• 제목/요약/키워드: Wargame Model

검색결과 29건 처리시간 0.019초

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

  • 권오정;이종호;이상헌
    • 한국시뮬레이션학회논문지
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    • 제17권1호
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    • pp.23-32
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    • 2008
  • 본 논문에서 한미 워게임 모델 상호운용성의 현 실태와 향후 비전에 대해 연구하고 미래의 페더레이션 구조를 제안한다. 한국군과 미군은 1999년부터 작전요구를 충족하기 위한 한미 워게임 모델의 상호운용성 향상을 위해 노력해 왔다. 현 상태에서 목표를 달성하기 위해 아직도 수행해야 할 과정이 더 남아 있지만 최종목표에 어느 정도 근접한 상태이다. 한미 워게임 체계의 기술적인 장점과 시스템 가용도를 고려한 향후 한미 워게임 체계 상호운용성 향상을 위한 시스템 구조를 제시한다. 이러한 새로운 체계는 한국군이 주도하는 향후 한미 연합연습과 한국군 자체 합동연습시 운용될 시뮬레이션 구조라고 할 수 있다.

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

  • 권오정;김재오;김동철;조남석
    • 산업경영시스템학회지
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    • 제46권1호
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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.

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

  • 김봉석;최봉완;김종수
    • 시스템엔지니어링학술지
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    • 제17권1호
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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.

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

  • 박승환;강성진
    • 한국국방경영분석학회지
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    • 제24권2호
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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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워게임 모델의 표준전투편성 기능 개발에 관한 연구 (A Study on Development of Wargame Model's Standard Combat Organization Function)

  • 이기택;권오정;정봉룡
    • 한국시뮬레이션학회논문지
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    • 제23권2호
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    • pp.35-46
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    • 2014
  • 본 연구는 워게임 모델에 표준전투편성 개념 및 기능을 적용한 최초 연구라고 할 수 있다. 먼저, 기존 워게임 전투편성 기능 연구를 통하여 기존 논문과 연구자료들에서 제시된 워게임 모델들의 전투편성 기능을 분석하였으며, 논리와 연관된 전투편성 기능이 적용된 지상군 자원소요 분석모델의 전투편성 입력절차와 세부 기능을 알아보았다. 둘째, 표준전투편성 기능 및 알고리즘을 개발하여 구현하였다. 개념을 정의하고 기존 전투편성 기능 분석을 통하여 도출된 주요 개발기능을 활용하여 사용자 인터페이스 설계 및 개발된 알고리즘을 구현하였다. 알고리즘은 절차 알고리즘, 표준전투편성 알고리즘, 오류체크 알고리즘으로 구분하여 개발했다. 셋째, 개발된 기능을 활용하여 사용자 입력소요시간과 편리성에 대하여 내용을 측정하여 통계분석을 실시했다. 결론적으로 본 연구는 표준전투편성 개념의 최초 적용 및 기능 구현을 통하여 입력소요시간 단축 및 사용자 편리성을 향상 시켰으며, 새로운 모델기능의 발전가능성을 제시했다는 점에서 큰 의미가 있다고 판단된다.

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

  • 정건호;염봉진
    • 한국군사과학기술학회지
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    • 제12권2호
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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.

작전부대의 인원편성 최적화를 위한 워게임 전투실험 방법에 대한 연구 (A Study on Warfighting Experimentation for Organizing Operational Troops)

  • 이용빈;염봉진
    • 한국군사과학기술학회지
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    • 제14권3호
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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.

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

  • 이기택;최연호;송규현
    • 경영과학
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    • 제30권1호
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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.

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

  • 김진수;김대석;김정국;류근호
    • 정보처리학회논문지A
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    • 제10A권2호
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    • pp.111-122
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    • 2003
  • 군사용 워게임 시뮬레이션 모델들의 상호연동을 위해서는 국제표준연동(HLA : High Level Architecture)구조를 반드시 갖추어야하며 타 모델과 연동시 발생되는 시스템 오버헤드를 줄이기 위해서는 병렬 시뮬레이션 엔진 도입이 효과적이다. 그러나 기존 군사용 워게임 시뮬레이션 모델엔진의 이벤트 처리는 순차적 이벤트-드리븐 방식으로 처리하고 있다. 이는 병렬로 처리 시 글로벌 자료영역에 대한 동시참조등의 문제점들이 발생하기 때문이다. 아울러 기존 시뮬레이션 플랫폼으로 다중 CPU 시스템을 사용하여도 여러 개의 CPU를 다 활용하지 못하는 결과를 초래하고 있다. 따라서 이 논문에서는 군사용 워 게임 모델의 시스템 처리능력 향상과 글로벌 자료 영역에 대한 동시참조, 대외적인 시뮬레이션 시간처리, 장애 회복(Crash Recovery)시 병행 처리된 이벤트들의 순서를 보장 할 수 있는 객체모델에 기반한 병렬 시뮬레이션 엔진으로의 전환을 제안한다 이 전환된 병렬 시뮬레이션 엔진은 다중 CPU 시스템(SMP)상에서도 병렬 실행이 가능하도록 설계하고 구현하였다.