• Title/Summary/Keyword: Wargame Simulator

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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.

Research of Interopaeration Simulation between War Game Simulator and Communication Effect Simulator using HLA/RTI (HLA/RTI를 이용한 워게임 시뮬레이터와 통신 효과 시뮬레이터의 연동 시뮬레이션 연구)

  • Kim, Deok-Su;Bae, Jang Won;Park, Soo Bum;Kim, Tag Gon
    • Journal of the Korea Institute of Military Science and Technology
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    • v.18 no.1
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    • pp.46-54
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    • 2015
  • Wargame simulators are widely used in the field of defence modeling and simulation. Because of increasing importance of communication effects on the warfare, the war game simulator is also required to reflect communication effects. One way to satisfy the requirement is the interoperation simulation between war game simulator and communication effect simulators. This paper shows the application of interoperation simulation between war game and communication effect simulators using HLA(High-Level Architecture)/RTI(RunTime Infrastructure). The war game simulator mainly deal with the engagement of troops and the troops communicate each other at the mission execution level. In the other hand, The communication effect simulator perform communication actions between the troops in the engineering level. Using the interoperation simulation, we can reflect the communication effects on the war game simulation. We show various applications of the interoperation simulation with the point of the war game and communication effect simulator. with a case study, we explain the interoperation simulation improves the reality and fidelity of the war game simulator and how the interoperation simulation can be applied to developing doctrines and real communication system.

Modeling and Simulation Methodology for Defense Systems Based on Concept of System of Systems (복합체계 개념에 기반한 국방체계 모델링 시뮬레이션 방법론)

  • Kim, Tag Gon;Kwon, Se Jung;Kang, Bonggu
    • Journal of Korean Institute of Industrial Engineers
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    • v.39 no.6
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    • pp.450-460
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    • 2013
  • A complex system such as defense systems is in a form of System of Systems (SoS) in which each component is a system being independent of other component systems. Dynamical behavior of SoS is represented by a composition of behaviors of component systems. Thus, a M&S tool/environment would not be efficient for development of heterogeneous models nor for simulation in a centralized environment. Moreover, such an environment restricts reusability and composability. This paper presents an interoperation method for M&S of defense systems as SoS. The approach first develops component system models using tools, each specialized to M&S of each component system. It then interoperates such simulations together to simulate a whole system as SoS. HLA/RTI is employed for such interoperation, which is a DoD/IEEE standard to support interoperation. We will introduce a case study for interoperable simulation of defense systems, which consists of a wargame simulator and a communication simulator.

Wargame Simulator using Semantic Web Service (시멘틱 웹서비스를 이용한 워게임 시뮬레이터 제작)

  • Kim, Byoung-Chul;Lee, Kang-Sun
    • Journal of the Korea Society for Simulation
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    • v.17 no.4
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    • pp.183-189
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    • 2008
  • The next-generation war game simulators need a technique that reuses resources disperse on the web, and reorganizes federates on the fly based on the various events in real time. So far, HLA-based federates limit their interoperability to military networks, and in syntax-level. Web services techniques are widely used in enterprise applications and provide many proven practices to extend interoperability between WAN resources in semantic level. Two problems are met in order to utilize web services into war-game simulator : 1) How to achieve semantic-level interoperability between federates disperse on WAN, 2) How to interoperate web-based federates and RTI-based federates. In this paper, we provide solutions to the problems and highlight advantages using web-based federates with an example of ASuW(Anti-Surface Warfare).

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A Study on the Interoperability of ROK Air Force Virtual and Constructive Simulation (공군 전투기 시뮬레이터와 워게임 모델의 V-C 연동에 대한 연구)

  • Kim, Yong Hwan;Song, Yong Seung;Kim, Chang Ouk
    • Journal of the Korea Society for Simulation
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    • v.28 no.2
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    • pp.169-177
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    • 2019
  • LVC(Live-Virtual-Constructive) training system is drawing attention due to changes in battlefield situation and the development of advanced information and communication technologies. The ROKAF(Republic of Korea Air Force) plans to construct LVC training system capable of scientific training. This paper analyzes the results of V-C interoperability test with three fighter simulators as virtual systems and a theater-level wargame model as a constructive system. The F-15K, KF-16, and FA-50 fighter simulators, which have different interoperable methods, were converted into a standard for simulation interoperability. Using the integrated field environment simulator, the fighter simulators established a mutually interoperable environment. In addition, the Changgong model, which is the representative training model of the Air Force, was converted to the standard for simulation interoperability, and the integrated model was implemented with optimized interoperability performance. Throughput experiments, It was confirmed that the fighter simulators and the war game model of the ROKAF could be interoperable with each other. The results of this study are expected to be a good reference for the future study of the ROKAF LVC training system.