The USMC intends to issue an OT to develop an Immersive Training Environment (ITE) capable of replacing Role Players in various training scenarios. Since 2007, the United States Marine Corps (USMC) has been utilizing Infantry Immersion Trainers (IITs). While these systems provide adequate training for their intended purpose, there are training scenarios within the IITs that require the employment of Role Players. Upon analysis of these scenarios, the USMC believes there are instances where these hired actors or Role Players can be substituted using computer-generated entities while still providing valuable and essential training. The IIT currently provides high-fidelity fixed immersive training environments with enhanced battlefield realism including exposure to operational complexities, mental and physical stresses, and challenging ethical decision-making. The IITs also provide realistic training with Role Player Support Services. This training requires the employment of Role Players to serve as Foreign Language Specialists, Civilians on the Battlefield (with linguistic and cultural accuracy or background), general Role Players who would fill the role of insurgents, terrorists, embedded foreign command staff/military/police units and other personnel encountered in the intended theater of operations. However, there are times when human Role-Players may not be available.
The USMC is seeking ITE capabilities designed to meet contemporary and future training requirements that adapt as changes occur in the operational environment with hardware and software Computer Generated Forces (CGF) technology that will enable the USMC infantry team leader to reinforce decision-making skills and After Action Reporting for Commanders. The CGF should be able to create high fidelity simulations primarily Shoot/No Shoot scenarios with the purpose to train Marines for the ever-changing realities of the 21st century. The CGF will provide the building blocks for creating tactical simulations requiring more than one entity.
The CGF should meet the following Live, Virtual and Constructive objectives:
- Live – A simulation involving real people operating real systems. Military training events using real equipment are live simulations. They are considered simulations because they are not conducted against a live enemy.
- Virtual – A simulation involving real people operating simulated systems. Virtual simulations inject a Human-in-the-Loop into a central role by exercising motor control skills (for example: flying jet or tank simulator), decision-making skills (for example: Shoot/No Shoot, committing fire control resources to action), or communication skills (for example, as members of a Marine Corps Special Operations Command team).
- Constructive – A simulation involving simulated people operating simulated systems. Real people enhance such simulations but are not involved in determining the outcomes. A constructive simulation will be a computer program. For example, a military user may input data instructing a unit to move and to engage an enemy target. The constructive simulation determines the speed of movement, the effect of the engagement with the enemy and any battle damage that may occur. These terms are not to be confused with specific constructive models such as CGF, a generic term used to refer to computer representations of forces in simulations that attempts to model human behavior and human/systems interactions.
The CGF is one of the Family of Systems (FoS) that provides realism within the ITE. This feature is a key performance parameter (KPP) for the ITE. CGF allows unit to conduct essential tasks in a replicated contemporary operating environment. A realistic environment sets the conditions to create both tactical and ethical dilemmas for the Marines. The development of a realistic environment (live, augmented, or virtual) and associated scenarios are integral to the successful creation of an ITE.