页数:14 阅读:350 次 标签:CGF  计算机生成兵力  

Simulator-based training is in constant pursuit of increasing level of realism. The transition from doc-trine-driven computer-generated forces (CGF) to adaptive CGF represents one such effort. The use of doctrine-driven CGF is fraught with challenges such as modeling of complex expert knowledge and adapting to the trainees’ progress in real time. Therefore, this paper reports on how the use of adaptive CGF can overcome these challenges. Using a self-organizing neural network to implement the adaptive CGF, air combat maneuvering strategies are learned incrementally and generalized in real time. The state space and action space are extracted from the same hierarchical doctrine used by the rule-based CGF. In addition, this hierarchical doctrine is used to bootstrap the self-organizing neural network to improve learning efficiency and reduce model complexity. Two case studies are conducted. The first case study shows how adaptive CGF can converge to the effective air combat maneuvers against rule-based CGF. The subsequent case study replaces the rule-based CGF with human pilots as the opponent to the adaptive CGF. The results from these two case studies show how positive outcome from learning against rule-based CGF can differ markedly from learning against human subjects for the same tasks. With a bet-ter understanding of the existing constraints, an adaptive CGF that performs well against rule-based CGF and human subjects can be designed.

上传于 2022-06-26 16:33
页数:8 阅读:1379 次 标签:CGF  计算机生成兵力  LVC训练  

摘要:LVC 训练是实战化条件下装备体系对抗训练的一种有效手段,针对 LVC 训练系统中,计算机生成兵力难以满足训练需求问题,明确 LVC 训练与 LVC 训练系统概念,按照模型与系统的结构组成关系阐述了逻辑靶场实体配置、指挥实体、战斗实体 3 个不同层次模型相应的建模技术需求。针对具体需求,提出基于复杂网络的逻辑靶场虚实实体配置、基于深度强化学习的分队战术决策建

模、基于动态贝叶斯网、遗传神经网络的战术行为参数矫正建模 4 种计算机生成兵力生成技术。

上传于 2022-06-26 16:33
页数:167 阅读:336 次 标签:CGF  计算机生成兵力  

Computer generated forces are simulated entities that are used in simulation based training and decision support in the military. The behaviour of these simulated entities should be as realistic as possible, so that the lessons learned while simu-lating are applicable in real situations. However, it is time consuming and diÿcult to build behaviour models manually, and there has been an increasing interest in automating this process using machine learning.

上传于 2022-06-26 15:01
页数:17 阅读:350 次 标签:CGF  计算机生成兵力  

The military battlespace is often visualized as set of layers representing different aspects, ranging

from physical terrain to information flows. Computer Generated Forces (CGF) simulations used for

campaign and mission simulation have traditionally focused on the physical representation of units,

上传于 2022-06-26 15:01
页数:12 阅读:328 次 标签:CGF  计算机生成兵力  

ABSTRACT: Rules of Engagement (ROE) are driven by a mix of legal, military, and political factors. These dimensions can interact and overlap in subtle ways and must be carefully crafted to be easy to apply in combat situations without jeopardizing mission outcome and the warfighter’s right to self-defense. Although trial and error may have sufficed in the past, the growing complexity of conflicts and the military and political ramifications of ineffective ROE (e.g., a friendly fire incident), make a simulation-based ROE evaluation system a high priority. This paper describes ROE3, a human behavior-modeling tool that supports tactics-independent representation of ROE. In our approach, ROE are defined as meta-knowledge that act as a constraint on the tactical choices selected by the synthetic entity. This is key to the flexibility of the system — tactics and ROE can be freely mixed and matched to investigate their interactions.

上传于 2022-06-26 15:01
页数:14 阅读:292 次 标签:CGF  计算机生成兵力  

ABSTRACT

Computer Generated Forces (CGFs) are a key component in constructive simulations and are being increasingly used to control multiple entities in Synthetic Environments (SEs). Being a cost-effective way to providing extra players in SEs, they are becoming a possible alternative in various activities, such as Concept, Development and Experimentation (CD&E), analysis, training, tactic development, and mission rehearsal. The predictable nature of many current CGFs behaviour is one of their biggest problems, making it easy for the trainee to distinguish between human-controlled and computer-controlled entities in the simulation environment. This can result in negative or ineffective training as the trainee quickly learns to predict the behaviour of the CGF entity and easily defeats it in a way that would not happen with a human opponent. This results in a requirement for humans to control synthetic entities, thus limiting simulation exercises by the availability of operators. If instead the Artificial Intelligence (AI) of these entities could be improved, the number of operators required will, thus, be reduced. The first step in such an effort is evaluating the AI capabilities commonly available in CGFs. Such an analysis was performed at the Defence Research & Development Canada (DRDC), revealing the common strengths and weaknesses of available CGFs, and suggesting which might be most useful as a platform for further AI research. This document presents the methods and results of this analysis.

上传于 2022-06-26 15:01
页数:30 阅读:367 次 标签:CGF  计算机生成兵力  

Distributed Interactive Simulation (DIS) is an architecture for building large -scale

simulation models from a set of independent simulator nodes communicating via a

common network protocol. DIS is most often used to create a simulated battlefield for

上传于 2022-06-26 14:42
页数:14 阅读:328 次 标签:数据驱动  NATO  CGF  计算机生成兵力  

Computer generated forces (CGFs) are autonomous or semi-autonomous actors within military, simulation

based, training and decision support applications. The CGF is often used to replace human role-players in

military exercises to, ultimately, improve training eff ciency. The modeling and development of CGFs is a

上传于 2022-06-26 14:38