• Title/Summary/Keyword: War game

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Active Node and Active Network Modeling For Network Traffic Progress (네트워크 트래픽 성능 향상을 위한 액티브 노드 및 액티브 네트워크 설계)

  • Choi Byung-Sun;Hwang Young-Chul;Lee Seong-Hyun;Lee Won-Goo;Lee Jae-Kwang
    • 한국컴퓨터산업교육학회:학술대회논문집
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    • 2003.11a
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    • pp.119-126
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    • 2003
  • Computer simulation has used to a area of military training from about several years ago. War game model(or computer simulation) endow a military man with field training such as combat experience without operating combat strength or capabilities. To samely construct simulation environment against actual combat environment is to well construct DB to operate war game model, associate among federates on network. Thus, we construct virtual combat environment enabling to efficiently manage network traffic among federates(or active nodes) on active network that construct virtual military training space such as urgent combat field needed to rapidly transfer combat information including image and video.

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DEVS/HLA-based Virtual Warfare Simulation Methodology (DEVS/HLA 기반 가상전장 모델링 방법론)

  • Kang Kwang-Chun;Oh Ji-Yeon;Chi Sung-Do;Chae Soo-Hwan;Lee Sang-Min
    • Proceedings of the Korea Society for Simulation Conference
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    • 2005.05a
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    • pp.123-128
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    • 2005
  • War-game modeling and simulation system have been developed and applied to virtual tactical training both inside and outside of country However, most existing models have been developed for individual purpose based on the simple platform modeling such as physical modeling, visual modeling, and conceptual modeling. Thus, those modeling and simulation system cannot support the interoperability, expensively, variety and reusability. To deal with these problems, the paper propose an integrated design methodology for the War-game systems based on the DEVS/HLA.

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Interoperability between Combat 21 and K1 Tank Simulators using a Converter (모델 변환기를 이용한 전투 21과 K1 전차 시뮬레이터의 연동 방안)

  • Ko, Sung-Gil;Lee, Tae-Eog;Kim, Dae-Kyu;Choi, Mi-Seon
    • Journal of the Korea Institute of Military Science and Technology
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    • v.13 no.5
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    • pp.841-851
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    • 2010
  • We examine interoperability for integrated training simulation of a mechanized infantry battalion that uses a war game model of Korean army, Combat 21, and virtual simulators of K1 tanks. We discuss issues and problems for integrated simulation of the virtual and constructive models, including differences between the model scopes, model resolutions, engagement algorithms, and data consistency and training audiences of the war game model and virtual simulators. From these, we identify interoperability requirements. We propose ways of resolving the problems using a model converter.

Obtaining Object Information by Resolution in War Game System (워게임 체계에서 해상도별 객체 정보 획득)

  • Bae, Hyun Shik;Rhee, Eun Joo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.697-698
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    • 2017
  • In this paper, we propose a method that the simulated objects acquire the information in the war game system according to the resolution using information announcement mode. It is confirmed that the time of object information acquisition in the proposed information announcement mode is shorter than that of the conventional direct requesting mode in the simulation.

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HLA-Based Distributed Object-Oriented War Game Simulation on GRID (GRID를 이용한 HLA 기반 객체 지향 분산 시뮬레이션)

  • 김창훈;이태동;유양선;정창성;박형우
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10c
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    • pp.367-369
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    • 2002
  • 본 논문은 GRID 상에서 HLA(High Level Architecture)를 기반으로 한 분산 객체 지향 wargame simulation의 디자인과 구현에 관해 기술한다. HLA는 DIS[1]의 뒤를 이어 제안된 아키텍처로서 simulation에 원활한 data교류와 동기화를 제공한다. 또한, GRID는 전세계에 펼쳐져 있는 자원들에 대한 관리와 접근, 사용을 위한 다양한 기능과 안전하고 편리한 security를 보장한다. 본 논문에서는 HLA를 사용해서 simulation에 튀어난 상호 연동 능력과 재사용성을 부여하고, GRID를 통해 대규모의 프로젝트를 위한 광범위한 자원을 보다 안전하고 효율적으로 사용할 수 있도록 하는 환경을 구현하였다. 우리는 이 simulation을 HDOWS-G(HLA-based Distributed Object-oriented War game Simulation on Grid)라 부르기로 한다.

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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
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    • v.36 no.3
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    • pp.83-93
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    • 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.

A Study on the Storytelling of Web-based MMORTS 'Tribal War' (웹 기반 MMORTS <부족전쟁>의 스토리텔링 연구)

  • Lyou, Chul-Gyun;Lim, Su-Mi
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.15-24
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    • 2010
  • Web-based MMORTS has features that distinguish it from traditional client-based games. First, Web-based MMORTS is represented by the combination of graphics and texts. Second, there is parallax agent which has a player and a base town character. This paper written for the purpose of analyzing the storytelling of web-based MMORTS, and from Innogames selected as the subjects of the study. In view of the results so far achieved, the fact, when the player logs in web-based MMORTS, the player takes the experience after some time which had taken by the AI character instead of the player logged out and User Generated Storytelling created from this process, become known. This paper has a meaning for Web-based virtual world which can juxtaposition with routine tasks and can be linked with other platforms.

High Resolution Radar Model to Simulate Detection/Tracking Performance of Multi-Function Radar in War Game Simulator (통합 교전 시뮬레이터 환경에서 다기능 레이다 탐지/추적 성능 모의를 위한 고해상도 레이다 모델)

  • Rim, Jae-Won;Oh, Suhyun;Koh, Il-Suek
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.30 no.1
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    • pp.70-78
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    • 2019
  • In this paper, modeling of a high-resolution multi-function radar is proposed to simulate radar performance in a war game simulator, called AddSIM. To incorporate the multi-function radar model into the AddSIM, the modeling must comprise a component-based structure consisting of physics, logics, and information blocks. Therefore, we assign the RF hardware of a RADAR as the physic block, a controller as the logics block, and the RF specifications of the RADAR as the information block. Detailed modeling of the physics and logics blocks are addressed, and data structure is also presented on an engineering level. On a multi-target engaged scenario, the performance of the multi-function radar is numerically analyzed and its validation is examined.

The Application of Distributed Synthetic Environment Data to a Military Simulation (분포형 합성환경자료의 군사시뮬레이션 적용)

  • Cho, Nae-Hyun;Park, Jong-Chul;Kim, Man-Kyu
    • Journal of the Korea Society for Simulation
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    • v.19 no.4
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    • pp.235-247
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    • 2010
  • An environmental factor is very important in a war game model supporting military training. Most war game models in Korean armed forces apply the same weather conditions to all operation areas. As a result, it fails to derive a high-fidelity simulation result. For this reason this study attempts to develop factor techniques for a high-fidelity war game that can apply distributed synthetic atmospheric environment modeling data to a military simulation. The major developed factor technology of this study applies regional distributed precipitation data to the 2D-GIS based Simplified Detection Probability Model(SDPM) that was developed for this study. By doing this, this study shows that diversely distributed local weather conditions can be applied to a military simulation depending on the model resolution from theater level to engineering level, on the use from training model to analytical model, and on the description level from corps level to battalion level.

Russia-Ukraine War and a Change in the International Order (러시아-우크라이나 전쟁과 국제질서의 변화)

  • Jang, Seho
    • Analyses & Alternatives
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    • v.6 no.2
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    • pp.5-36
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    • 2022
  • The Russia-Ukraine War was a "three-layer compounded war" between the US and Russia, Russia and Ukraine, and Ukrainian government forces and rebels. First, the war is a phenomenon that occurred when the western sphere of influence seeking to maintain and strengthen the liberal international order and the Sino-Russian sphere of influence seeking a new alternative order collided in Ukraine, a geopolitical fault zone. Second, this war is the result of a typical 'security dilemma' phenomenon caused by the 'chain reaction' game of NATO's continuous expansion and Russia's response. Third, the Russia-Ukraine war was caused by the Russian military projection to prevent the military restoration of Donbas region by Ukraine. Until now, the Western world, led by the US, showed unexpected solidarity after the war despite subtle differences in positions. However, the non-Western world, including China, is not participating in the condemnation and sanctions against Russia. This war will be an important turning point in the existence and change of the current international order that has been formed and is operating since the end of the Cold War. The direction of maintenance/restoration, revision/change, and end/transformation of the current international order is highly likely to be determined depending on the development pattern and method of ending the war.