• Title/Summary/Keyword: 탐색전술

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The Strategy and the Tactics for Online Searching (온라인 검색(檢索)에 있어서 검색전략(檢索戰略)과 전술(戰術))

  • Lee, Hyyj-Je
    • Journal of Information Management
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    • v.26 no.1
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    • pp.80-98
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    • 1995
  • Search strategies is a means to make an efficient search. Among several studies of search strategy, Bates' $\ulcorner$Search Tactics$\lrcorner$ has been often cited and introduced, but their studies have been superficial. In this paper, the contents of Bates' $\ulcorner$Search Tactics$\lrcorner$ are examined in detail, and we try to represent the actual online search process based upon Bates' $\ulcorner$Search Tactics$\lrcorner$. The following three kinds of survey are made in order to clarify which and how tactics are used: (1) Interview with 7 searchers who belong to different types of organizations, and use different kinds of databases (2) Analysis of some online search records. (3) Analysis of written applications for a newspaper database during one year. In conclusion, Bates' tactics falls into categories and new several tactics which often used are added. The following five factors affect online search activities, search strategy, and search tactics. (1) the difficulty of search requests (2) the kinds of databases (3) the charging policy for each online search (4) the presence of the user during the search (5) the searcher' online experience In the limited condition, typical tactics are suggested, but in order to generalize the pattern of using tactics, further investigation is necessary.

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Simulation System Design and Development for Search Strategy Analysis of Under Water Target (수중 표적 탐색전술 분석용 시뮬레이션 시스템 설계 및 개발)

  • Park, Young-man;Shin, Seoung Chul
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.539-542
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    • 2009
  • 해군에서는 소나를 이용하여 수중 표적을 효과적으로 탐색하기 위한 소나운용전술을 개발하기 위해 노력하고 있다. 효율적인 소나운용전술 개발을 위해서는 먼저 다양한 운영전술에 대한 효과도를 분석할 수 있는 시뮬레이션 시스템이 필요하다. 시뮬레이션 시스템은 해양환경 정보, 자함 정보, 소나 정보, 그리고 수중표적의 정보를 매개변수로 입력받아 운용전술에 대한 시뮬레이션을 수행하며, 시뮬레이션의 진행에 따른 다양한 정보를 제공할 수 있어야 한다. 본 연구에서는 다양한 환경에서 수중표적에 대한 함정의 최적 탐색 전략을 평가할 수 있는 탐색효과도 분석용 시뮬레이션 시스템을 설계 개발하였다. 시뮬레이션 시스템은 다양한 형태의 해양상태를 반영할 수 있도록 소나방정식 및 탐지확률곡선을 이용하여 개발되었으며, 표적의 실제적인 행동패턴을 고려하여 여러 가지 형태의 기동 패턴을 시스템에 묘사하였다. 개발된 시스템은 앞으로 수중표적에 대한 효율적인 소나운용전술을 개발하고 발전시키는데 유용하게 사용될 수 있을 것으로 판단된다.

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A Development of Simulator for Analysis of Anti-Submarine Search Patterns Using HMS (HMS를 이용한 대잠탐색 패턴분석을 위한 시뮬레이터 개발)

  • Shin, Seoung-Chul;Park, Young-Man
    • Journal of the Korea Society for Simulation
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    • v.19 no.2
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    • pp.99-106
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    • 2010
  • In the anti-submarine warfare, a search using HMS is used as a basic strategy. The importance of HMS operation strategy is increasing, but it is hard to develop effective anti-submarine search strategy due to reciprocal actions among sea environments, search patterns, sonar operational tactics, anti-submarine search strategy, etc. In this research, a simulator was invented so as to analyze anti-submarine search patterns used when an HMS-carrying ship searches for submarine in various anti-submarine search environments. The simulator reflects various factors that influence anti-submarine search, and with consideration of search patterns of anti-submarine ships as well as evasive movement of submarines, it can simulate various anti-submarine search operations such as a collaborative anti-submarine operation by a single or multiple forces. Also, the simulator will contribute to developing and improving systematic and efficient HMS operational tactics in anti-submarine warfare.

Comparison of Heuristics in Tactical path-finding Using A* (A*를 이용하는 전술적 경로찾기에서 휴리스틱 성능비교)

  • Kim, Kyung-Hye;Cho, Sujin;Sul, Jeong-A;Yu, Kyeonah
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.486-489
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    • 2010
  • 전술적 경로찾기에서는 거리나 시간 요소 외에 여러 가지 전술적 요소를 포함한 비용 함수를 사용하여 경로를 탐색한다. 경로찾기에서 가장 많이 이용되는 A* 알고리즘의 경우, 현재 노드에서 목표까지의 추정값을 의미하는 휴리스틱 함수를 이용하는데 대표적인 허용가능 휴리스틱(admissible heuristic)인 유클리디안 거리(Euclidean distance)를 전술적 경로찾기에서 이용하는 경우, 탐색 성능이 저하되는 단점이 있다. 이는 거리이외에 전술적 요소까지 더해진 실제 비용에 비해 직선 거리만을 고려한 휴리스틱 값이 현저하게 작은데 기인한다. 그러므로 본 논문에서는 A*를 이용하는 경로찾기에서 탐색의 성능을 향상시킬 수 있는 두 가지 휴리스틱을 제안하고 이들의 허용성을 분석하고 방문 노드수 비교를 통해 탐색 성능을 비교한다.

Simulation System Design and Development for Analysis of the Search Strategy for Underwater Targets (수중 표적 탐색전술 분석용 시뮬레이션 시스템 설계 및 개발)

  • Park, Young-Man;Shin, Seoung-Chul
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.12
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    • pp.2753-2758
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    • 2009
  • The Navy is trying to develop a sonar-operation strategy that efficiently searches for underwater targets. To develop an efficient sonar-operation strategy, a simulation system, which can analyze the efficiency of various operation strategies, is needed. The simulation executes the strategical operation by collecting information of sea environment, destroyer, sonar, and target. Also, it should be able to provide diverse information according to its progression. In this study, the simulation system that can evaluate and analyze the effectiveness of the search strategy for underwater targets in different environments was designed and developed. The simulation system was developed, utilizing the sonar equation and the lateral-range-curve, and it portrays many patterns of realistic movements of a target. This system will contribute to developing and improving efficient sonar-operation strategies to find underwater targets in the future.

Modeling and Simulation of Target Existence Probability in Tactical Guidance Missile Seeker Image (영상탐색기 적용 전술유도무기 영상 내 표적존재확률 분석을 위한 M&S 설계 및 분석)

  • Seol, SangHwan
    • Journal of the Korea Society for Simulation
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    • v.24 no.4
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    • pp.43-49
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    • 2015
  • Maximum lock-on distance in tactical guidance missile using seeker image is estimated by seeker's FOV, resolution and performance of tracking algorithm. In case, a missile is launched beyond the maximum lock-on distance, the missile is guided by INS pure navigation until it enters the lock-on possible zone. However, the probability of a target's existence within seekers images decreases as flight time goes by. Therefore, it is crucial to determine the distance that satisfies a certain target existence probability (TEP) and the maximum lock-on distance in order for an operator to take over the navigation role between two distances. In this paper, simulation which can analyse TEP in tactical guided missile seeker image is designed.

Learning Heuristics for Tactical Path-finding in Computer Games (컴퓨터 게임에서 전술적 경로 찾기를 위한 휴리스틱 학습)

  • Yu, Kyeon-Ah
    • Journal of Korea Multimedia Society
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    • v.12 no.9
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    • pp.1333-1341
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    • 2009
  • Tactical path-finding in computer games is path-finding where a path is selected by considering not only basic elements such as the shortest distance or the minimum time spend but also tactical information of surroundings when deciding character's moving trajectory. One way to include tactical information in path-finding is to represent a heuristic function as a sum of tactical quality multiplied by a weighting factor which is.. determined based on the degree of its importance. The choice of weighting factors for tactics is very important because it controls search performance and the characteristic of paths found. In this paper. we propose a method for improving a heuristic function by adjusting weights based on the difference between paths on examples given by a level designer and paths found during the search process based on the CUITent weighting factors. The proposed method includes the search algorithm modified to detect search errors and learn heuristics and the perceptron-like weight updating formular. Through simulations it is demonstrated how different paths found by tactical path-finding are from those by traditional path-finding. We analyze the factors that affect the performance of learning and show the example applied to the real game environments.

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A Searching Technique of the Weak Connectivity Boundary using Small Unmanned Aerial Vehicle in Wireless Tactical Data Networks (무선 전술 데이터 네트워크에서 소형 무안항공기를 이용한 연결성 약화 지역 탐색 기법)

  • Li, Jin;Song, Ju-Bin
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.1C
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    • pp.89-96
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    • 2012
  • Since tactical robots are going to be grown and tactical data communications will be more network-centric, the reliability of wireless tactical data networks is going to be very important in the future. However, the connectivity of such wireless tactical data networks can be extremely uncertain in practical circumstances. In this paper, we propose a searching technique to find out the weak boundary area of the network connectivity using a small UAV(unmanned aerial vehicle) which has a simple polling access function to wireless nodes on the ground in wireless tactical data networks. The UA V calculates the network topology of the wireless tactical data networks and coverts it to the Lapalcian matrix. In the proposed algorithm, we iteratively search the eigenvalues and find a minimum cut in the network resulting in finding the weak boundary of the connectivity for the wireless tactical data networks. If a UAV works as a relay nodes for the weak area, we evaluate that the throughput performance of the proposed algorithm outperforms star connection method and MST(minimum Spanning Tree) connection method. The proposed algorithm can be applied for recovering the connectivity of wireless tactical data networks.

Implementation of Tactical Path-finding Integrated with Weight Learning (가중치 학습과 결합된 전술적 경로 찾기의 구현)

  • Yu, Kyeon-Ah
    • Journal of the Korea Society for Simulation
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    • v.19 no.2
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    • pp.91-98
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    • 2010
  • Conventional path-finding has focused on finding short collision-free paths. However, as computer games become more sophisticated, it is required to take tactical information like ambush points or lines of enemy sight into account. One way to make this information have an effect on path-finding is to represent a heuristic function of a search algorithm as a weighted sum of tactics. In this paper we consider the problem of learning heuristic to optimize path-finding based on given tactical information. What is meant by learning is to produce a good weight vector for a heuristic function. Training examples for learning are given by a game level-designer and will be compared with search results in every search level to update weights. This paper proposes a learning algorithm integrated with search for tactical path-finding. The perceptron-like method for updating weights is described and a simulation tool for implementing these is presented. A level-designer can mark desired paths according to characters' properties in the heuristic learning tool and then it uses them as training examples to learn weights and shows traces of paths changing along with weight learning.

A Study of Search Efficiency for Underwater Targets using HMS (HMS를 이용한 수중표적 탐색효과에 관한 연구)

  • Shin, Seoung-Chul
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.708-711
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    • 2011
  • The Navy is in the process of developing a sonar-operation strategy to increase the effectiveness of underwater target seeking capability. HMS is the basic strategy to detect underwater targets. The advantages of HMS is that, it has a short preparation time to operate and can be always used regardless of sea conditions and weather. However, it is difficult to effectively detect underwater targets due to the interaction between marine environments and sonar-operations. During the research, the effectiveness of the HMS system's underwater target seeking capability was analyzed by integrating various search patterns and environment conditions into the simulation. In the simulation the ship target an evasive target within a set region. The simulation presented results for an effective searching methods of underwater targets. These research results can be used as foundation for advancing and improving the sonar operational tactics.

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