• Title/Summary/Keyword: Battlefield Simulation

Search Result 78, Processing Time 0.025 seconds

The Engagement HILS Technology Research in the Laboratory for Simulated Warfare between Electronic Warfare Equipment and High-speed Maneuvering Weapon System (실험실에서 전자전 장비와 고속 기동 무기체계 간 실 교전 모의용 조우 HILS 기술 연구)

  • Shin, Dongcho;Choe, Wonseok;Kim, Soyeon;Lee, Chiho
    • Journal of the Korea Society for Simulation
    • /
    • v.28 no.2
    • /
    • pp.49-57
    • /
    • 2019
  • In this paper, we describe the implementation methods and algorithms for the various technologies and devices required for the construction of the engagement HILS(Hardware In the Loop Simulation) in the limited space to simulate the high-speed maneuvering encounter situation of the weapon system in 3-dimensional real world space. Through this research, we have been able to suggest ways to analyze the major design elements of future electronic warfare equipment through experiments simulating actual engagements between various high-speed maneuvering weapons systems and electronic warfare devices in the future battlefield. It was confirmed that the M&S technology could be used to eliminate technical risks, reduce development cost, and shorten development time in the future real system development. The results of this study can be a great assist not only for the field of electronic warfare system research and development, but also for the research & implementation on HILS of various engaging class weapons systems.

A Cluster Based Multi-channel Assignment Scheme for Adaptive Tactical Wireless Mesh Network (무선 메쉬 네트워크의 군 환경 적용을 위한 클러스터 기반 멀티채널 할당 기법)

  • Kim, Young-An
    • Journal of the Korea Institute of Military Science and Technology
    • /
    • v.14 no.5
    • /
    • pp.880-887
    • /
    • 2011
  • The Wireless Mesh Network(WMN) technology is able to provide an infrastructure for isolated islands, in which it is difficult to install cables or wide area such as battlefield. Therefore, WMN is frequently used to satisfy needs for internet connection and active studies and research on them are in progress. However, as a result of increase in number of hops under hop-by-hop communication environment has caused a significant decrease in throughput and an increase in delay. Considering the heavy traffic of real-time data, such as voice or moving pictures to adaptive WMN, in a military environment. Such phenomenon might cause an issue in fairness index. In order to resolve this issue, we proposed a Cluster Based Multi-channel Assignment Scheme(CB-MAS) for adaptive tactical wireless mesh network. In the CB-MAS, the communication between the Cluster-Head(CH) and cluster number nodes uses a channel has no effect on channels being used by the inter-CH links. Therefore, the CB-MAS can minimize the interference within multi-channel environments. Our Simulation results showed that CB-MAS achieves improved the throughput and fairness index in WMN.

A Study on the Design of an Underwater Distributed Sensor Network for the Shallow Water by An Effectiveness Analysis (효과도 분석을 통한 천해용 수중분산 센서망 설계 연구)

  • Kim, Wan-Jin;Bae, Ho Seuk;Kim, Woo Shik;Lee, Sang Kug;Choi, Sang Moon
    • Journal of the Korea Institute of Military Science and Technology
    • /
    • v.17 no.5
    • /
    • pp.591-603
    • /
    • 2014
  • In this paper, we have described the characteristics of the Underwater Distributed Sensor Network (UDSN) and proposed the conceptual design guideline by an effectiveness analysis. To perform the effectiveness analysis, we defined an battlefield environment, and then analyzed principal components which compose the UDSN to find out simulation parameters and system constraints. We have chosen a measure of effectiveness based on a target trajectory, which could enhance intuitive understanding about current status, and performed various simulations to reveal critical design parameters in terms of sensor node types, arrangement, cost and combination of detection information.

An Intrusion Detection Technique Suitable for TICN (전술정보통신체계(TICN)에 적합한 침입탐지 기법)

  • Lee, Yun-Ho;Lee, Soo-Jin
    • Journal of the Korea Institute of Military Science and Technology
    • /
    • v.14 no.6
    • /
    • pp.1097-1106
    • /
    • 2011
  • Tactical Information Communication Network(TICN), a concept-type integrated Military Communication system that enables precise command control and decision making, is designed to advance into high speed, large capacity, long distance wireless relay transmission. To support mobility in battlefield environments, the application of Ad-hoc networking technology to its wireless communication has been examined. Ad-hoc network works properly only if the participating nodes cooperate in routing and packet forwarding. However, if selfish nodes not forwarding packets of other nodes and malicious nodes making the false accusation are in the network, it is faced to many threats. Therefore, detection and management of these misbehaving nodes is necessary to make confident in Ad-hoc networks. To solve this problem, we propose an efficient intrusion detection technique to detect and manage those two types of attacks. The simulation-based performance analysis shows that our approach is highly effective and can reliably detect a multitude of misbehaving node.

An energy-efficient technique for mobile-wireless-sensor-network-based IoT

  • Singla, Jatin;Mahajan, Rita;Bagai, Deepak
    • ETRI Journal
    • /
    • v.44 no.3
    • /
    • pp.389-399
    • /
    • 2022
  • Wireless sensor networks (WSNs) are one of the basic building blocks of Internet of Things (IoT) systems. However, the wireless sensing nodes in WSNs suffer from energy constraint issues because the replacement/recharging of the batteries of the nodes tends to be difficult. Furthermore, a number of realistic IoT scenarios, such as habitat and battlefield monitoring, contain mobile sensing elements, which makes the energy issues more critical. This research paper focuses on realistic WSN scenarios that involve mobile sensing elements with the aim of mitigating the attendant energy constraint issues using the concept of radio-frequency (RF) energy extraction. The proposed technique incorporates a cluster head election workflow for WSNs that includes mobile sensing elements capable of RF energy harvesting. The extensive simulation analysis demonstrated the higher efficacy of the proposed technique compared with the existing techniques in terms of residual energy, number of functional nodes, and network lifetime, with approximately 50% of the nodes found to be functional at the 4000th, 5000th, and 6000th rounds for the proposed technique with initial energies of 0.25, 0.5 and 1 J, respectively.

A Study on Reinforcement Learning Method for the Deception Behavior : Focusing on Marine Corps Amphibious Demonstrations (강화학습을 활용한 기만행위 모의방법 연구 : 해병대 상륙양동 사례를 중심으로)

  • Park, Daekuk;Cho, Namsuk
    • Journal of the Korea Institute of Military Science and Technology
    • /
    • v.25 no.4
    • /
    • pp.390-400
    • /
    • 2022
  • Military deception is an action executed to deliberately mislead enemy's decision by deceiving friendly forces intention. In the lessons learned from war history, deception appears to be a critical factor in the battlefield for successful operations. As training using war-game simulation is growing more important, it is become necessary to implement military deception in war-game model. However, there is no logics or rules proven to be effective for CGF(Computer Generated Forces) to conduct deception behavior automatically. In this study, we investigate methodologies for CGF to learn and conduct military deception using Reinforcement Learning. The key idea of the research is to define a new criterion called a "deception index" which defines how agent learn the action of deception considering both their own combat objectives and deception objectives. We choose Korea Marine Corps Amphibious Demonstrations to show applicability of our methods. The study has an unique contribution as the first research that describes method of implementing deception behavior.

Efficient Task-Resource Matchmaking Technique for Multiple/Heterogeneous Unmanned Combat Systems (다중/이종 무인전투체계를 위한 효율적 과업-자원 할당 기법)

  • Young-il Lee;Hee-young Kim;Wonik Park;Chonghui Kim
    • Journal of the Korea Institute of Military Science and Technology
    • /
    • v.26 no.2
    • /
    • pp.188-196
    • /
    • 2023
  • In the future battlefield centered on the concept of mosaic warfare, the need for an unmanned combat system will increase to value human life. It is necessary for Multiple/Heterogeneous Unmanned Combat Systems to have suitable mission planning method in order to perform various mission. In this paper, we propose the MTSR model for mission planning of the unmanned combat system, and introduce a method of identifying a task by a combination of services using a request operator and a method of allocating resources to perform a task using the requested service. In order to verify the performance of the proposed task-resource matchmaking algorithm, simulation using occupation scenarios is performed and the results are analyzed.

Monte Carlo Simulation based Optimal Aiming Point Computation Against Multiple Soft Targets on Ground (몬테칼로 시뮬레이션 기반의 다수 지상 연성표적에 대한 최적 조준점 산출)

  • Kim, Jong-Hwan;Ahn, Nam-Su
    • Journal of the Korea Society for Simulation
    • /
    • v.29 no.1
    • /
    • pp.47-55
    • /
    • 2020
  • This paper presents a real-time autonomous computation of shot numbers and aiming points against multiple soft targets on grounds by applying an unsupervised learning, k-mean clustering and Monte carlo simulation. For this computation, a 100 × 200 square meters size of virtual battlefield is created where an augmented enemy infantry platoon unit attacks, defences, and is scatted, and a virtual weapon with a lethal range of 15m is modeled. In order to determine damage types of the enemy unit: no damage, light wound, heavy wound and death, Monte carlo simulation is performed to apply the Carlton damage function for the damage effect of the soft targets. In addition, in order to achieve the damage effectiveness of the enemy units in line with the commander's intention, the optimal shot numbers and aiming point locations are calculated in less than 0.4 seconds by applying the k-mean clustering and repetitive Monte carlo simulation. It is hoped that this study will help to develop a system that reduces the decision time for 'detection-decision-shoot' process in battalion-scaled combat units operating Dronebot combat system.

Minimum-Cost Path Finding Algorithm in Real-Time For Computer Generated Force (실시간성을 고려한 가상군 최소비용 길 찾기 알고리즘)

  • Han, Chang-Hee;Min, Young-Hye;Park, Sang-Hyuk;Kim, Jai-Hoon
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.48 no.1
    • /
    • pp.17-25
    • /
    • 2011
  • At the computer games, we can experience a variety of environments using a virtual object. It is similar to that be trained in War-game simulator of the defense. Actual soldiers and a computer-generated virtual group(Computer Generated Force: CGF) in 3-D virtual battlefield environment are training. However, path finding algorithm, one of the techniques of simulation models, to the current level only considers the shortest time path. So, this current level at the special situation of the army in the battlefield for selecting the optimal path is limited. The focus of this paper is to select the least-cost path using the deadline with several different mission conditions(METT+TC). For the only shortest time path algorithm and the least-cost path algorithm using dealine,($d_t$, one of METT+TC elements), Its usefulness is verifying the change of the move spent time(t) for all possible paths and the fighting power of the combat troops(Troops ability, a) through a comparison of the total cost of moves(c(t)). According to the results, when considering the deadline, the proposed algorithm saves about 62.5% of the maximum cost.

Development of Intelligent Multi-Agent in the Game Environment (게임 환경에서의 지능형 다중 에이전트 개발)

  • Kim, DongMin;Choi, JinWoo;Woo, ChongWoo
    • Journal of Internet Computing and Services
    • /
    • v.16 no.6
    • /
    • pp.69-78
    • /
    • 2015
  • Recently, research on the multi-agent system is developed actively in the various fields, especially on the control of complex system and optimization. In this study, we develop a multi-agent system for NPC simulation in game environment. The purpose of the development is to support quick and precise decision by inferencing the situation of the dynamic discrete domain, and to support an optimization process of the agent system. Our approach employed Petri-net as a basic agent model to simplify structure of the system, and used fuzzy inference engine to support decision making in various situation. Our experimentation describes situation of the virtual battlefield between the NPCs, which are divided two groups, such as fuzzy rule based agent and automata based agent. We calculate the percentage of winning and survival rate from the several simulations, and the result describes that the fuzzy rule based agent showed better performance than the automata based agent.