• Title/Summary/Keyword: MANA

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A study on the mine artillery striking method using agent based modeling & simulation (에이전트 기반모의를 통한 갱도포병 타격방안 연구)

  • Kim, Se-Yong
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2008.10a
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    • pp.359-363
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    • 2008
  • In recent warfare, importance of counter-fire is increased. New weapon system and counter-fire have critical impact on defeating of the enemy. At an initial battle counter-fire, we need to study about striking plan against the enemy mine artillery. In this paper, we studied, using MANA(agent based model), how much cannon's hit probability and UAV-based target acquisition have influence on striking the mine artillery. We constructed MANA model based on the characteristics of a regional database of Korean peninsula. If we develop detail database of the ROK Army, the proposed MANA model can be used as a war-game model for the regimental level of the Army.

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A Study on Mission Analysis in Consideration of Effectiveness Measurement of UAV System Operations (UAV 체계운용효과도를 고려한 임무분석 연구)

  • Choi, Kwan-Seon;Jeong, Ha-Gyo;Park, Tae-Yoo;Jeon, Je-Hwan
    • Journal of the military operations research society of Korea
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    • v.37 no.1
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    • pp.119-128
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    • 2011
  • This paper deals with a study on mission analysis considering the effectiveness measurement of UAV system operations. This mission analysis process is composed of 5 steps; (1) creation of a base model in MANA, (2) design of input parameter set using experiment design, (3) mapping input parameter set to the MANA scenario file, (4) data farming and model run in batch process, and (5) statistical analysis of the simulation result. In the result of this study, the effect of input parameter to the dependent parameter was shown to decrease in the order classification range, sweep width, height, speed, FOV(Field of view), and classification probability. The study also shows that the operational effectiveness of an improved scenario proposed can increase 10.2% from the base scenario.

Intelligent Characters for Fighting Action Games applied Energy Points (대전형 액션 게임에서 에너지 점수를 도입한 지능 캐릭터)

  • Lee Myun-Sub;Cho Byeong-Heon;Jung Sung-Hoon;Seong Yeong-Rak;Oh Ha-Ryoung
    • The KIPS Transactions:PartB
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    • v.13B no.4 s.107
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    • pp.449-456
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    • 2006
  • This paper proposes intelligent characters for fighting action games to which energy points are applied for more realistic implementation than those of previous researches. The intelligent characters decide their actions in consideration of their energy level as well as a current action, the step of the action, the distance, and past actions of opponent characters that were used in existing intelligent ones. We used two types of energy, HP(Health Point) and MP(Mana Point) that were frequently employed in recent on-line games. We experimented with proposed intelligent characters to investigate whether the intelligent characters learn proper actions and cope with opponent characters in consideration of their energy levels. Experimental results showed that the intelligent characters reacted with the best actions to obtain high score if their energy is sufficient, Otherwise, they did the actions to(that?) recharge their energy. From this observation, we could conclude that the proposed intelligent characters worked well and did effective actions in consideration of the their energy.

Fighting Action Games applied Energy Concepts (에너지 개념을 도입한 대전형 액션 게임)

  • Lee Myun-Sub
    • Journal of the Korea Computer Industry Society
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    • v.7 no.3
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    • pp.163-170
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    • 2006
  • This paper proposes intelligent characters for fighting action games to which energy concepts are applied for more realistic implementation than those of previous researches. The intelligent characters decide their actions in consideration of their energy level as well as a current action, the step of the action, the distance, and past actions of opponent characters that were used in existing intelligent ones. We used two types of energy, HP(Health Point) and MP(Mana Point), that were frequently employed in recent on-line games. We experimented with proposed intelligent characters to investigate whether the intelligent characters loam proper actions and cope with opponent characters in consideration of their energy levels. Experimental results showed that the intelligent characters reacted to the best actions to obtain high score if their energy is sufficient, otherwise they did the actions to recharge their energy. From this observation, we could conclude that the proposed intelligent characters worked well and did effective actions in consideration to the their energy.

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An Analysis of the Operational Effectiveness of Target Acquisition Radar (포병 표적탐지 레이더 운용의 계량적 효과 분석)

  • Kang, Shin-Sung;Lee, Jae-Yeong
    • Journal of the Korea Society for Simulation
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    • v.19 no.2
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    • pp.63-72
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    • 2010
  • In the future warfare, the importance of the counter-fire operation is increasing. The counter-fire operation is divided into offensive counter-fire operation and defensive counter-fire operation. Reviewing the researches done so far, the detection asset of offensive counter-fire operation called UAV(Unmanned Aerial Vehicle) and its operational effectiveness analysis is continually progressing. However, the analysis of the detection asset of defensive counterfire called Target Acquisition Radar(TAR) and its quantitative operational effectiveness are not studied yet. Therefore, in this paper, we studied operational effectiveness of TAR using C2 Theory & MANA Simulation model, and showed clear quantitative analysis results by comparing both cases of using TAR and not using TAR.

An Improvement of Hit-probability and an Efficient Counter-fire Execution (명중확률 개선 및 효율적인 대화력전 수행방안)

  • Kim, Se-Yong;Lee, Jae-Yeong
    • Journal of the Korea Society for Simulation
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    • v.17 no.4
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    • pp.143-152
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    • 2008
  • At an initial battle stage, counter-fire capability have critical impact on defeating the enemy in the future warfare. In this paper, we proposed an efficient method of counter-fire execution. To do that, hit-probability for each artillery type was evaluated using CEP and applied to calculate new target reference table of a counter-fire operation. In order to compare new result to the one obtained by using previous reference table from BTCS, we did simulation using MANA model. Simulation outputs show that new method is superior to previous method of counter-fire operation in various scenarios depending upon each method and usage of UAV.

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Analysis of the GOP Border security systems of the ROK Army by Using ABMS and NOLH design (ABMS와 NOLH을 이용한 한국군 GOP 경계시스템에 관한 분석)

  • Oh, Kyungtack
    • Journal of the Korea Society for Simulation
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    • v.23 no.2
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    • pp.25-33
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    • 2014
  • In this study, the border security problem of the ROK Army is examined by applying the agent-based modeling and simulation (ABMS) concept as well as its platform, MANA. Based on the approximately optimized behavior of the infiltrator obtained using genetic algorithm (GA), we evaluate the GOP border security system which consists of human resources, surveillance, as well as command and control (C2) systems. We use four measures of effectiveness (MOEs) to evaluate its performance, and we apply a near optimal latin hypercube (NOLH) design to deal with the large number of factors of interest in our model. By using a NOLH design, our simulation runs are implemented efficiently. We hope the results of this study provide valuable data for deciding the configuration of the border security system structure and the number of soldiers assigned in the platoon.

Adsorption of Phenol on Mesoporous Carbon CMK-3: Effect of Textural Properties

  • Haque, Enamul;Khan, Nazmul Abedin;Talapaneni, Siddulu Naidu;Vinu, Ajayan;JeGal, Jong-Geon;Jhung, Sung-Hwa
    • Bulletin of the Korean Chemical Society
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    • v.31 no.6
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    • pp.1638-1642
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    • 2010
  • Mesoporous carbon CMK-3s with different textural properties have been used for the adsorption of phenol to understand the necessary physicochemical properties of carbon for the efficient removal of phenol from contaminated water. The kinetic constants (both pseudo-second order and pseudo-first-order kinetics) increase with increasing pore size of carbons. The maximum adsorption capacities correlate well with micropore volume compared with surface area or total pore volume even though large pore (meso or macropore) may contribute partly to the adsorption. The pore occupancies also explain the importance of micropore for the phenol adsorption. For efficient removal of phenol, carbon adsorbents should have large micropore volume and wide pore size for high uptake and rapid adsorption, respectively.

A Study on War Potential Judgement of Defense Sufficiency Task Group Using Agent-Based Modeling and Simulation (에이전트 기반 모의를 이용한 방위충분성 기동전단 전력판단 연구)

  • Kim, Yeong-Jin;Lee, Jae-Yeong
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2007.11a
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    • pp.397-407
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    • 2007
  • In this paper, We judge War Potential of Defense Sufficiency Task Croup Using Agent-Based Modeling and Simulation(ABMS) and indicate the Republic of Korea Navy's future. We use ABMS model, Map Aware Non-uniform Automata(MANA), to be obtained the results. To overcome future threat of Japan and China in a sea around the Korean Peninsula. War Potential of Defense Sufficiency Task Group are to be at least 4KDX-III and $20{\sim}24$KDX-II. Therefore, Republic of Korea Navy have to increase the war potential scales, $11{\sim}15$ battleship with future including build-up plan of present war Potential and Improve The battleship' performance not less than that of KDX-II.

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Design and Implementation of Web Service System for Game Character Migration between Different-type On-line Game Servers (이종 온라인 게임 서버 간의 게임 캐릭터 이주를 위한 웹 서비스 시스템 설계 및 구현)

  • Suk, Jin-Weon;Kim, Ju-Yeon;Kang, Joon-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.3
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    • pp.219-228
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    • 2011
  • In the online game, a game character to replace game player exists within the same game and it is very difficult to migrate to another on-line games. Also, players have taken a lot of time and effort in the character's growth. In recent years, it has raised many social side effects. Therefore, in order to solve these problems, this paper was implemented web services system based on previous studies for the migration of game character between different-type on-line game severs, and the proposed system verified through the experiment focused on 4 capability numerical value (money, HP:Hit Point, MP:Mana Point, level) between migration element of game character.