“游戏指挥官”——将博弈论的架构和树形展望应用于命令和控制过程

A. Katz, B. Butler
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引用次数: 14

摘要

本文描述了一种用于模拟高层指挥控制任务中处理行动方案规划和评估部分的体系结构。所描述的体系结构利用了博弈论的树形前瞻技术。树式预测是一种计算最优决策的技术。在国际象棋中,它现在是实时的首选方法。正是象棋应用程序促使它被采用到一个整体的命令和控制体系结构中。国际象棋是典型的战争游戏,棋手制定战略的方式与指挥官在战斗中使用的推理、计划和评估行动路线的技巧并无不同。本文研究了与此技术相关的实现问题。回顾了过去在旋翼飞机控制技术方面的一些研究工作。它建立了如何将这种架构嵌入到虚拟仿真计算机生成的部队主机(例如。“模块化半自动部队”(ModSAF)将承担其他指挥和控制功能,从而为指挥和控制提供更广泛的背景
本文章由计算机程序翻译,如有差异,请以英文原文为准。
"Game Commander"-applying an architecture of game theory and tree lookahead to the command and control process
This paper describes an architecture for emulation of those portions of the higher-echelon command and control task which deal with planning and evaluation of courses of action (COA). The architecture described utilizes the technique of tree lookahead with game theory. Tree lookahead is a technique for computing optimal decisions. In chess it is now the preferred method in real time. It is precisely the chess application which motivates its adoption into an overall command and control architecture. Chess is the prototypical war game and the ways that chess players develop their strategies are not unlike the techniques used by commanders to reason about, plan, and evaluate courses of action to pursue in a combat situation. The paper examines implementation issues associated with this technique. It reviews some past work on developing this technique for controlling rotary-wing aircraft. It establishes how this architecture could be embedded in a virtual simulation computer generated forces host (e.g. "Modular Semi-Automated Forces" or ModSAF) that would assume other command and control functions and thus provide a broader context for command and control.<>
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