• Title/Summary/Keyword: War Game Simulation

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Wargame Simulator using Semantic Web Service (시멘틱 웹서비스를 이용한 워게임 시뮬레이터 제작)

  • Kim, Byoung-Chul;Lee, Kang-Sun
    • Journal of the Korea Society for Simulation
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    • v.17 no.4
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    • pp.183-189
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    • 2008
  • The next-generation war game simulators need a technique that reuses resources disperse on the web, and reorganizes federates on the fly based on the various events in real time. So far, HLA-based federates limit their interoperability to military networks, and in syntax-level. Web services techniques are widely used in enterprise applications and provide many proven practices to extend interoperability between WAN resources in semantic level. Two problems are met in order to utilize web services into war-game simulator : 1) How to achieve semantic-level interoperability between federates disperse on WAN, 2) How to interoperate web-based federates and RTI-based federates. In this paper, we provide solutions to the problems and highlight advantages using web-based federates with an example of ASuW(Anti-Surface Warfare).

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Distributed Data Processing for Bigdata Analysis in War Game Simulation Environment (워게임 시뮬레이션 환경에 맞는 빅데이터 분석을 위한 분산처리기술)

  • Bae, Minsu
    • The Journal of Bigdata
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    • v.4 no.2
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    • pp.73-83
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    • 2019
  • Since the emergence of the fourth industrial revolution, data analysis is being conducted in various fields. Distributed data processing has already become essential for the fast processing of large amounts of data. However, in the defense sector, simulation used cannot fully utilize the unstructured data which are prevailing at real environments. In this study, we propose a distributed data processing platform that can be applied to battalion level simulation models to provide visualized data for command decisions during training. 500,000 data points of strategic game were analyzed. Considering the winning factors in the data, variance processing was conducted to analyze the data for the top 10% teams. With the increase in the number of nodes, the model becomes scalable.

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Agent Based Modeling & Simulation for Command and Control (에이전트 기반 지휘통제 모의방법론)

  • Lee, Dong-Joon;Hong, Yoon-Gee
    • Journal of the Korea Society for Simulation
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    • v.16 no.3
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    • pp.39-48
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    • 2007
  • This study suggests a method of command and control in modeling a combat situation. In particular, it presents the structure of an intelligent agent that may substitute for the current system of decision making in the military operation to lead a troop. Today the Korean military war game simulations emphasize on engagements, instead of command and control. This suggested principle will be a good foundation for the today and the future Korean warfare.

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A Fuzzy AHP based Decision making Model for ground operations (지상작전수립을 위한 Fuzzy-AHP 기반의 의사결정 모델 연구)

  • Lee, Young-Kyun;Kim, Ki-Ang;Na, Hong-Bum;Park, Jin-Woo
    • Journal of the Korea Society for Simulation
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    • v.17 no.4
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    • pp.159-165
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    • 2008
  • The ROK army has equipped ATCIS (Army Tactical Control Information System) for the Corps echelon to visualize the battlefield and reduce the reaction time. Due to the information&surveillance equipment, uncertainty and variance of the battlefield have been decreased. However decision making for the ground operations has not changed as it depends on knowledge of the commander and staffs. The War game process to select and assess the best CoA (Course of Action) also depends on the pros and cons due to the limitation of time and capability. For the balanced development between intangible and tangible military strength, a new decision making process which is quantitative and useful for the military is needed. In this study, we suggest a Fuzzy-AHP based decision making model to improve troop leading procedure which is useful to evaluate and reflect intangible characteristics of the battlefield.

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Implementation of Role-based Command Hierarchy Model for Actor Cooperation (ROCH: 워게임 모의개체 간 역할기반 협력 구현 방안 연구)

  • Kim, Jungyoon;Kim, Hee-Soo;Lee, Sangjin
    • Journal of the Korea Society for Simulation
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    • v.24 no.4
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    • pp.107-118
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    • 2015
  • Many approaches to agent collaboration have been introduced in military war-games, and those approaches address methods for simulation entity (actor) collaboration within a team to achieve given goals. To meet fast-changing battlefield situations, an actor must be loosely coupled with their tasks and be able to take over the role of other actors if necessary to reflect role handovers occurring in real combat. Achieving these requirements allows the transfer of tasks assigned one actor to another actor in circumstances when that actor cannot execute its assigned role, such as when destroyed in action. Tight coupling between an actor and its tasks can prevent role handover in fast-changing situations. Unfortunately, existing approaches and war-game strictly assign tasks to actors during design, therefore they prevent the loose coupling. To overcome these shortcomings, our Role-based Command Hierarchy (ROCH) model dynamically assigns roles to actors based on their situation at runtime. In the model, "Role" separates actors from their tasks. In this paper, we implement the ROCH model as a component that uses a publish-subscribe pattern to handle the link between an actor and the roles of its subordinates (other actors).

A Case Study for Finding an Efficient M&S Meta Model through Sequential Response Surface Methodology (축차적 반응표면 분석을 통한 M&S 메타모형 구축에 관한 사례 연구)

  • Kim, Sang-Ik;Kim, Yong-Dai;Lim, Yong-Bin;Choi, Ki-Heon;Kim, Jeong-Eun
    • Journal of Korean Society for Quality Management
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    • v.40 no.1
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    • pp.49-59
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    • 2012
  • In computer simulation models the output from the computer code is often deterministic, i.e., running the code twice with the same values for the input variables would give the same output. It is discussed why the response surface method with polynomial approximation for the true response function is a good approximation to the computer experiments model. A sequential strategy to find the proper reduced quadratic polynomial model is illustrated with a case study in the military war game computer simulation model.

Active Mechanism for Efficient Traffic Processing (효율적인 트래픽 처리를 위한 능동 메커니즘 응용 방안)

  • 이직수;이원구;이성현;이재광
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.429-433
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    • 2004
  • Computer simulation endow a military man with field training such as combat experience without operating combat strength or capabilities. To samely construct simulation environment against actual combat environment is to well construct DB to operate war game model, associate among federates on network. we construct virtual combat environment enabling to efficiently manage network traffic among federates(or active nodes) on active network that construct virtual military training space such as urgent combat field needed to rapidly transfer combat information including image and video.

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A Study on Integration between an Entity-based War Game Model and Tank Simulators for Small-Unit Tactical Training (소부대 전술 훈련을 위한 개체기반 워게임 모델과 전차시뮬레이터 연동에 관한 연구)

  • Kim, Moon-Su;Kim, Dae-Kyu;Kwon, Hyog-Lae;Lee, Tae-Eog
    • Journal of the Korea Institute of Military Science and Technology
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    • v.15 no.1
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    • pp.36-45
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    • 2012
  • In this thesis, we propose an integrated simulation method of virtual tank simulators and an entity-based constructive simulation model for small unit tactical training. To do this, we first identify requirements for virtual-constructive integrated simulation in a synthetic environment. We then propose a virtual and constructive interoperation method where individual combat entities of virtual-constructive models are interacting with each others. We develop a method of aggregating individual combat entities into a larger combat unit and disaggregating an unit into entities from time to time. We also present a way of sharing synthetic environment information between the models. Finally, we suggest that for more effective interoperability, virtual and constructive models should be developed by using common combat object models. The proposed interoperation method can be extended to further live-virtual-constructive models.

Design on the Structure of VRML Authoring Tool for Multi-user (다중 사용자용 VRML Authoring Tool 구조 설계)

  • Choi, Sung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.2 no.1
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    • pp.59-66
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    • 2001
  • Networked Virtual Reality systems provide a consistent virtual world to the users, possibly ditributed across long distance, and have been widely applied in the military war game, network game. edutainment, architectural areas, and shopping mall etc. Large processing requirements. however. made these systems be mainly researched on the platforms of high-performence system graphics workstations. This study paper Presents several problems when networked virtual reality systems are implemented on commodity Internet : two problems related with 3D graphical Processing, and the other related with network bandwidth and transmission delay. We also suggest solutions to these problems and analyze their performance effect based on an architectural simulation application.

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Active Network Performance Improvement for Security Application (보안 응용을 위한 능동 네트워크 성능 향상 방안)

  • 채철주;이명선;김상국;임정목;이성현;이재광
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2004.05b
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    • pp.416-419
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    • 2004
  • Computer simulation has used to a area of military training in recent years. Computer simulation endow a military nan with field raining such as combat experience without operating combat strength or capabilities. To samely construct simulation environment against actual combat environment is to well construct ㏈ to operate war game model, associate among federates on network. we construct virtual combat environment enabling to efficiently manage network traffic among federates(or active nodes) on active network that construct virtual military training spare such as urgent combat field needed to rapidly transfer combat information including image and video.

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