Defense Advanced Research Projects AgencyTagged Content List

Video Games

Digital simulations for training and other purposes

Showing 7 results for Games + Programs RSS
An emergent type of geopolitical warfare in recent years has been coined "gray zone competition," or simply "competition," because it sits in a nebulous area between peace and conventional conflict. It’s not openly declared or defined, it’s slower and is prosecuted more subtly using social, psychological, religious, information, cyber and other means to achieve physical or cognitive objectives with or without violence. The lack of clarity of intent in competition activity makes it challenging to detect, characterize, and counter an enemy fighting this way.
A rapidly increasing percentage of the world’s population is connected to the global information environment. At the same time, the information environment is enabling social interactions that are radically changing how and at what rate information spreads. Both nation-states and nonstate actors have increasingly drawn upon this global information environment to promote their beliefs and further related goals.
The Gamebreaker program seeks to develop and apply Artificial Intelligence (AI) to existing open-world video games to quantitatively assess game balance, identify parameters that significantly contribute to balance, and explore new capabilities, tactics, and rule modifications that are most destabilizing to the game.
Scientific imagination is critical to our economy as well as our national security and defense. Research and development, as an expression of scientific imagination, is now a global and intensely competitive enterprise. This competition is heightened by digital and network disruptors that increase the speed and extend the borders of idea exchange affecting the nature and spread of threats and opportunities. Organizations fundamentally based on shaping the future need to leverage every possible advantage to succeed in this environment.
The explosive growth of global digital connectivity has opened new possibilities for designing and conducting social science research. Once limited by practical constraints to experiments involving just a few dozen participants-often university students or other easily available groups-or to correlational studies of large datasets without any opportunity for determining causation, scientists can now engage thousands of diverse volunteers online and explore an expanded range of important topics and questions.