In this paper,a new method for determining the shell layout scheme is proposed,which can make the equipment damage data by the battlefield damage test resemble as close as possible the actual combat data.This method i...In this paper,a new method for determining the shell layout scheme is proposed,which can make the equipment damage data by the battlefield damage test resemble as close as possible the actual combat data.This method is based on the analysis of the impact point distribution and effective damage area of equipment.In order to obtain the position of the impact points,an impact point distribution model under artillery fire was established.Similarly,in order to obtain the effective damage area of equipment,the concepts of generalized damage area and task-based equipment functional damage probability were demonstrated,and the corresponding calculation model was established.Through case analysis,the shell layout scheme was effectively obtained,verifying the correctness of the proposed method.展开更多
Battlefield environment simulation process is an important part of battlefield environment information support, which needs to be built around the task process. At present, the interoperability between battlefield env...Battlefield environment simulation process is an important part of battlefield environment information support, which needs to be built around the task process. At present, the interoperability between battlefield environment simulation system and command and control system is still imperfect, and the traditional simulation data model cannot meet war fighters’ high-efficient and accurate understanding and analysis on battlefield environment’s information. Therefore, a kind of task-orientated battlefield environment simulation process model needs to be construed to effectively analyze the key information demands of the command and control system. The structured characteristics of tasks and simulation process are analyzed, and the simulation process concept model is constructed with the method of object-orientated. The data model and formal syntax of GeoBML are analyzed, and the logical model of simulation process is constructed with formal language. The object data structure of simulation process is defined and the object model of simulation process which maps tasks is constructed. In the end, the battlefield environment simulation platform modules are designed and applied based on this model, verifying that the model can effectively express the real-time dynamic correlation between battlefield environment simulation data and operational tasks.展开更多
Battlefield damage assessment is the key to Battlefield Damage Assessment and Repair ( BDAR ) . We present an Intelligent Battlefield Damage Assessment System (IBDAS) based on multiagent system technology. We firs...Battlefield damage assessment is the key to Battlefield Damage Assessment and Repair ( BDAR ) . We present an Intelligent Battlefield Damage Assessment System (IBDAS) based on multiagent system technology. We first establish the system framework, and then study the interior structure and workflow of a problem allocation agent. The result shows that, there are many advantages to resolve the problem of battlefield damage assessment by applying multi-agent system technology, and it will bring significant military benefit.展开更多
Designing military screen (display) is not complicated in the past, the design should contains easiness of using, visibility and functionality. And it is important that contains all of the information what the system ...Designing military screen (display) is not complicated in the past, the design should contains easiness of using, visibility and functionality. And it is important that contains all of the information what the system could be gotten. Today military display design can be valued by consideration of human’s cognition model. A few information, which operators of military display could easily miss, could bring critical loss. So the military display needs the ability to help operator decide the military decision with sufficient consideration of battlefield information in a short time. The information is considerably complicated because it has many military entities and many attributes for each entities. For this reason this research contains the methodology of information organization especially for visual information. When the operator use military display, the required information should be recognized at a glance and located where the operator can place his eye easily. Therefore, the display screen should efficiently organize and effectively transfer the information. This paper specifically proposes design methodology to effectively organize and visualize the information in the display screen. The theory of information visualization in a variety of fields already exist, but it has no established theory for the origin of the display screen design. Since the theory was selected to organize the military display interface design for the display screen of the battlefield situation existing information visualization theory.展开更多
This thesis paper is a brief summary of user centered design, (particularly in the situation of under the battlefield), which incorporates the related information after reviewing many other papers. A display screen us...This thesis paper is a brief summary of user centered design, (particularly in the situation of under the battlefield), which incorporates the related information after reviewing many other papers. A display screen user requires an ability to provide proper information while considering a variety of information in a short period. While operating the display screen, the user is heavily pressed for time as the missions are allocated through many different steps of orders. In addition, since a failure would cause fatal damage or cause further defeat, this increases the pressure of time. The right environment for operating a display screen is most useful when the user is in the most vulnerable time period or long-term continuous operation of the display screen. In that kind of sterile environment, the operating display screen is there to help the user’s decisions for the matter at hand, in this it should follow the user centered design and improve the user’s handiness and use. Furthermore, the information should be provided in accordance with the user's informational and perceptional process, and the capacity of the information process should be improved with the movement through each process and step. This thesis paper can be used as a reference material when designing the display screen in order to apply a user’s experiences.展开更多
This paper presents the complex dynamics synthesis of the combat dy-namics series called tensor-centric warfare (TCW;for the first three parts of the series, see [1] [2] [3]), which includes tensor generalization of c...This paper presents the complex dynamics synthesis of the combat dy-namics series called tensor-centric warfare (TCW;for the first three parts of the series, see [1] [2] [3]), which includes tensor generalization of classical Lanchester-type combat equations, entropic Lie-dragging and commutators for modeling warfare uncertainty and symmetry, and various delta-strikes and missiles (both deterministic and random). The present paper gives a unique synthesis of the Red vs. Blue vectorfields into a single complex battle-vectorfield, using dynamics on Kähler manifolds as a rigorous framework for extending the TCW concept. The global Kähler dynamics framework, with its rigorous underpinning called the Kähler-Ricci flow, provides not only a new insight into the “geometry of warfare”, but also into the “physics of warfare”, in terms of Lagrangian and Hamiltonian structures of the battlefields. It also provides a convenient and efficient computational framework for entropic wargaming.展开更多
The traditional chimney software architecture design,which is based on the application object,scale and equipment,is difficult to meet the urgent need of multi-resolution,multi-viewpoint,two-dimensional and three-dime...The traditional chimney software architecture design,which is based on the application object,scale and equipment,is difficult to meet the urgent need of multi-resolution,multi-viewpoint,two-dimensional and three-dimensional consistent battlefield situation comprehensive display.Referring to the idea of U.S.Army's general operational diagram,the architecture of the current battlefield situation integrated display system is upgraded and improved.Aiming at the problems of information splitting and real-time undifferentiated access of multi-domain heterogeneous data,technical means such as spatial analysis and multi-source data integration are put forward,and the problems of fast loading and visualization of 3D models of the large battlefield space are solved by designing force clustering and motion trajectory smoothing algorithms.This method improves the service ability and the level of the battlefield situation comprehensive display system,and has a broad arrange of application.展开更多
Aiming at the practical application of Unmanned Underwater Vehicle(UUV)in underwater combat,this paper proposes a battlefield ambush scene with UUV considering ocean current.Firstly,by establishing these mathematical ...Aiming at the practical application of Unmanned Underwater Vehicle(UUV)in underwater combat,this paper proposes a battlefield ambush scene with UUV considering ocean current.Firstly,by establishing these mathematical models of ocean current environment,target movement,and sonar detection,the probability calculation methods of single UUV searching target and multiple UUV cooperatively searching target are given respectively.Then,based on the Hybrid Quantum-behaved Particle Swarm Optimization(HQPSO)algorithm,the path with the highest target search probability is found.Finally,through simulation calculations,the influence of different UUV parameters and target parameters on the target search probability is analyzed,and the minimum number of UUVs that need to be deployed to complete the ambush task is demonstrated,and the optimal search path scheme is obtained.The method proposed in this paper provides a theoretical basis for the practical application of UUV in the future combat.展开更多
战场频率指配能够在复杂电磁环境下将战场中有限的频谱资源指配至用频装备,对用频装备作战的效能发挥与电磁频谱作战筹划具有重要意义。本文从数学模型、求解算法两个方面分别总结归纳了静态频率指配问题(static frequency assignment p...战场频率指配能够在复杂电磁环境下将战场中有限的频谱资源指配至用频装备,对用频装备作战的效能发挥与电磁频谱作战筹划具有重要意义。本文从数学模型、求解算法两个方面分别总结归纳了静态频率指配问题(static frequency assignment problem,S-FAP)与动态频率指配问题(dynamic frequency assignment problem,D-FAP)的研究现状,分析评述了模型的适用性及算法优缺点,最后对战场频率指配未来的发展趋势进行了展望。展开更多
无人异构集群相较于单一类型、单一个体的无人平台,能够完成更为复杂的任务,同时对严苛战场环境有着更高的适应度.在无人异构集群协同执行任务时,任务分配是至关重要的环节,需要考虑异构无人平台和任务的多种约束和目标.传统的任务分配...无人异构集群相较于单一类型、单一个体的无人平台,能够完成更为复杂的任务,同时对严苛战场环境有着更高的适应度.在无人异构集群协同执行任务时,任务分配是至关重要的环节,需要考虑异构无人平台和任务的多种约束和目标.传统的任务分配方法分配效率低且难以处理大规模复杂任务.联盟博弈通过形成由若干参与者组成的联盟,根据个体的属性、偏好对群体进行划分,从而实现个体以及群体利益的最大化.本文以无人异构集群任务分配为背景,研究了基于改进联盟博弈算法的最优分配策略,基于可能的战场环境设计了模拟任务场景并完成实验验证.首先,考虑异构平台在任务中的初始位置、速度、携带资源以及个体声誉等因素,建立了基于空间自适应博弈(Spatial adaptive play algorithm, SAP)的联盟博弈的任务分配算法模型.其次,基于任务场景,搭建了任务所需的软件与硬件平台.最后,针对模拟的战场环境,对所提算法及搭建的异构无人集群平台进行了实验验证.验证结果表明,在异构无人集群平台重分配的任务背景下,本平台能综合考虑战场态势,寻找最优的任务分配方式,协调各作战单位完成任务目标.展开更多
基金Key projects of pre-research fund(No.9140A27040414JB34001).
文摘In this paper,a new method for determining the shell layout scheme is proposed,which can make the equipment damage data by the battlefield damage test resemble as close as possible the actual combat data.This method is based on the analysis of the impact point distribution and effective damage area of equipment.In order to obtain the position of the impact points,an impact point distribution model under artillery fire was established.Similarly,in order to obtain the effective damage area of equipment,the concepts of generalized damage area and task-based equipment functional damage probability were demonstrated,and the corresponding calculation model was established.Through case analysis,the shell layout scheme was effectively obtained,verifying the correctness of the proposed method.
基金The National Natural Science Foundation of China(41271393).
文摘Battlefield environment simulation process is an important part of battlefield environment information support, which needs to be built around the task process. At present, the interoperability between battlefield environment simulation system and command and control system is still imperfect, and the traditional simulation data model cannot meet war fighters’ high-efficient and accurate understanding and analysis on battlefield environment’s information. Therefore, a kind of task-orientated battlefield environment simulation process model needs to be construed to effectively analyze the key information demands of the command and control system. The structured characteristics of tasks and simulation process are analyzed, and the simulation process concept model is constructed with the method of object-orientated. The data model and formal syntax of GeoBML are analyzed, and the logical model of simulation process is constructed with formal language. The object data structure of simulation process is defined and the object model of simulation process which maps tasks is constructed. In the end, the battlefield environment simulation platform modules are designed and applied based on this model, verifying that the model can effectively express the real-time dynamic correlation between battlefield environment simulation data and operational tasks.
文摘Battlefield damage assessment is the key to Battlefield Damage Assessment and Repair ( BDAR ) . We present an Intelligent Battlefield Damage Assessment System (IBDAS) based on multiagent system technology. We first establish the system framework, and then study the interior structure and workflow of a problem allocation agent. The result shows that, there are many advantages to resolve the problem of battlefield damage assessment by applying multi-agent system technology, and it will bring significant military benefit.
文摘Designing military screen (display) is not complicated in the past, the design should contains easiness of using, visibility and functionality. And it is important that contains all of the information what the system could be gotten. Today military display design can be valued by consideration of human’s cognition model. A few information, which operators of military display could easily miss, could bring critical loss. So the military display needs the ability to help operator decide the military decision with sufficient consideration of battlefield information in a short time. The information is considerably complicated because it has many military entities and many attributes for each entities. For this reason this research contains the methodology of information organization especially for visual information. When the operator use military display, the required information should be recognized at a glance and located where the operator can place his eye easily. Therefore, the display screen should efficiently organize and effectively transfer the information. This paper specifically proposes design methodology to effectively organize and visualize the information in the display screen. The theory of information visualization in a variety of fields already exist, but it has no established theory for the origin of the display screen design. Since the theory was selected to organize the military display interface design for the display screen of the battlefield situation existing information visualization theory.
文摘This thesis paper is a brief summary of user centered design, (particularly in the situation of under the battlefield), which incorporates the related information after reviewing many other papers. A display screen user requires an ability to provide proper information while considering a variety of information in a short period. While operating the display screen, the user is heavily pressed for time as the missions are allocated through many different steps of orders. In addition, since a failure would cause fatal damage or cause further defeat, this increases the pressure of time. The right environment for operating a display screen is most useful when the user is in the most vulnerable time period or long-term continuous operation of the display screen. In that kind of sterile environment, the operating display screen is there to help the user’s decisions for the matter at hand, in this it should follow the user centered design and improve the user’s handiness and use. Furthermore, the information should be provided in accordance with the user's informational and perceptional process, and the capacity of the information process should be improved with the movement through each process and step. This thesis paper can be used as a reference material when designing the display screen in order to apply a user’s experiences.
文摘This paper presents the complex dynamics synthesis of the combat dy-namics series called tensor-centric warfare (TCW;for the first three parts of the series, see [1] [2] [3]), which includes tensor generalization of classical Lanchester-type combat equations, entropic Lie-dragging and commutators for modeling warfare uncertainty and symmetry, and various delta-strikes and missiles (both deterministic and random). The present paper gives a unique synthesis of the Red vs. Blue vectorfields into a single complex battle-vectorfield, using dynamics on Kähler manifolds as a rigorous framework for extending the TCW concept. The global Kähler dynamics framework, with its rigorous underpinning called the Kähler-Ricci flow, provides not only a new insight into the “geometry of warfare”, but also into the “physics of warfare”, in terms of Lagrangian and Hamiltonian structures of the battlefields. It also provides a convenient and efficient computational framework for entropic wargaming.
文摘The traditional chimney software architecture design,which is based on the application object,scale and equipment,is difficult to meet the urgent need of multi-resolution,multi-viewpoint,two-dimensional and three-dimensional consistent battlefield situation comprehensive display.Referring to the idea of U.S.Army's general operational diagram,the architecture of the current battlefield situation integrated display system is upgraded and improved.Aiming at the problems of information splitting and real-time undifferentiated access of multi-domain heterogeneous data,technical means such as spatial analysis and multi-source data integration are put forward,and the problems of fast loading and visualization of 3D models of the large battlefield space are solved by designing force clustering and motion trajectory smoothing algorithms.This method improves the service ability and the level of the battlefield situation comprehensive display system,and has a broad arrange of application.
文摘Aiming at the practical application of Unmanned Underwater Vehicle(UUV)in underwater combat,this paper proposes a battlefield ambush scene with UUV considering ocean current.Firstly,by establishing these mathematical models of ocean current environment,target movement,and sonar detection,the probability calculation methods of single UUV searching target and multiple UUV cooperatively searching target are given respectively.Then,based on the Hybrid Quantum-behaved Particle Swarm Optimization(HQPSO)algorithm,the path with the highest target search probability is found.Finally,through simulation calculations,the influence of different UUV parameters and target parameters on the target search probability is analyzed,and the minimum number of UUVs that need to be deployed to complete the ambush task is demonstrated,and the optimal search path scheme is obtained.The method proposed in this paper provides a theoretical basis for the practical application of UUV in the future combat.
文摘战场频率指配能够在复杂电磁环境下将战场中有限的频谱资源指配至用频装备,对用频装备作战的效能发挥与电磁频谱作战筹划具有重要意义。本文从数学模型、求解算法两个方面分别总结归纳了静态频率指配问题(static frequency assignment problem,S-FAP)与动态频率指配问题(dynamic frequency assignment problem,D-FAP)的研究现状,分析评述了模型的适用性及算法优缺点,最后对战场频率指配未来的发展趋势进行了展望。
文摘无人异构集群相较于单一类型、单一个体的无人平台,能够完成更为复杂的任务,同时对严苛战场环境有着更高的适应度.在无人异构集群协同执行任务时,任务分配是至关重要的环节,需要考虑异构无人平台和任务的多种约束和目标.传统的任务分配方法分配效率低且难以处理大规模复杂任务.联盟博弈通过形成由若干参与者组成的联盟,根据个体的属性、偏好对群体进行划分,从而实现个体以及群体利益的最大化.本文以无人异构集群任务分配为背景,研究了基于改进联盟博弈算法的最优分配策略,基于可能的战场环境设计了模拟任务场景并完成实验验证.首先,考虑异构平台在任务中的初始位置、速度、携带资源以及个体声誉等因素,建立了基于空间自适应博弈(Spatial adaptive play algorithm, SAP)的联盟博弈的任务分配算法模型.其次,基于任务场景,搭建了任务所需的软件与硬件平台.最后,针对模拟的战场环境,对所提算法及搭建的异构无人集群平台进行了实验验证.验证结果表明,在异构无人集群平台重分配的任务背景下,本平台能综合考虑战场态势,寻找最优的任务分配方式,协调各作战单位完成任务目标.