• Title/Summary/Keyword: Close Combat Model

Search Result 8, Processing Time 0.02 seconds

Developing an Expert System for Close Combat using Decision Tree (의사결정나무를 이용한 근접전투전문가시스템)

  • Kim, Hyung-Se;Moon, Ho-Seok;Lee, Dong-Keun;Hwang, Myung-Sang;Kim, Young-Kuk
    • Journal of the military operations research society of Korea
    • /
    • v.36 no.3
    • /
    • pp.83-93
    • /
    • 2010
  • In this paper, we propose a new expert system for close combat in military war game model for training. Simulation logic for damage assesment is one of the main simulation functions in military war game. In Changcho 21's model which is the war game model for Republic of Korea Army corps and division, the main function of close combat's damage assessment has not been calculated by Changcho 21's model, but by COBRA which was made by US Army and has been the expert system for close combat. Results which were calculated in COBRA were sent to Changcho 21's model through a cable network. And Changcho 21's model finally calculated the value of damage assessment with the results. In this paper, we develop an new expert system for close combat using decision tree. The experimental results show that the proposed expert system has similar performance to COBRA and has less computing complexity. And it can substitute for COBRA and be applicable to battlefield.

Reallocation of Force in the Lanchester (3,3) Combat Model (란체스터 (3,3) 전투모형의 전투력 재할당 방안에 관한 연구)

  • Jong-Hyeon Hwang;Dong-Hyung Lee
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.46 no.4
    • /
    • pp.263-271
    • /
    • 2023
  • In the (3,3) close combat model based on the Lanchester Square Law, this study proposes a plan to optimally allocate residual combat power after the battle to other battlefields. As soon as the two camps of three units can grasp each other's information and predict the battle pattern immediately after the battle began, the Time Zero Allocation of Force (TZAF) scenario was used to initially allocate combat power to readjust the combat model. It reflects travel time, which is a "field friction" in which physical distance exists from battlefields that support combat power to battlefields that are supported. By developing existing studies that try to examine the effect of travel time on the battlefield through the combat model, this study forms a (3,3) combat model, which is a large number of minimum units. In order to achieve the combat purpose, the principle of optimal combat force operation is presented by examining the aspect that support combat power is allocated to the two battlefields and the consequent battle results. Through this, various scenarios were set in consideration of the travel time and the situation of the units, and differentiated results were obtained. Although the most traditional, it can be used as the basic logic of the training or the commander's decision-making system using the actual war game model.

The Study on Consistency of Simulation Logic about Close Combat Damage Assessment among Constructive Models : Based on Combined Arms Integrated Interoperability System (워게임모델간 근접전투 피해평가 모의논리 일치에 관한 연구 : 제병협동통합연동체계를 중심으로)

  • Moon, Ho-Seok;Kim, Hyung-Se;Hwang, Myung-Sang;Bae, Hyun-Wung;Lee, Dong-Keun
    • Journal of the military operations research society of Korea
    • /
    • v.37 no.1
    • /
    • pp.87-97
    • /
    • 2011
  • In this paper, we propose a new close combat expert system to overcome the difference of combat damage assessments between combat units belong to their own model in Combined Arms Integrated Interoperability System(CAIIS) which will be deployed in the early future. When it happens to engage in a battle among combat units belong to their own model in CAIIS, the result of damage assessment is different severely. This is related to CAIIS's confidence and need to be overcome. We propose the expert system for close combat damage assessment with a decision tree. Simulation results show that the proposed expert system is valid well. Because the proposed expert system is made not as an independent system but as an inner module type of CAIIS, CAIIS will be simpler system than we expect. And we will hope to reduce the cost of CAIIS.

Two Circle-based Aircraft Head-on Reinforcement Learning Technique using Curriculum (커리큘럼을 이용한 투서클 기반 항공기 헤드온 공중 교전 강화학습 기법 연구)

  • Insu Hwang;Jungho Bae
    • Journal of the Korea Institute of Military Science and Technology
    • /
    • v.26 no.4
    • /
    • pp.352-360
    • /
    • 2023
  • Recently, AI pilots using reinforcement learning are developing to a level that is more flexible than rule-based methods and can replace human pilots. In this paper, a curriculum was used to help head-on combat with reinforcement learning. It is not easy to learn head-on with a reinforcement learning method without a curriculum, but in this paper, through the two circle-based head-on air combat learning technique, ownship gradually increase the difficulty and become good at head-on combat. On the two-circle, the ATA angle between the ownship and target gradually increased and the AA angle gradually decreased while learning was conducted. By performing reinforcement learning with and w/o curriculum, it was engaged with the rule-based model. And as the win ratio of the curriculum based model increased to close to 100 %, it was confirmed that the performance was superior.

Design of an Autonomous Air Combat Guidance Law using a Virtual Pursuit Point for UCAV (무인전투기를 위한 가상 추적점 기반 자율 공중 교전 유도 법칙 설계)

  • You, Dong-Il;Shim, Hyunchul
    • Journal of the Korean Society for Aeronautical & Space Sciences
    • /
    • v.42 no.3
    • /
    • pp.199-212
    • /
    • 2014
  • This paper describes an autonomous air combat guidance law using a Virtual Pursuit Point (VPP) in one-on-one close engagement for Unmanned Combat Aerial Vehicle (UCAV). The VPPs that consist of virtual lag and lead points are introduced to carry out tactical combat maneuvers. The VPPs are generated based on fighter's aerodynamic performance and Basic Fighter Maneuver (BFM)'s turn circle, total energy and weapon characteristics. The UCAV determines a single VPP and executes pursuit maneuvers based on a smoothing function which evaluates probabilities of the pursuit types for switching maneuvers with given combat states. The proposed law is demonstrated by high-fidelity real-time combat simulation using commercial fighter model and X-Plane simulator.

Reinforcing Method for the Protective Capacities of Dispersal and Combat Facilities using Logistic Regression (로지스틱 회귀모형을 활용한 소산 및 전투시설의 방호성능 보강방안 연구)

  • Park, Young Jun;Park, Sangjin;Yu, Yeong-Jin;Kim, Taehui;Son, Kiyoung
    • Journal of the Korea Institute of Building Construction
    • /
    • v.16 no.1
    • /
    • pp.77-85
    • /
    • 2016
  • This study provides the numerical model to assess retrofit and strengthen levels in the dispersal and combat facilities. First of all, it is verified that direct-hitting projectiles are more destructive to the structures rather than close-falling bombs with explosion tests. The protective capacity of dispersal and combat facilities, which are modeled with soil uncertainty and structural field data, is analyzed through finite element method. With structural survivability and facility data, the logistic regression model is drawn. This model could be used to determine the level of the retrofit and strengthen in the dispersal and combat facilities of contact areas. For more reliable model, it could be better to identify more significant factors and adapt non-linear model. In addition, for adapting this model on the spot, appropriate strengthen levels should be determined by hands on staffs associated with military facilities.

Calibration of a Korean Weapon Systems Wargame Model (한국적 무기체계의 워게임 모델 교정에 관한 연구)

  • Jung, Kun-Ho;Yum, Bong-Jin
    • Journal of the Korea Institute of Military Science and Technology
    • /
    • v.12 no.2
    • /
    • pp.191-198
    • /
    • 2009
  • Some of the wargame simulators currently used in the Korean Army were developed by other countries, and do not adequately reflect the Korean Peninsula terrain and weapon systems. This implies that these war game simulators need to be calibrated with respect to the input parameters for properly assessing the effectiveness of the Korean weapon systems. In this paper, AWAM, a wargame simulator, is calibrated in terms of the time-based fighting power(FP). The FP data obtained from the Korea Combat Training Center(KCTC) are used as a reference, and the differences between the AWAM and KCTC FP data are calculated at certain points in time. Then, the Taguchi robust design method is adopted using the probabilities of hitting for the K-2 rifle as controllable input parameters. Two performance characteristics are used. One is the difference between the AWAM and KCTC FP data and the other is the score derived by grouping the difference data. For each case, optimal settings of the probabilities of hitting are determined such that the mean of each characteristic is close to 0 with its dispersion being as small as possible.

A Study on VV&A Application for the Korean Wartime Resource Requirement Model (한국형 전시자원소요산정 모델에 대한 VV&A 적용방안 연구)

  • Kim, Min-Suk;Jung, Whan-Sik;Lee, Jae-Yeong
    • Journal of the military operations research society of Korea
    • /
    • v.35 no.2
    • /
    • pp.51-61
    • /
    • 2009
  • Recently, the necessity of VV&A and the importance of M&S are increasing in the national defense area. The purpose of VV&A is to assure a proper development of M&S and to provide users with sufficient information to determine if M&S could meet their demands. Therefore, VV&A process needs to be performed to guarantee the credibility of the M&S. However, the basic guidance and regulation of VV&A are not yet developed in Korea. This paper proposed the VV&A application process in the Korean Wartime Resource Requirement Model, focusing on the close combat situation of the model. The VV&A process provided in this paper can also be applied to other analytical models currently developing in Korea.