Using Genetic Algorithms to Represent Higher-Level Planning in Simulation Models of Conflict

James Moffat, S. Fellows
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引用次数: 1

Abstract

The focus of warfare has shifted from the Industrial Age to the Information Age, as encapsulated by the term Network Enabled Capability. This emphasises information sharing, command decision-making, and the resultant plans made by commanders on the basis of that information. Planning by a higher level military commander is, in most cases, regarded as such a difficult process to emulate, that it is performed by a real commander during wargaming or during an experimental session based on a Synthetic Environment. Such an approach gives a rich representation of a small number of data points. However, a more complete analysis should allow search across a wider set of alternatives. This requires a closed-form version of such a simulation. In this paper, we discuss an approach to this problem, based on emulating the higher command process using a combination of game theory and genetic algorithms. This process was initially implemented in an exploratory research initiative, described here, and now forms the basis of the development of a "Mission Planner," potentially applicable to all of our higher level closed-form simulation models.
用遗传算法表示冲突仿真模型中的高级规划
战争的焦点已经从工业时代转移到信息时代,正如术语“网络能力”所概括的那样。这强调了信息共享、指挥决策以及指挥官根据这些信息制定的最终计划。在大多数情况下,高级军事指挥官的计划被认为是一个难以模仿的过程,以至于在兵棋推演或基于合成环境的实验阶段,由真正的指挥官来执行。这种方法提供了少量数据点的丰富表示。然而,更完整的分析应该允许在更广泛的备选方案中进行搜索。这需要这种模拟的封闭形式版本。在本文中,我们讨论了一种基于博弈论和遗传算法相结合的模拟高级命令过程的方法。这个过程最初是在探索性研究计划中实施的,在这里描述,现在形成了“任务规划器”开发的基础,潜在地适用于我们所有的高级封闭形式模拟模型。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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