• Title/Summary/Keyword: War-game Simulation

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A Study Techniques of OMS/MP Generation Using War Game Simulation (모의분석을 통한 OMS/MP 산출기법에 관한 연구)

  • Kim, Hae-Yean;Byun, Jae-Jung
    • Journal of the Korea Institute of Military Science and Technology
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    • v.15 no.6
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    • pp.802-811
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    • 2012
  • This study proposes an OMS/MP preparation methodology using a simulation method instead of a survey method. We applied our methodology to the next generation detection radar, providing reasonable peace- and war-time OMS/MP values. Based on these results, we propose the process to calculate RAM objective values. The previous survey method required to supplement its method since the method used data from a similar weapon system. In addition, the previous method didn't provide enough reliability for the future weapon system. Instead of using the previous survey method, we propose to use war game simulation, which provides a better OMS/MP values. Based on these results, we propose the logical consecutive process that prepares combat and simulation scenarios, peace- and war-time OMS/MP values and RAM objective values.

Joint Analysis of Combat Power and Communication System via Interoperation of War Game Simulator with Communication Network Simulator (워게임 모델과 통신 모델의 연동을 통한 전투력 및 통신시스템 요구 성능의 상호 분석)

  • Kim, Tag Gon;Kim, Deok Su;Sung, Changho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37C no.10
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    • pp.993-1003
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    • 2012
  • This paper presents a method for joint analysis of combat power and communication system performance via interoperation of a war game simulator and a communication network simulator using HLA/RTI. Effectiveness analysis of combat power has been performed by war game simulation with consideration of communication effects simulated by the network simulator. Performance analysis of a communication system has been performed by network simulation with computer forces generated by the war game simulator. Survivability of the red force and transmission power of a tactical FM radio for the blue force have been measured for the joint analysis.

Information Acquisition of Simulation Objects by Resolution in Multi-resolution Model based War Game (다중 해상도 모델 기반 워게임 체계에서 해상도별 모의 객체의 정보 획득)

  • Bae, Hyun Shik;Rhee, Eun joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.1
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    • pp.147-154
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    • 2018
  • In this paper, we propose methods to acquire enemy object information, which is frequently required in multi-resolution model based war game and affects the simulation performance. In the information request method, a multi-resolution model selects information of a specific resolution and provides them to external objects. In the information announcement method, a multi-resolution model announces all information, and external objects select information of a specific resolution. In the information sharing method, external objects obtains information of a specific resolution by inquiring all information of a multi-resolution model which are stored in a shared space. Simulation results show that the information sharing method is more efficient than the information request method and the information announcement method because the information acquisition is fast. In addition, the proposed methods will increase the efficiency of war game operation by shortening the time for acquiring enemy forces' information.

Modeling and Simulation of Optimal Path Considering Battlefield-situation in the War-game Simulation (워게임 시뮬레이션에서 전장상황을 고려한 최적경로 모델링 및 시뮬레이션)

  • Lee, Sung-Young;Jang, Sung-Ho;Lee, Jong-Sik
    • Journal of the Korea Society for Simulation
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    • v.19 no.3
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    • pp.27-35
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    • 2010
  • War-games using C4I systems have been used to improve the command ability of commanders and the fighting power of combat forces. During a war-game simulation, a commander makes a plan for the movement of a combat force and issues orders to the combat force according to the plan. If it is possible to minimize damages from the artillery of enemy forces and take the advantage position where is effective for attack/defense, we can hold a dominant position of the battlefield. Therefore, this papers proposes a genetic algorithm-based optimal path searching method. The proposed method creates an optimal path of a combat force by taking into consideration dangerous conditions of the battlefield in which the combat force is. This paper also shows the process of creating an optimal path by using a discrete event specification modeling and simulation method.

A Study on the Linkage Method between Emergency Simulation Model and Other Models (비상대비 시뮬레이션 모델의 타 모델 연동방안 연구)

  • Bang, Sang-Ho;Lee, Seung-Lyong
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.301-313
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    • 2020
  • This study is a study on the interlocking method between emergency preparedness simulation model and military exercise war game model. The national emergency preparedness government exercises are being carried out by a message exercise and technology development for simulation models is being carried out to create a situation similar to the actual practice. In order to create a situation similar to the actual war, the military situation must be reflected and to do so, a link with the military exercise war game model is needed. The military exercise war game model applies HLA/RTI, which is a standardized interlocking method for various models such as Taegeuk JOS, and it is necessary to apply HLA/RTI linkage method to link with these military exercise war game models. In addition, since the emergency preparedness simulation model requires limited information such as enemy location and enemy attack situation on major facilities in the military exercise model, a method of interlocking that can select and link information is required. Therefore, in this study, the interlocking interface design plan is presented in order to selectively link the interlocking method and information between the emergency preparedness simulation model and the military exercise war game model. The main functions of interlocking interface include federation synchronization, storage and recovery, object management service, time management, and data filtering functions.

War-game Simulator Using Event based Web Services (이벤트 기반 웹서비스를 이용한 워게임 시뮬레이터 제작)

  • Lee, Jae-Min;Kim, Byoung-Chul;Kim, Tae-Sup;Lee, Kang-Sun
    • Journal of the Korea Society for Simulation
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    • v.19 no.1
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    • pp.33-39
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    • 2010
  • As future warfare becomes network-centric, war-game simulators require high interoperability between networked forces and dynamic reconfiguration in accordance with war events. In this paper, we propose an event-driven methodology to develop dynamic war-game simulations. Federates are developed by event-driven web services. The event-driven web services consistently sense war events and response them only if they are interested. By the sense-and-response mechanism and asynchronous event processing, we are able to save simulation time. An Anti-Surface-Warfare simulator is constructed to demonstrate the methodology and suggests that event-driven web services are efficient to model and simulate warfare where numerous events are generated from hardware systems and people dispersed on the network.

DEVS/HLA-based Virtual Warfare Simulation Methodology (DEVS/HLA 기반 가상전장 모델링 방법론)

  • Kang Kwang-Chun;Oh Ji-Yeon;Chi Sung-Do;Chae Soo-Hwan;Lee Sang-Min
    • Proceedings of the Korea Society for Simulation Conference
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    • 2005.05a
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    • pp.123-128
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    • 2005
  • War-game modeling and simulation system have been developed and applied to virtual tactical training both inside and outside of country However, most existing models have been developed for individual purpose based on the simple platform modeling such as physical modeling, visual modeling, and conceptual modeling. Thus, those modeling and simulation system cannot support the interoperability, expensively, variety and reusability. To deal with these problems, the paper propose an integrated design methodology for the War-game systems based on the DEVS/HLA.

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HLA-Based Distributed Object-Oriented War Game Simulation on GRID (GRID를 이용한 HLA 기반 객체 지향 분산 시뮬레이션)

  • 김창훈;이태동;유양선;정창성;박형우
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10c
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    • pp.367-369
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    • 2002
  • 본 논문은 GRID 상에서 HLA(High Level Architecture)를 기반으로 한 분산 객체 지향 wargame simulation의 디자인과 구현에 관해 기술한다. HLA는 DIS[1]의 뒤를 이어 제안된 아키텍처로서 simulation에 원활한 data교류와 동기화를 제공한다. 또한, GRID는 전세계에 펼쳐져 있는 자원들에 대한 관리와 접근, 사용을 위한 다양한 기능과 안전하고 편리한 security를 보장한다. 본 논문에서는 HLA를 사용해서 simulation에 튀어난 상호 연동 능력과 재사용성을 부여하고, GRID를 통해 대규모의 프로젝트를 위한 광범위한 자원을 보다 안전하고 효율적으로 사용할 수 있도록 하는 환경을 구현하였다. 우리는 이 simulation을 HDOWS-G(HLA-based Distributed Object-oriented War game Simulation on Grid)라 부르기로 한다.

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A Technic to Improve and Implement Virtual Environment Grid Information in War-game Model (워게임모델의 가상환경격자정보 개선과 구축 기법)

  • Choi, Beyoung-Moo;Yang, Hae-Sool
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.4
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    • pp.785-794
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    • 2009
  • We studied on a technic to improve and implement the virtual environment grid information in the war-game model. The virtual environment data are categorized into ground, sea, and air, and separatedly managed and operated. The data are implemented and managed in the geographical information and topography type information. The geographical information, including grid location coordinate and sea level, are managed in computer files as a grid type. We improved the representation of the sea level by mapping the sea level value of the grid information file into GCV and suggested the dynamic virtual environment implementation technic for the region with the large range of tide. In the experiments, we could know that it is possible to adopt the dynamic virtual environment to the war-game model.