Area weapons effect simulation system and method
First Claim
1. An area weapons effect simulation system for simulating the effects of weapons on players, comprising:
- means for specifying a definition of at least one weapons area to include information defining a perimeter and information for defining a type of weapon and a terrain associated with the weapons area;
means for transmitting a definition of the weapons area, at least one player unit assigned to a player, including means for receiving the definition of the weapons area, location determination equipment for determining the location of the player unit, a processor that compares the location of the player unit to the perimeter of the weapons area to determine whether the player assigned to the player unit will be affected by the type of weapon associated with the weapons area, and a memory for storing casualty probability information specifying an effect on the player of the weapon associated with the weapons area responsive to the location of the player unit; and
means for adjusting the relocation time interval between successive determinations of the player unit location responsive to the location of the player unit.
1 Assignment
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Accused Products
Abstract
An area weapons effect simulation system and method that determine the extent of simulated injuries and damage sustained by players such as soldiers and vehicles as a consequence of simulated mines, projectiles, air defenses, and toxic or nuclear clouds in near real time. The system uses a distributed architecture that simulates the effect that area weapons would have on each player in real time or near real time, thus allowing players to determine the consequences of their tactics and actions as a part of a combat training exercise. Player Units are pre-loaded with information which allows them to determine the probability of damage or injury, depending on the type of player, defensive measures taken on the part of the player, and the type of weapon being simulated. Alternatively, such information may be down-loaded to each Player Unit as necessary.
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Citations
16 Claims
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1. An area weapons effect simulation system for simulating the effects of weapons on players, comprising:
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means for specifying a definition of at least one weapons area to include information defining a perimeter and information for defining a type of weapon and a terrain associated with the weapons area;
means for transmitting a definition of the weapons area, at least one player unit assigned to a player, including means for receiving the definition of the weapons area, location determination equipment for determining the location of the player unit, a processor that compares the location of the player unit to the perimeter of the weapons area to determine whether the player assigned to the player unit will be affected by the type of weapon associated with the weapons area, and a memory for storing casualty probability information specifying an effect on the player of the weapon associated with the weapons area responsive to the location of the player unit; and
means for adjusting the relocation time interval between successive determinations of the player unit location responsive to the location of the player unit. - View Dependent Claims (2, 3, 4, 5, 6, 7)
at least one supervisor player unit assigned to a supervisor, including means for transmitting supervisory changes to the casualty probability information stored in the player unit assigned to the player; and
means in the player unit for receiving the supervisory changes to the casualty probability information and for modifying the stored casualty probability information accordingly.
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3. The area weapons effect simulation system of claim 2, further comprising:
means for adjusting the effect on the player of the weapon associated with the weapons area responsive to the terrain at the location of the player unit assigned to the player.
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4. The area weapons effect simulation system of claim 3, further comprising:
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at least one structure player unit assigned to a structure or vehicle, including means for receiving the definition of the weapons area, location determination equipment for determining the location of the structure player unit, a processor that compares the location of the structure player unit to the perimeter of the weapons area to determine whether the structure or vehicle assigned to the structure player unit will be affected by the type of weapon associated with the weapons area, a memory for storing structure casualty probability information specifying an effect of the weapon associated with the weapons area on the structure or vehicle responsive to the location of the structure player unit, and means for transmitting to the player unit the effect of the weapon associated with the weapons area on the structure or vehicle; and
means for adjusting the effect on the player of the weapon associated with the weapons area responsive to the effect of the same weapon on the structure or vehicle.
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5. The area weapons effect simulation system of claim 4, further comprising:
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second transmission means in the player unit for transmitting the effect on the player of the weapon associated with the weapons area; and
second receiver means for receiving the weapon effect on the player transmitted by the second transmission means.
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6. The area weapons effect simulation system of claim 1, further comprising:
means for adjusting the effect on the player of the weapon associated with the weapons area responsive to the terrain at the location of the player unit assigned to the player.
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7. The area weapons effect simulation system of claim 1, further comprising:
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at least one structure player unit assigned to a structure or vehicle, including means for receiving the definition of the weapons area, location determination equipment for determining the location of the structure player unit, a processor that compares the location of the structure player unit to the perimeter of the weapons area to determine whether the structure or vehicle assigned to the structure player unit will be affected by the type of weapon associated with the weapons area, a memory for storing structure casualty probability information specifying an effect of the weapon associated with the weapons area on the structure or vehicle responsive to the location of the structure player unit, and means for transmitting to the player unit the effect of the weapon associated with the weapons area on the structure or vehicle; and
means for adjusting the effect on the player of the weapon associated with the weapons area responsive to the effect of the same weapon on the structure or vehicle.
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8. A minefield simulation system for use in training, comprising:
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a central computer for receiving and storing information regarding a definition of a simulated minefield, including a plurality of associated mines and an associated terrain, and for communicating the information to a plurality of player units each associated with a corresponding player that may traverse the simulated minefield;
each player unit including a receiver for receiving the information regarding the definition of the simulated minefield, location determination equipment for determining a location of the receiver, a memory for storing casualty probability information specifying an effect on the player of the mines associated with the simulated minefield responsive to the location of the player unit, a processor for comparing the location of the receiver with the definition of the simulated minefield to determine an effect on a player assigned to the receiver of the mines associated with the simulated minefield within which the player is located, and a transmitter for transmitting to the central computer information as to the effect of the mines associated with the simulated minefield on the player assigned to the player unit; and
means for adjusting the relocation time interval between successive determinations of the receiver location responsive to the location of the receiver. - View Dependent Claims (9, 10, 11, 12, 13, 14)
at least one supervisor player unit assigned to a supervisor, including means for transmitting supervisory changes to the casualty probability information stored in the player unit assigned to the player; and
means in the player unit for receiving the supervisory changes to the casualty probability information and for modifying the stored casualty probability information accordingly.
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10. The minefield simulation system of claim 9, further comprising:
means for adjusting the effect on the player of the mines associated with the simulated minefield responsive to the terrain at the location of the player unit assigned to the player.
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11. The minefield simulation system of claim 10, further comprising:
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at least one structure player unit assigned to a structure or vehicle, including means for receiving the definition of the simulated minefield, location determination equipment for determining the location of the structure player unit, a processor that compares the location of the structure player unit to the perimeter of the simulated minefield to determine how the structure or vehicle assigned to the structure player unit is affected by the mines associated with the simulated minefield, a memory for storing structure casualty probability information specifying an effect of the mines associated with the simulated minefield on the structure or vehicle responsive to the location of the structure player unit, and means for transmitting to the player unit the effect of the mines associated with the simulated minefield on the structure or vehicle; and
means for adjusting the effect on the player of the mines associated with the simulated minefield responsive to the effects of the same mines on the structure or vehicle.
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12. The minefield simulation system of claim 8, further comprising:
means in the central computer for receiving information from the player unit and for changing the definition of the minefield to remove areas that have been traversed by the player.
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13. The minefield simulation system of claim 8, further comprising:
means for adjusting the effect on the player of the mines associated with the simulated minefield responsive to the terrain at the location of the player unit assigned to the player.
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14. The minefield simulation system of claim 8, further comprising:
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at least one structure player unit assigned to a structure or vehicle, including means for receiving the definition of the simulated minefield, location determination equipment for determining the location of the structure player unit, a processor that compares the location of the structure player unit to the definition of the simulated minefield to determine how the structure or vehicle assigned to the a structure player unit is affected by the mines associated with the simulated minefield, a memory for storing structure casualty probability information specifying an effect of the mines associated with the simulated minefield on the structure or vehicle responsive to the location of the structure player unit, and means for transmitting to the player unit the effect of the mines associated with the simulated minefield on the structure or vehicle; and
means for adjusting the effect of the mines associated with the simulated minefield on the player responsive to the effects of the same mines on the structure or vehicle.
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15. A method for simulating area effects of weapons on a plurality of players in a military combat training exercise, comprising the steps of:
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defining at least one weapons area to include information defining a perimeter and information for determining a terrain and a type of weapon associated with the weapons area;
transmitting a definition of the weapons area to a plurality of player units each assigned to a corresponding player;
storing player casualty probability information specifying an effect on the assigned player of the weapon associated with the weapons area responsive to the location of the player unit;
determining the location of each player unit;
determining at each player unit the casualty probability information corresponding to the weapon associated with the weapons area and the location of the assigned player within the weapons area;
determining an effect of the weapon on each player based on the corresponding casualty probability information for the player; and
adjusting independently for each player unit the time interval between successive determinations of player unit location responsive to the player unit location. - View Dependent Claims (16)
monitoring the behavior of a player assigned to a first player unit;
transmitting changes to the casualty probability information associated with the first player unit responsive to the monitored player behavior; and
receiving the changes to the casualty probability information at the first player unit and modifying the casualty probability information stored therein.
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Specification