Analytic simulations may not be high-fidelity

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