HAVELSAN “SERIOUS GAME” OPEN INNOVATION CONTEST

The HAVELSAN “Serious Game” Open Innovation Contest to be organized for the first time this year is an innovation contest open to everybody throughout the world.

SUMMARY

HAVELSAN seeks for the creative solutions for the game engine technology to be used in the simulation environments for the “Serious Game”.

One of the most important problems in deploying the game engines in the simulation scenarios is the restrictions encountered in the game engine reactions and physical model behaviors in cases where the simulation scenario is larger than the usual range. This competition aims at finding solutions that can eliminate the game engine limitations and problems.

In the context of this challenge;

1. Applications for the contest must contain suggestions and model application with respect to the solution of the “Terrain Size” problem given under the title of Needs Definition. In addition to the “Terrain Size” problem, solution of one of the problem areas to be selected by the participant must also be included in the application. The solutions presented must conform to generally accepted and current literature (patent, scientific article, open source software, hardware, etc.).

2. The solutions to be proposed must be suitable for experimental proof of concept and be submitted together with relevant documentation, codes and executable files.

3. All problem areas other than the Terrain Size will be treated with equal priority in the evaluations. Size of terrain on which solution of the problem related to these topics is displayed, and diversity in terms of natural / artificial objects will contribute to the score of the solution. Moreover, it is also possible to make use of the terrain, which is created for the purpose of showing the solution of “Terrain Size” problem, in solutions of other problems.

4. Practical applicability of all those proposed solutions and their display as targets in the given game engine media are among the most important criteria in the evaluations.

5. Applications to be selected by the jury at the end of the contest participation period will be rewarded with the amounts specified in the invitation to contest.

6. Where requested by participants and approved by HAVELSAN, HAVELSAN may make available to the use of applicants, at a location of its choice, a hardware on which developers can test their own applications and the development license of the pertinent game engine. The game engine infrastructure specified as target within scope of this contest is Unreal Engine 4 and later versions.

7. Additional works can be done under the guidance of HAVELSAN for developers, deemed as promising by the jury at the end of award giving procedure, who could not bring their practical applications to the desired level for failing to meet the contest deadline and time constraints. HAVELSAN does not assume any obligation in this aspect and the developers are at liberty to participate in that stage of the contest as per their choices.

NEEDS DEFINITION

Problem 1 (General Problem): Terrain Size

When the dimensions of scenario maps in today’s modern game engines (Unreal Engine 4 and similar ones) exceed certain limits, various difficulties are experienced both in drawing (visualization) and physical calculations. While addressing the terrain size problem, it is expected that a virtual terrain with an operation area of 250 x 250 km2 be created and a model application that can run in reasonable speeds (fps) be developed using such terrain. The aim must be problem-free execution of physical and visual calculations on all points within the terrain thus created.

Problem 1 Evaluation Criteria:

The expectation from the participants is that they should present their theoretical suggestions oriented at solution of the “terrain size” problem. The applicability of the suggestions made must be supported by means of a model application (proof of concept) to be developed on the game engine (Unreal Engine 4 and later versions) given as the target.

– It is possible to create the terrain for a model application by using textures and generic objects of the scene. It is necessary to display the interaction of such objects placed in various parts of the terrain with each other.

– The developer may choose the terrain on which the application is to be developed. Nonetheless, such terrains must feature natural and man-made objects such as uneven places, rivers, seas, cliffs and buildings.

– The jury of the contest will consider resolution of the terrain used and the obtained speed (fps) values among the evaluation criteria. The terrain must contain areas with different terrain resolutions (Various terrain resolutions from the levels of square centimeter to square meter on the modeled terrain must be preferred).

– The test terrain must be generated in a deterministic way prior to run-time.

Problem 2: Land Interactions

The terrain system in the Unreal Engine 4 game engine does not allow real-time terrain deformation. To illustrate, when the vehicle model moves on the terrain, various effects are available in a predefined way such as creation of particle effects resulting from interaction or creation of tracks on the terrain by means of different decals according to the material type. However, creation of holes resulting from wheel slips when the vehicle moves on and permanently saving of such deformations to be formed are not defined.

Within the scope of the contest, creation of various deformations (e.g. terrain deformation due to landmine explosion, missile drop, excavation of terrain by a dozer, mud simulation, deformations to be created on the terrain when a tank or tracked vehicles move on various surfaces like soil or asphalt, etc.) is required on a model terrain to be made. In addition to the above, creation of different weather effects on the terrain is also expected. Effects of weather conditions on the terrain include mudding due to rain and snow, mud dried by sun, etc.
Problem 2 Evaluation Criteria: Solution suggestions relating to terrain interactions must be visually displayed on a terrain to be determined by the contest participant using the target game engine infrastructure. Conformity of interactions to physics rules and visual fidelity (conformity to models in the real world) are among the evaluation criteria.
Problem 3: Damage Modeling Unreal Engine 4 game engine features various damage models and tools of “destructible mesh” type as predefined. However, when such damage models are used, real-like results cannot be obtained.

It is expected within the scope of the contest that effects such as building collapse, explosion, cracking, spillage, etc. resulting from a damage on a scene to be created, and realistic armor deformation when ammunitions hit armored vehicles in a scene as well as other damages to occur and fires to break out on the vehicle be created.

Problem 3 Evaluation Criteria:

It is expected that the solution suggestions to be made by the contest participant with respect to the damage modeling must be visually displayed on objects like armored vehicles and buildings on a terrain to be determined by the participant by making use of the target game engine infrastructure. Conformity of damage models to physics rules and visual fidelity (conformity to models in the real world) are among the evaluation criteria.

Problem 4: Artificial Intelligence

The Unreal Engine 4 game engine features various AI systems and behavior trees. It is expected within the scope of the contest that the required artificial intelligence system be created for realization of infantry and tank training formations (mass advance arrangements) on a model scene to be created.

Problem 4 Evaluation Criteria:

It is expected that the solution to be suggested must be visually displayed on a terrain of participant’s choice using a group of 10 people to be added to the game scene (advance of group in formations). It is expected that such display must also address effects of the natural and man-made obstacles (e.g. river, bridge on the river, impassable cliff) and traffic of other vehicles on the advance and formation protection as well.
Problem 5: CBRN Modeling Realistic CBRN (Chemical, Biological, Radiological and Nuclear) simulation, display of both physical and visual effects (Example reference: Glasstone And Dolan, Effects of Nuclear Weapons, 1997, 3rd Edition)

Problem 5 Evaluation Criteria:

Visual effects to result from nuclear weapons on a terrain of participant’s choice (e.g. effects of explosion on trees, burning, damages on buildings, deformations, effects to be experienced by people and on vehicles, etc.). Real-time display of such effects must be aimed. Conformity of models to physics rules and visual fidelity (conformity to real-world models) are among the evaluation criteria.

Hints:
Voxel Based Terrain – Voxel Bazlı Arazi (Değiştirilebilir arazi)
Floating Origin, and Streaming – Kayan Orijin

Referance web sites:
https://www-935.ibm.com/services/us/gbs/gaming/military/

http://www.virtualheroes.com/

RULES FOR PARTICIPATION

1. The “Serious Game” Solution Contest will start on January 18, 2017, last for 3 (three) months and application will end on April 14, 2017.

2. The contest is open for individual and team participation.

3. The applications will be posted via the HAVELSAN Innovation Management Portal )

4. Presentation of maximum 20 pages that explains the proposed solution should be uploaded with the application.

5. The participants who have completed their online applications will be invited for a mentoring session on February 20, 2017 and March 20, 2017. Participants are expected to bring their solutions with them to these meetings.

6. The developed solution should be uploaded on the HAVELSAN’s secure FTP server before April 14, 2017. SFTP username and password will be provided to the participants via SMS.

7. The first, second and third solutions will be selected among the participants prequalified by the jury and the HAVELSAN Technology Management Board.

8. The award ceremony for the finalists will be held on April 27, 2017 in the HAVELSAN A.Ş. headquarters.

9. The HAVELSAN employees, jury members and their first degree relatives may not participate in the contest.

10. The participiants who develop except Unreal engine, can evaluated “Candidate Engineer in HAVELSAN, Internship in HAVELSAN” opportunities.

AWARDS

1. First Winner Award: TL 25,000

2. Second Winner Award: TL 15,000

3. Third Winner Award: TL 10,000

Furthermore, the participants may be offered the following opportunities:

⦁ Candidate Engineer in HAVELSAN

⦁ Internship in HAVELSAN

Editör
Türkiye Eğitim Kampüsü - İlkokul ortaokul lise üniversite eğitim etkinlikleri duyuruları.