• Title/Summary/Keyword: Wargame Model

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Study on the Current Status and Future Vision of ROK-US Wargame Model Interoperability (한미 워게임모형 상호운용성의 현실태 및 향후 비전에 관한 연구)

  • Kwon, O-Jeong;Lee, Chong-Ho;Lee, Sang-Heon
    • Journal of the Korea Society for Simulation
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    • v.17 no.1
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    • pp.23-32
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    • 2008
  • In this paper, we discuss the current status of ROK-US wargame model interoperability and propose the future federation architecture. ROK and US Armed Forces have made an effort to make their wargame model interoperable to fulfill operational requirements since 1999. Currently, they have achieved some degree of their final goals even though there is long way to go. ROK Armed Forces is now considering future federation architecture. We propose the future federation architecture of ROK-US wargame model interoperability considering technical advantages and system availability. It will be the next federation architecture led by ROK side for the ROK Armed Forces joint exercise and ROK-US combined exercise.

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Estimation of Urbanization Factor in Wargame Model using Fractal Dimension (Fractal 차원을 이용한 워게임에서의 도시화조정계수 추정)

  • Ojeong Kwon;Jaeoh Kim;Dongchul Kim;Namsuk Cho
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.46 no.1
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    • pp.42-47
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    • 2023
  • With rapid urbanization, the importance of urban warfare is increasing, and it is also required to reflect the characteristics of cities in wargame models. However, in the military's wargame models, the urbanization factor was calculated and used without theoretical basis. In this study, we investigate techniques for estimating the urbanization factor using Fractal dimension theory. The urbanization factor we propose can suggest a logical and valid representative value when used in conjunction with Agent Based Model and other methodologies.

Methodology of battle damage assessment in the naval wargame model - Forcusing on damage assessment of warship - (해상전 워게임모델의 교전 피해평가 수준 및 산정방법론 - 함정 피해평가를 중심으로 -)

  • Kim, Bong Seok;Choi, Bong Wan;Kim, Chong Su
    • Journal of the Korean Society of Systems Engineering
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    • v.17 no.1
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    • pp.53-64
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    • 2021
  • Wargame is a simulated military operation with certain rules, specifications, and procedures, in which soldiers can virtually and indirectly experience the war. The ROK Navy operates the Cheonghae model, a training wargame model for helping commanders and staff master the procedures for conducting the war. It is important for commanders, staff and analysts to know whether a warship can perform its missions and how long it can last during a war. In existing model, the Cheonghae, the probability of kill of a warship is calculated simply considering the number of tonnage without any stochastic elements, and the warship's mission availability is also determined based on predetermined values. With this model, it is difficult to get a value of the probability of kill that makes sense. In this dissertation, the author has developed a probabilistic model in which the warship vulnerability data of ROK-JMEM can be used. A conceptual model and methodology that can evaluate the mission performance of personnel, equipment, and supplies has been proposed. This can be expanded to a comprehensive assessment of wartime warship loss rates by integrating damage rates for personnel, equipment, and supplies in wartime.

A Study on Corps / Division Operation Analysis Using Simplified Corps Level Wargame Model (군단급 간이분석 워게임모형을 이용한 군단 및 사단 작전분석 방안 연구)

  • 박승환;강성진
    • Journal of the military operations research society of Korea
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    • v.24 no.2
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    • pp.95-116
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    • 1998
  • Many different kinds of wargame models have been developed and used in training and analysis purpose. However, there has been few wargame model which analyze corps or division level operational analysis. Recently KIDA develops corps level operational analysis model based on START(simplified tool for analysis of regional treats) model developed by RAND. This model runs in a PC level with 2MB memory and provides one day combat results within 30 seconds. Only one or three person can operate this model and evaluate multiple corps level operational analysis including chemical effects, $C^3I$ capacity, new weapon system effectiveness and other qualitative effects. We tested this model and evaluated input and output data. We showed that this model can be applied in division level operational analysis also. As an example division level application procedure and sensitivity analysis data was provided. We also find some limitation and problems in the model and suggest application areas and improving methods.

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A Study on Development of Wargame Model's Standard Combat Organization Function (워게임 모델의 표준전투편성 기능 개발에 관한 연구)

  • Lee, Ki-Taek;Kwon, Ojeong;Jung, Bong-Ryong
    • Journal of the Korea Society for Simulation
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    • v.23 no.2
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    • pp.35-46
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    • 2014
  • This study investigates the wargame model application of SCO(Standard Combat Organization) concept and function for the first time. Firstly, we examine the combat organization function of wargame models suggested by published theses and research papers, and then analyze input processes and detail function of GORRAM(Ground Operation Resources Requirement Model) combat organization that is related to wargame logic. Secondly, we also reflect developed SCO algorithm and function, as follows. We defined SCO concept, and developed UI(User Interface) design and algorithm using main functions that are deducted by analyzing of existing combat organization. This algorithm consists of process, SCO, and error check algorithms. Finally, we analyzed the results of statistic verification on input time reduction and user convenience of combat organization function. Therefore, this study contributes to improving input time and user convenience of combat organization, as well as structuring new function of wargame model through the application of SCO concept and function.

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
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    • v.12 no.2
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    • pp.191-198
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    • 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 Warfighting Experimentation for Organizing Operational Troops (작전부대의 인원편성 최적화를 위한 워게임 전투실험 방법에 대한 연구)

  • Lee, Yong-Bin;Yum, Bong-Jin
    • Journal of the Korea Institute of Military Science and Technology
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    • v.14 no.3
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    • pp.423-431
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    • 2011
  • Warfighting experimentation is an important process for identifying requirements against changing military environment and for verifying proposed measures for reforming military service. The wargame simulation experiment is regarded as one of the most effective means to warfighting experimentation, and its importance is increasing than ever. On the other hand, the results of wargame experiments could be unreliable due to the uncertainty involved in the experimental procedure. To improve the reliability of the experimental results, systematic experimental procedures and analysis methods must be employed, and the design and analysis of experiments technique can be used effectively for this purpose. In this paper, AWAM, a wargame simulator, is used to optimize the organization of operational troops. The simulation model describes a warfighting situation in which the 'survival rate of our force' and the 'survival rate of the enemy force' are considered as responses, 'the numbers of weapons in the squad' as control factors, and 'the uncontrollable variables of the battlefield' as noise factors. In addition, for the purpose of effective experimentation, the product array approach in which the inner and outer orthogonal arrays are crossed is adopted. Then, the signal-to-noise-ratio for each response and the desirabilities for the means and standard deviations of responses are calculated and used to determine a compromise optimal solution. The experimental procedures and analysis methods developed in this paper can provide guidelines for designing and analyzing wargame simulation experiments for similar warfighting situations.

A Study on Requirement Calculation of MRE Using Wargame Simulation Result (워게임 모의결과를 활용한 전투식량 소요 산정에 관한 연구)

  • Lee, Ki Taek;Choi, Yun Ho;Song, Kyu Hyun
    • Korean Management Science Review
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    • v.30 no.1
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    • pp.125-137
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    • 2013
  • The U.S. Army is capable and ready to deploy full-spectrum armed forces anywhere in the world as we have seen in Iraq and Afghanistan. This commitment is within the realm of logistics support that the readiness to support MRE(Meal Ready to Eat), according to the environment where the operation is on going. ROKA(Republic Of Korea Army) proceeds with the program to develop and reserve various MRE under the assumption of distinctive warfare operating environment. This study investigates to determine the amount of MRE consumption within various operating environment and details are as follows. First we ponder the concept of MRE and identified problems of the existing program. Second we also establish feeding rations by the types of MRE that is the base for calculation. Third we introduce MRE consumption algorithm and formula. Fourth and last we have applied our model to the program and analyzed the results. The present state of the estimation didn't reflect various warfare operating environment. Therefore we simulates theater wargame model to determine the consumption under various warfare operating environment. The result of this study is anticipated to contribute largely to the force enhancement as it mirrors of every circumstances of operating environment.

Design and Implementation of Real-Time Parallel Engine for Discrete Event Wargame Simulation (이산사건 워게임 시뮬레이션을 위한 실시간 병렬 엔진의 설계 및 구현)

  • Kim, Jin-Soo;Kim, Dae-Seog;Kim, Jung-Guk;Ryu, Keun-Ho
    • The KIPS Transactions:PartA
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    • v.10A no.2
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    • pp.111-122
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    • 2003
  • Military wargame simulation models must support the HLA in order to facilitate interoperability with other simulations, and using parallel simulation engines offer efficiency in reducing system overhead generated by propelling interoperability. However, legacy military simulation model engines process events using sequential event-driven method. This is due to problems generated by parallel processing such as synchronous reference to global data domains. Additionally. using legacy simulation platforms result in insufficient utilization of multiple CPUs even if a multiple CPU system is under use. Therefore, in this paper, we propose conversing the simulation engine to an object model-based parallel simulation engine to ensure military wargame model's improved system processing capability, synchronous reference to global data domains, external simulation time processing, and the sequence of parallel-processed events during a crash recovery. The converted parallel simulation engine is designed and implemented to enable parallel execution on a multiple CPU system (SMP).