By RICHARD R. BURGESS, Managing Editor
The tactical action officer (TAO), in the hot
seat as director of his ship’s sensors and weapons, is alerted
on his tactical display screen. A Sunburn cruise missile, launched
from a Sovremenny-class guided-missile destroyer, is streaking
toward his ship at more than twice the speed of sound.
With only seconds to react, he orders the launch
of two SM-2 Standard surface-to-air missiles. The first misses
the incoming “vampire,” but the second intercepts and
destroys the Sunburn.
Witnessing with satisfaction the ensuing fireball,
the TAO orders his ship to launch Harpoon cruise missiles in the
direction from which the Sunburn missiles approached. Several minutes
later, sensor data — linked via the battle group net — confirms
that the Sovremenny was “Harpooned” and is dead in
the water.
The scenario above was virtual, not real. The
TAO was manning a laptop computer, waging war by responding to
realistic sensor data in the comfort of his stateroom, rather than
the ship’s combat direction center, using a simulation game
called “Kill Chain.” His enemy’s actions and
reactions were generated by artificial intelligence.
The TAO has run through this and similar scenarios
dozens of times, so many that his actions are second nature and
almost reflexive. He is confident that his commanding officer,
who will review the scenario, will approve of his performance.
Kill Chain, a software program under development
by Symmetron LLC of Fairfax, Va., has attributes that some in the
Navy like. Training sessions are replayable and can be recorded,
for example. Some service officials say its scenario-based simulations — which
harness recent advances in computer gaming technologies — could
be valuable in training naval officers in tactics.
However, the future of this and other new computer-based
simulation programs in the Navy remains uncertain. Kill Chain is
employed by the service as an analytical tool rather than a trainer.
Versions of Kill Chain have been used to assess the effectiveness
of some of the Navy’s future advanced weapon systems.
Moreover, the Navy appears to be moving gingerly
toward the adoption of new computer-based simulation programs,
particularly those envisioned as multipurpose tools.
Professor Robert C. Rubel, chairman of the Wargaming
Department at the Naval War College, Newport, R.I., noted that
the Joint Simulation System (JSIMS), a war-gaming computer program
designed to be all things to all players in the joint arena, was
terminated last year.
“The future for large joint simulations
is bleak. We’ve had the massive failure of JSIMS. With the
budget situation the way it is, I don’t see new initiatives
in the near future to build a more cosmic simulation,” he
said.
Though not envisioned as a joint program, Kill
Chain’s supporters do have several uses in mind for it, including
war-game modeling and tactical training for individual sailors.
Kill Chain has encountered the programmatic turbulence
typical of new technologies adopted by the military. It is proposed
to replace the 1980s-vintage Naval Tactical Analysis Game, a board-based
software game the Navy began using 15 years ago for officer tactical
training that was like an improved version of the toy game “Battleship,” said
Capt. Paul K. Rosbolt, program manager for undersea systems in
the Naval Sea Systems Command’s Integrated Warfare Systems
office. “It actually taught them a fair amount, but that
was before the computer age.”
Kill Chain originally was funded in 2002 by the
Navy’s DD(X) program as a technology demonstrator software
that would model the world’s existing naval warfare situation — with
the order of battle of ships, aircraft, weapons and sensors and
their capabilities — into which a model of the Navy’s
next-generation destroyer could be inserted to demonstrate its
capabilities.
“There were very few capabilities in high-end
modeling able to measure the warfighting value of stealth in a
larger context,” said Joseph Barbano, president of Symmetron
and the originator of Kill Chain. “We knew that this capability
did not exist. We saw that the Navy had never leveraged the huge
advances that had been made in commercial simulation — video
game technology. The timing was right to step forward with the
kind of tool that would address this capability effectively.”
Because of DD(X) funding reductions, sponsorship
of Kill Chain in the DD(X) program ended, but the Navy directed
DD(X)’s builder and systems integrator — Northrop Grumman
and Raytheon, respectively — to use Kill Chain to evaluate
DD(X) in antiair and antisurface warfare roles for the ship’s
preliminary design review by Navy procurement officials.
“We were inserting new technologies such
as the Close-In Gun System, the Evolved SeaSparrow Missile and
new threat systems” to analyze the effectiveness of DD(X),
said Thomas P. Boggs, senior scientist for Symmetron. “It’s
very easy to enter those technologies and see how those change
the outcomes of the scenarios.”
In June 2004, the Navy’s program office
for Integrated Warfare Systems assumed sponsorship of Kill Chain,
but changed the focus to antisubmarine warfare, reflecting the
Navy’s interest in improving its ability to counter enemy
submarines. Symmetron was hired to provide an analytical tool that
could be used to evaluate the utility of various proposed antisubmarine
warfare programs.
Kill Chain is a highly complex Windows-based program
designed for commercial-off-the-shelf personal computers. It can
be run in real or accelerated time. The game displays a bird’s
eye view of a two-dimensional geographic area with tactical symbology,
augmented in an inset window, that displays a realistic real-time
3-dimensional graphic view of the action.
The perspective of the 3-D view can be changed
at the operator’s will from, for example, the view from any
ship in the game to that of a missile heading for a ship. The 3-D
view is an optional feature that gives the operator a sense of
adrenaline-rushing realism and time-criticality of events difficult
to envision only in tactical symbols.
“3-D gives you a more natural view of things,” said
James H. McKee, Symmetron’s Kill Chain program manager. “When
you look at it from all three standpoints (tabular, 2-D and 3-D),
you get a completely different view that allows you to validate
that the model is doing [what it is supposed to do].”
“When we first started with 3-D, people
viewed it as eye candy, but when you couple the 3-D with the 2-D
with the robust data, you’re able to see things much more
easily than you would by just looking at a plot,” Barbano
said.
For example, some targets on a radar-detection
plot are depicted at extremely long ranges. But when trainees flip
to 3-D, they see that some of those targets are below the radar
horizon.
“The user immediately appreciates the time-space
relationship and what’s happening in the environment,” Barbano
said. “The kids out in the fleet now are used to seeing multidimensional
2-D/3-D and data representations, and Kill Chain is geared toward
those people — sort of a 21st-century user experience.”
“I think were we to develop [Kill Chain
as an] operator interface it would be very valuable for TAOs. We
don’t have an effective take-it-to-the-ship trainer for the
TAO level. I think this would be useful there,” said Rosbolt,
a former TAO and destroyer squadron commander. “We think
[Kill Chain] brings some unique features in terms of operator-immediate
interaction that our other modeling and simulation efforts do not,”
Kill Chain currently is funded only as an analysis
tool under a contract for $1.5 million, though training “is
an option on the current contract,” Rosbolt said. “We,
in the program office, think it has potential,” but thus
far the Navy’s “training community has not formalized
a requirement.”
For example, Kill Chain could help meet the challenge
of providing low-cost, readily available tactical training. Linked
together in a network, Kill Chain-equipped computers potentially
could train the warfighters of entire battle groups while sitting
in port. That kind of broad-based group training now is done with
target emulators that send signals from a facility to the ship’s
tactical consoles, which requires manning many or all of the ship’s
sensor and weapon stations.
One attribute of Kill Chain, Symmetron officials
said, is that it can incorporate huge historical databases and
detailed reconstructions of results of weapon firings and sensor
tests in real environments, such as sonar detections and torpedo
firings in the Navy’s fully instrumented Atlantic Underwater
Test and Evaluation Center in the Bahamas. The databases enhance
realism because models based on them are more accurate than theoretical
models. For example, the results of 2,535 missile firings in tests
and exercises are incorporated to simulate as best as possible
the actual performance of the missiles.
“What you get using this kind of a database
is the real kids out in the fleet using the real gear against something
that approximates the real threat. Now, you take your new [platform]
and throw it in there and see what the outcome is,” said
Neil Byrne, president of Tactics Unlimited, a firm specializing
in naval modeling and simulation.
The models of the ship classes in the database
not only are “anatomically correct,” said Byrne, a
retired Navy captain experienced in fleet tactical training who
is a consultant to Symmetron. But builders of the database went
to the trouble to “find out where all of the key auxiliary
[systems] were [on the ships].”
Kill Chain also incorporates the Soar artificial
intelligence in use by the Department of Defense. Commonly used
in the computer, science, technology and defense industries, Soar,
a freeware developed by Carnegie Mellon University, is a cognitive
architecture that attempts to obtain an approximation of rational
reality, according to the developer’s website.
Kill Chain is 30-percent complete and eventually
will embody approximately 1 million lines of programming code,
Byrne said. The company is scheduled to deliver antisubmarine warfare
and surface warfare assessment capability by April 2006, and full
capability by July 2007. The total contract value of Kill Chain
for Symmetron currently totals $11.4 million.
At the current stage of development, Kill Chain
is usable in a single workstation in a man versus artificial intelligence
(AI) scenario, or AI versus AI. Symmetron plans to upgrade the
system to allow operation over a local-area computer network and
the Department of Defense’s classified Internet.
“Kill Chain has a number of things going
for it,” said Rubel. “Certain versions of it incorporate
data of actual weapons tests and exercises. So that gives it a
bit more credibility. It does some very detailed calculations for
damage and for things like detections, engagement, outcomes, missile
[versus] missile, gun [versus] missile.
“So, in general, without being able to see
the exact codes and algorithms used, it appears as if it has an
especially good set of algorithms in it. From a focused naval warfare
perspective, it probably can do a range of things, from battle
group training to course-of-action analysis to support decision-making.
“The problem with all computer simulations
is that it isn’t readily apparent what their algorithms are,” added
Rubel, who has seen numerous war game technologies succeed or fail. “It’s
all hidden in a computer program.”