• Title/Summary/Keyword: 국방 모델링 및 시뮬레이션

Search Result 97, Processing Time 0.023 seconds

Study of Development for Distributed Battlefield Simulation Environment : One-to-One Single Unit Engagement Model (분산전장 모의환경 구축 방법에 대한 연구 : 단일부대 1:1 교전모델 개발)

  • Choi, Jeongseok;Moon, Sunghwan;Kim, Taeyoung;Kim, Jaekwon;Lee, Jongsik
    • Journal of the Korea Society for Simulation
    • /
    • v.24 no.4
    • /
    • pp.69-76
    • /
    • 2015
  • Modern warfare, which adopt an intensive technique of applied sciences, is difficult to predict, and has a high complexity. Thus, it is necessary to build a battle-field environment and simulation-based analysis. Various organizations are participated to build battlefield model for defense M&S according to a scale and format. On the basis of this trend, approaching from various systems is needed to reconfigure battlefield modeling for distributed system. This paper proposes building design for battlefield simulation environment with a sample of one-to-one single unit engagement model. The proposed method can expect to utilize an example of distributed environment for various participants that are involved in battlefield modeling and simulation.

Many-to-Many Warship Combat Tactics Generation Methodology Using the Evolutionary Simulation (진화론적 시뮬레이션을 이용한 다대다 함정교전 전술 생성 방법론)

  • Jung, Chan-Ho;Ryu, Han-Eul;You, Yong-Jun;Chi, Sung-Do;Kim, Jae-Ick
    • Journal of the Korea Society for Simulation
    • /
    • v.20 no.3
    • /
    • pp.79-88
    • /
    • 2011
  • In most existing warships combat simulation system, the tactics of a warship is manipulated by human operators. For this reason, the simulation results are restricted due to the stereotype of human operators. To deal with this, we have employed the genetic algorithm for supporting the evolutionary simulation environment. In which, the tactical decision by human operators is replaced by the human model with a rule-based chromosome for representing tactics so that the population of simulations are created and hundreds of simulation runs are continued on the basis of the genetic algorithm without any human intervention until to find emergent tactics which shows the best performance throughout the simulation. This paper proposes an evolutionary tactics generation methodology for the emergent tactics in many-to-many warship combat simulation. To do this, 3:3 warship combat simulation tests are performed.

The Federation Development for Underwater Warfare Simulation (수중 교전 시뮬레이션을 위한 페더레이션 개발)

  • Shin, Ji-Hwan
    • Journal of the Korea Society for Simulation
    • /
    • v.16 no.3
    • /
    • pp.11-18
    • /
    • 2007
  • Recently, as weapon systems have been more diverse and complicated, the factors of risk increase in development. Consequently, demanding reduction of acquired costs and period increase. Under the acquisition environment, more efficiently to develop weapon system, the necessity of application of defense M&S from requirement phase is on the rise. As the importance of M&S is stressed under distributed environment, so the standard of M&S(HLA, SEDRIS, etc.) and the system engineering process, namely FEDEP(Federation Development & Execution Process) have been developed. In this paper using the 5 phase expression, we constructed underwater engagement simulation(UNES) that prototype to develop naval weapon system test bed which take up integrated architecture in HLA. we developed simulators according to FEDEP for expandability and described process applying FEDEP fur UNES development.

  • PDF

Project Portfolio Evaluation Problem-Based on the Initial Construction and Periodic Revision Under Uncertainty (프로젝트 포트폴리오 평가문제 - 불확실성 하의 최초 구성 및 주기적 개정을 중심으로)

  • Nam, Jae-Deog;Ahn, Tae-Ho;Yun, Jeong-Sun
    • Journal of the military operations research society of Korea
    • /
    • v.34 no.3
    • /
    • pp.107-116
    • /
    • 2008
  • This paper deals with modelling and introducing of the project portfolio construction and evaluation problem under uncertainty. The common way in industry of managing project portfolio is construction of initial portfolio considering uncertainties which exist inside and outside of portfolio, and periodic revision of portfolio due to the deviation from plans. In this paper, we introduce algorithm which reflecting the industrial common practice of initial planning and periodic revision. With this simulation method, probabilistic distribution of portfolio's performance in consideration can be found.

A Study on the Underwater Channel Model based on a High-Order Finite Difference Method using GPUs (그래픽 프로세서를 이용한 고차 유한 차분식 기반 수중채널모델 연구)

  • Bae, Ho Seuk;Kim, Won-Ki;Son, Su-Uk;Ha, Wansoo
    • Journal of the Korea Society for Simulation
    • /
    • v.30 no.1
    • /
    • pp.11-20
    • /
    • 2021
  • As unmanned underwater systems have recently emerged, a high-speed underwater channel modeling technique, which is one of the most important techniques in the system, has received a lot of attention. In this paper, we proposed a high-speed sound propagation model and verified the applicability through quantitative performance analyses. We used a high-order finite difference method (FDM) for wave propagation modeling in the water, and a domain decomposition method was adopted using multiple general-purpose graphics processing units (GPUs) to increase the calculation efficiency. We compared the results of the model we proposed with the analytic solution in the half-infinite media and results of the Virtual Timeseries Experiment (VirTEX) model, which is based on the ray method. Finally, we analyzed the performance of the model quantitatively using numerical examples. Through quantitative analyses of the improvement in computational performance, we confirmed that the computational speed increases linearly as the number of GPUs increases. The computation times are increased by 2 times and 8 times, respectively, when the domain size of computation and the maximum frequency are doubled. We expect that the proposed high-speed underwater channel modeling technique is able to contribute to the enhancement of national defense as an underwater communication channel model and analysis tool to develop the underwater communication technique for the unmanned underwater system.

(Object-Oriented Federate Modeling and Implementation using HLA Interface Specification 1.3) (HLA Interface Specification 1.3를 이용한 OO기반의 페더레이트 모델링 및 구현)

  • Choi, Woong-Chul;Yu, Ki-Hun
    • Journal of the military operations research society of Korea
    • /
    • v.35 no.1
    • /
    • pp.95-103
    • /
    • 2009
  • HLA is the IEEE 1516 standard for the interoperation among heterogeneous simulations and RTI is a technology which provides a lower infrastructure service to interoperation. In this paper, we propose a Object-Oriented federate model architecture to enhance code reusability. It improves an efficiency of the system development process, and results in development time reduction and cost saving. It also is verified its practical effect through acting HLA certification on an software developed proposed architecture.

Simulation and Analysis of Response Plans against Chemical and Biological Hazards (화학 생물 위험 대응 시뮬레이션 및 분석)

  • Han, Sangwoo;Seo, Jiyun;Shim, Woosup
    • Journal of the Korea Society for Simulation
    • /
    • v.30 no.2
    • /
    • pp.49-64
    • /
    • 2021
  • M&S techniques are widely used as scientific means to systematically develop response plans to chemical and biological (CB) hazards. However, while the theoretical area of hazard dispersion modeling has achieved remarkable practical results, the operational analysis area to simulate CB hazard response plans is still in an early stage. This paper presents a model to simulate CB hazard response plans such as detection, protection, and decontamination. First, we present a possible way to display high-fidelity hazard dispersion in a combat simulation model, taking into account weather and terrain conditions. We then develop an improved vulnerability model of the combat simulation model, in order to simulate CB damage of combat simulation entities based on other casualty prediction techniques. In addition, we implement tactical behavior task models that simulate CB hazard response plans such as detection, reconnaissance, protection, and decontamination. Finally, we explore its feasibility by analyzing contamination detection effects by distributed CB detectors and decontamination effects according to the size of the {contaminated, decontamination} unit. We expect that the proposed model will be partially utilized in disaster prevention and simulation training area as well as analysis of combat effectiveness analysis of CB protection system and its operational concepts in the military area.

Agent-based Modeling and Analysis of Tactical Reconnaissance Behavior with Manned and Unmanned Vehicles (에이전트 기반 유·무인 수색정찰 전술행위 모델링 및 분석)

  • Kim, Ju Youn;Han, Sang Woo;Pyun, Jai Jeong
    • Journal of the Korea Society for Simulation
    • /
    • v.27 no.4
    • /
    • pp.47-60
    • /
    • 2018
  • Today's unmanned technology, which is being used in various industries, is expected to be able to make autonomous judgements as autonomous technology matures, in the long run aspects. In order to improve the usability of unmanned system in the military field, it is necessary to develop a technique for systematically and quantitatively analyzing the efficiency and effectiveness of the unmanned system by means of a substitute for the tasks performed by humans. In this paper, we propose the method of representing rule-based tactical behavior and modeling manned and unmanned reconnaissance agents that can effectively analyze the path alternatives which is required for the future armored cavalry to establish a reconnaissance mission plan. First, we model the unmanned ground vehicle, small tactical vehicle, and combatant as an agent concept. Next, we implement the proposed agent behavior rules, e.g., maneuver, detection, route determination, and combatant's dismount point selection, by NetLogo. Considering the conditions of maneuver, enemy threat elements, reconnaissance assets, appropriate routes are automatically selected on the operation area. It is expected that it will be useful in analyzing unmanned ground system effects by calculating reconnaissance conducted area, time, and combat contribution ratio on the route.

Development of Underwater Warfare Models on the Naval Weapon Systems (해군무기체계 수중교전 모델 라이브러리 개발)

  • Han, Seungjin;Lee, Minkyu
    • Journal of the Korea Society for Simulation
    • /
    • v.22 no.4
    • /
    • pp.1-9
    • /
    • 2013
  • ADD (Agency for Defense Development) has developed the naval warfare simulation environment (QUEST), this paper describes the model library of naval weapon systems for the application of underwater warfare simulation included in the QUEST. Models are basically developed in order to measure the effectiveness and tactical development of underwater engagement between ships and weapons. Analyzing the mission space of underwater engagement and the functionality of the legacy models, we define standards of the model structure and developed the model components. Each components are the well-defined environment, system, subsystem, algorithm models, and the interfaces are defined between them. Users can construct a model in an efficient way to various warfare scenarios using the re-usable model components and co-work with the common model library.

A Study on the Implementation and Operation of an Architecture-Based M&S System for Ministry of National Defense (아키텍처 기반의 국방 Modeling & Simulation 체계 구축 및 운영에 관한 연구)

  • Kim, Hyoung Jin;Park, Chan Uk
    • Informatization Policy
    • /
    • v.18 no.1
    • /
    • pp.73-99
    • /
    • 2011
  • The Korean military has developed and operated computer, network, communication technologies as well as war game models to strengthen the national defense M&S continuously. In particular, lots of projects for developing models for drill/training, analyses, and acquired fields are being conducted in the military. However, it needs to look into the actual conditions and seek for strategies to develop the national defense M&S. First of all, in the field of war games, various national defense architectures have been built, including war and information environment architectures starting from the resource architecture in 2006. However, the function of drill and training is limited, so additional war game architectures are required to be built. To build joint war game architectures available as an effective verification tool to implement plans of the national defense and war architectures, this study examines the actual conditions of the current war game systems and suggested building joint war game architectures.

  • PDF