Technology
Category
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Description
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Immersive Wargammer: |
Gnosys
designed and prototyped a scalable, extensible and flexible, Object
Oriented,
Intelligent immersive wargammer in C++ for
experiencing historic battles
in the 3D virtual space. User could
adopt player roles in a continuum from commander down to a
“shooter”. System enabled exploration
of “what-if” questions in the
battlefield. |
Baja
Sony Playstation 2 (TM) Game : |
Gnosys
contracted by an EA Sports (TM) subsidary to design
and
develop computer controlled, real-time, Object Oriented,
C++
based, Artificially Intelligent
(AI) vehicles for a PlayStation 2 racing-fighting game that makes
strategies to
win and displays distinct behavior personality. |
Expert System/Blackboard Architecture
for Population Modeling: |
Gnosys
designed and prototyped a system for
modeling population reactions to terrorist activity based on expert
system
unification and resolution of multi-disciplinary models working in
concert
through a Blackboard architecture. System
developed in C++ under Windows.
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Generating Intelligent Behaviors
Automatically in Computer Generated Forces: |
Gnosys designed and
prototyped Windows-based toolkit in Java/C++ to enable non-programmers
to
change virtual entity behaviors encoded in fielded simulation without
reprogramming. Sub-programs are
automatically generated and linked to exitsting C-based executables
thereby
augmenting capability without expense of computer programmers.
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Decision
Making Assistant-Coalitions: |
Gnosys designed and developed an Object Oriented
Windows NT Visual C++, real-time,
rule-based intelligent program with the Geographic
Information System
(GIS) MapViewä capability
that determined Coalitions for
Economic Sanctions . Developed an inference engine to execute rule
chaining.
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Voyager Electron Gun/Collector Simulator: |
Gnosys applied Object
Oriented Analysis and Object
Oriented Design using state of the art software design principles (Design
Patterns) to help develop an innovative, Object Oriented
C++
open, parallel architecture for
simulation of electron gun/collectors used in telecommunications
electronic
components.
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Abstract
Reasoning Software (ASCF): |
Using Object Oriented and
AI methods,
Gnosys developed smart programs (virtual commanders) for leading
computer generated
forces into cyberspace battles. Technology used
for training and wargaming purposes. Developed
software capable of reasoning at
the abstract (battalion) level in Visual C++ on Windows NT under
contract to
SAIC. Inter-process communications
(sockets) for Commander collaboration in networked teams and were
displayed
on a 2D map system.
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Decisioning-Making
Software (CFOR): |
Gnosys designed and coded AI decision-making
programs. These were several
inter-networked virtual company tank commanders for automatically
employing
virtual forces in cyberspace armored combat simulations.
Technical specifications developed by interviewing
Army Officers into an Object Oriented Design and Specification. They were coded in C++ in LINUX on PCs using
technologies such as constraint based design. The
collaborated over a simulated Command and Control network.
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Virtual
Battlefield Simulation (JPSD): |
Gnosys helped develop a system capable
of simulating large unit activity down to individual vehicles by fusing
an
abstract unit |
Large
Unit Trainer (Warsim2000): |
Gnosys applied Object Oriented
Analysis
and Object
Oriented Design, under contact to
the Army, to develop technical
specifications for the next
generation
of simulation systems for training large units (Command Posts).
Designed a low cost, distributed and
interactive trainer.
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Distributed
Simulation Environment (Warbreaker): |
Gnosys helped
designed an distributed simulation environment for building Distributed
Simulations in C++ on Unix platforms. |
What-If Gamer (WISSARD): |
Using
AI gaming techniques, Gnosys designed and coded a faster than real time
Distributed
Interactive "what if" simulation prototype to explore wargaming
optionson UNIX platforms in C. |