Tag Archives: Maps

Maps, Commanders & Computers

How a map of the battle of Antietam looks to us humans. Screen shot from the General Staff Map Editor. Click to enlarge.

How the computer sees the same map (terrain and elevation). This is actually a screen shot from the Map Editor with the ‘terrain’ and ‘elevation’ layers turned on. Click to enlarge.

Computer vision is the term that we use to describe the process by which a computer ‘sees'1)When describing various AI processes I often use words like ‘see,’ ‘understand,’ and ‘know’ but this should not be taken literally. The last thing I want to do is to get in to a philosophic discussion on computers being sentient. the world in which it operates. Many companies are spending vast sums of money developing driverless or self-driving cars. However, these AI controlled cars have had a number of accidents including four that have resulted in human fatalities.2)https://en.wikipedia.org/wiki/List_of_self-driving_car_fatalities The problem with these systems is not in the AI – anybody who has played a game with simulated traffic (LA Noir, Grand Theft Auto, etc.) knows that. Instead, the problem is with the ‘computer vision’; the system that describes the ‘world view’ in which the AI operates. In one fatality, for example, the computer vision failed to distinguish a white semi tractor trailer from the sky.3)https://www.theguardian.com/technology/2016/jun/30/tesla-autopilot-death-self-driving-car-elon-musk Consequently, the AI did not ‘know’ there was a semi directly in front of it.

In my doctoral research I created a system by which a program could ‘read’ and ‘understand’ a battlefield map4)TIGER: An Unsupervised Machine Learning Tactical Inference Generator http://www.riverviewai.com/download/SidranThesis.html. This is the system that we use in General Staff.

The two images, above, show the difference in how a human commander and a computer ‘see’ the same battlefield. In the top image the woods, the hills and the roads are all obvious to us humans.

The bottom, or ‘computer vision’ image, is a bit of a cheat because this is how the computer information is visually displayed to the human designer in the General Staff Map Editor. The bottom image is created from four map layers (any of which can be displayed or turned off):

The four layers that make up a General Staff map.

The background image layer in a General Staff map is the beautiful artwork shown in the top image. The place names and Victory Points layer are also displayed in the top image. The terrain and elevation layers are described below:

The next three images are actual visual representations of the contents of memory where these terrain values are stored (this is built in to the General Staff Map Editor as a debugging tool):

Screen shot from the Map Editor showing just terrain labeled as ‘water’. Click to enlarge

Screen shot from the General Staff Map Editor showing the terrain labeled as ‘woods’. Click to enlarge.

Screen shot from the General Staff Map Editor showing the terrain labeled ‘road’. Click to enlarge.

A heightmap for Antietam. This is a visual representation of elevation in meters (darker = lower, lighter = higher). Click to enlarge.

To computers, an image is a two-dimensional array; like a giant tic-tac-toe or chess board. Every square (or cell) in that board contains a value called the RGB (Red, Green, Blue5)Except in France where it’s RVB for Rouge, Vert, Bleu  ) value. Colors are described by their RGB value (white, for example, is 255,255,255).  If you find this interesting, here is a link to an interactive RGB chart. General Staff uses a similar system except instead of the RGB system each cell contains a value that represents various terrain types (road, forest, swamp, etc.) and another, identical, two-dimensional array, contains values that represent the elevation in meters. To make matters just a little bit more confusing, computer arrays are actually not two-dimensional (or three-dimensional or n-dimensional) but rather a contiguous block of memory addresses. So, the terrain and elevation arrays in General Staff which appear to be two-dimensional arrays of 1155 x 805 cells are actually just 929,775 bytes long hunks of contiguous memory. To put things in perspective, just those two arrays consume more RAM than was available for everything in the original computer systems (Apple //e, Apple IIGS, Atari ST, MS DOS, Macintosh and Amiga) that I originally wrote UMS for.

So, not surprisingly, a computer stores its map of the world in which it operates as a series of numbers 6)Yes, at the lowest level the numbers are just 1s and 0s but we’ll cover that before the midterm exams. that represent terrain and elevation. But, how does a human commander read a map? I posed this question to Ben Davis, a neuroscientist and wargamer, and he suggested looking at a couple of studies. In one article7)https://www.citylab.com/design/2014/11/how-to-make-a-better-map-according-to-science/382898/, Amy Lobben, head of the Department of Geography at the University of Oregon, said, “…some people process spatial information egocentrically, meaning they understand their environment as it relates to them from a given perspective. Others navigate more allocentrically, meaning they look at how other objects in the environment relate to each other, regardless of their perspective. These preferences are linked to different regions of the brain.” Another8)https://www.researchgate.net/publication/251187268_USING_fMRI_IN_CARTOGRAPHIC_RESEARCH reports the results of fMRI scans while, “subjects perform[ed] navigational map tasks on a computer and again while they were being scanned in a magnetic resonance imaging machine.” to identify specific, “involvement or non-involvement of the brain area.. doing the task.”

So, how computers and human commanders read and process maps is quite different. But, at the end of the day, computers are just manipulating numbers following a series of algorithms. I have written extensively about the algorithms that I have developed including:

  • “Algorithms for Generating Attribute Values for the Classification of Tactical Situations.”
  • “Implementing the Five Canonical Offensive Maneuvers in a CGF Environment.”
  • “Good Decisions Under Fire: Human-Level Strategic and Tactical Artificial Intelligence in Real-World Three-Dimensional Environments.”
  • “Current Methods to Create Human-Level Artificial Intelligence in Computer Simulations and Wargames”
  • Human Level Artificial Intelligence for Computer Simulations and Wargames.
  • An Analysis of Dimdal’s (ex-Jonsson’s) ‘An Optimal Pathfinder for Vehicles in Real-World Terrain Maps’

These papers, and others, can be freely downloaded from my web site here.

As always, please feel free to contact me directly if you have any questions or comments.

References   [ + ]

1. When describing various AI processes I often use words like ‘see,’ ‘understand,’ and ‘know’ but this should not be taken literally. The last thing I want to do is to get in to a philosophic discussion on computers being sentient.
2. https://en.wikipedia.org/wiki/List_of_self-driving_car_fatalities
3. https://www.theguardian.com/technology/2016/jun/30/tesla-autopilot-death-self-driving-car-elon-musk
4. TIGER: An Unsupervised Machine Learning Tactical Inference Generator http://www.riverviewai.com/download/SidranThesis.html
5. Except in France where it’s RVB for Rouge, Vert, Bleu
6. Yes, at the lowest level the numbers are just 1s and 0s but we’ll cover that before the midterm exams.
7. https://www.citylab.com/design/2014/11/how-to-make-a-better-map-according-to-science/382898/
8. https://www.researchgate.net/publication/251187268_USING_fMRI_IN_CARTOGRAPHIC_RESEARCH

New Battles on Old Battlefields

Plate 1 from, “The American Kriegsspiel. a Game for Practicing the Art of War upon a Topographical Map,” by W. R. Livermore, Captain, Corps of Engineers, U S Army published in 1882. Click to enlarge.

When I was about ten years old my father brought home an original copy of Esposito’s The West Point Atlas of American Wars. My life was forever changed. I had always been interested in military history and maps but now I could clearly see the complexity of tactical maneuvers and how these battles unfolded.

In previous blogs, I have written about my introduction to wargaming through Avalon Hill’s superb games. While diving deeper into the history of American wargaming I discovered Livermore’s American Kriegsspiel (by the way, it is available online from the Library of Congress here). When I first saw Plate 1, above, I couldn’t help but think of the officers at West Point, ‘practicing the Art of War’ on that black and white map.

Consequently, one of the first things that I wanted to do with the General Staff Map Editor was bring Plate 1 back to life so new battles could be fought on it:

The American Kriegsspiel map imported into the General Staff Map Editor and converted for use with the General Staff Wargaming System. Grid lines are optional. Click to enlarge.

My good friend, Ed Isenberg, did the colorization and we added some new features in the Map Editor to support importing rivers, roads and other terrain features, from a PhotoShop image (for more information see the online documentation for the Map Editor here).

Importing the American Kriegsspiel map into the General Staff Wargaming System was a good beta test of the Map Editor. If you are an early backer you should have the location and password to download it. If, for some reason, you don’t have these, please contact me directly.

One of the interesting features of the General Staff Wargaming System is that any two armies created in the Army Editor can be combined to create a battle scenario on any map created in the Map Editor. Thinking about all the ‘mix and match’ combinations I decided to create an army, in the Army Editor, from the Order of Battle Table (OOB) for the French Imperial Guard, August 1, 1813 from George Nafziger’s, superb “Napoleon at Dresden,” book:

The French Imperial Guard Order of Battle in the General Staff Army Editor. Click to enlarge.

We are currently beta testing the General Staff Scenario Editor. Here I’ve imported the American Kriegsspiel map (from above) and the French Imperial Guard (from above). To position units, just click and drag from the OOB on the left:

Screen shot of the General Staff Scenario Editor where the French Imperial Guard is being positioned on the original American Kriegsspiel map. Click to enlarge.

Hopefully, this will get your imagination going and thinking about what maps, armies and scenarios you would like to see. In addition to the ability to create your own new scenarios on old battlefields, General Staff will ship with 30 historical scenarios (the list is published in previous blogs).

Please feel free to contact me directly if you have any questions.

A Map of Waterloo Created by an Eyewitness

Screen shot of the Map of Waterloo painted by an Eyewitness from Antiques Roadshow. This image has been brightened and the contrast increased for legibility. Click to Enlarge.

I happened to be watching Antiques Roadshow from Exeter on BBC America last night when this extraordinary map of the battle of Waterloo was presented. Though it bears no date or signature, it clearly was painted, “by an Eyewitness” shortly after the battle itself. I was immediately struck by the lettering  and how similar it was to our efforts in General Staff to recreate the look and feel of 19th century maps for our wargames.

Below is the link to the entire segment hosted on the BBC web site:

Link to Antiques Roadshow BBC clip, “Map of Waterloo A beautifully detailed map of the 1815 Battle of Waterloo drawn by an unnamed eyewitness.”

How to Add Scale to Created Maps

One of the many interesting features in the General Staff Wargaming System is the ability to import maps from old atlases or from the internet. While we intend to film a complete instructional video (we’re thinking of including a set of instructional videos explaining how to use the Army Editor, Map Editor and Scenario Editor) we thought we would first share a sneak peek of how to import a map from an old atlas.

An integral part of my office library, a well-worn volume of “The Official Military Atlas of the Civil War”

The “The Official Military Atlas of the Civil War” is one of my favorite books and, like many Grognards, I have dreamed about maneuvering units across these famous maps. I recently realized that I now had all the tools to do exactly that with the General Staff Wargaming System.  First I scanned the map I wanted (the First Bull Run / Manassas battlefield) using an inexpensive flat-bed scanner attached to an ink-jet printer. Then I imported it into the General Staff Map Editor using the built-in feature.

Next, measure the distance between two key geographic points on the map using your trusty Rock Island Arsenal Museum & Gift Shop souvenir plastic ruler.

Measure the distance between key geographic features using a ruler.

Next look up the scale of the map at the bottom:

The scale of this map is 2,000 feet to the inch.

Use Google to do the math (yes, this is actually a programming assignment that is often assigned to first semester college students in CS1).

Three inches = 6,000 feet. Convert to meters.

Just learned that the reprint of the Official Atlas of the Civil War was printed 10% smaller than the original so 3 inches actually equal 5,400 feet!

Next, select the ‘Add Map Scale’ feature in the General Staff Map Editor.

Select the ‘Add Map Scale’ menu item.

Click and drag a line on the map between the same two key geographic features that you previously measured and enter the length in meters:

Enter the length of the line you just drew on the map in meters.

And – voila! – General Staff automatically calculates the map scale:

General Staff calculates and displays the scale of the map you just imported.

Help Us Decide: Splash Contours or Elevation Contours?

We need your input on how elevation (hills and ridges) will be displayed in General Staff. Originally we had planned on using ‘splash contours’. Splash contours were often used in quick sketch maps on the battlefield and they have an authentic look to them.

An example of a splash contour representing a hill (artwork by Ed Isenberg).

However, recently “Cry Havoc” – a Grognard on Facebook – asked if we were going to include the original Kriegsspiel Meckel map with General Staff. That got us thinking and taking another look at the original Kriegsspiel maps. Below is a map from the original American Kriegsspiel (circa 1892-8):

An original American Kriegsspiel map (circa 1892). Note the elevation contour lines. Click to enlarge.

Obviously, concentric elevation contours were in use in the 19th century so we could be authentic using either method of display.

This leads us to a very simple user survey: