Entity-based behavior event simulation modeling method and system

Through the method of simulation and modeling based on physical event events, multi -granular space -time objects are modeled as figurative entity and event entities, solving the problem of separation, management, and visualization of data storage, management and visualization in existing systems, and improving the simulation results. Trustness meets the fine needs of high demands in the future.

CN119378039APending Publication Date: 2025-01-28Chinese People's Liberation Army Cyberspace Force Information Engineering University
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Patent Information

Application Number
CN202411408484.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-10
Publication Date
2025-01-28

AI Technical Summary

Technical Problem

The existing war-like behavioral event deduction system has difficulties in separation in data storage, management and visualization, and the data model is not abstracted enough, resulting in unreliable simulation results and it is difficult to meet the high-demand refined needs in the future.

Method used

Adopt a physical event -based simulation and modeling method, modeling multi -grain space -time objects (objects, behaviors, events) is modeling as figurative entity and event entities. During the deduction, triggers and new events are triggered according to time or related events.

Benefits of technology

The independent storage and management of the data of the battle behavior events has been realized, the credibility of the simulation results can be enhanced, the refined needs of the high requirements in the future, and support the storage and management of physical behavior data in the whole space geographic information system.

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Abstract

The invention relates to the technical field of 3D simulation, in particular to an entity-based behavior event simulation modeling method and system.The multi-granularity space-time objects in a target battle case scene are extracted, the multi-granularity space-time objects comprise objects, behaviors and events, and the objects and the behaviors are used for describing static attributes of the battle case scene; the event is used for describing an action triggered by a battle behavior; according to the method, objects and behaviors are modeled as concrete entities, events are modeled as event entities, the concrete entities and the event entities are converted into a concrete entity class family and an event entity class family, entity objects are instantiated based on the concrete entity class family and the event entity class family, and association of time and behaviors between the entities is established. According to the method, the entity data are stored and managed independently of a visual engine, storage and management of entity behavior event data in a full-space geographic information system are supported, functional requirements such as war case time sequence deduction and dynamic updating can be met, and the method has a good application prospect in the field of war case deduction simulation.
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Description

Technical Field

[0001] The present invention relates to the technical field of 3D simulation, and in particular to an entity-based behavior event simulation modeling method and system. Background Art

[0002] The reproduction, deduction and analysis of typical combat behavior events based on entities are of great significance to improving the strategic thinking, command ability and command quality of commanders. The construction of typical behavior events can reflect various situation analysis theories and strategic and tactical thinking. With the development of computer technology and graphics technology, electronic sandboxes make the reproducing behavior events have characteristics that traditional sandboxes do not have, such as multi-granularity, multi-level, time-sequential, convenient and intuitive, which can provide technical support for the situation reproduction, deduction and broadcasting needs of behavior events.

[0003] However, there are still many shortcomings in current behavioral events. The commonly used battle case event simulation system stores data in the visualization engine, which makes it difficult to separate data storage, management, and visualization, and it is difficult to organize and manage data according to battle case entities. In addition, the data model of the conventional battle case behavioral event simulation system is not abstract enough, and there are modeling difficulties when characterizing large-scale multimodal space-time objects and the space-time behavior and space-time state of objects, resulting in unreliable simulation results and difficulty in meeting the high requirements for the refinement of future behavioral event systems. Summary of the invention

[0004] To this end, the present invention provides an entity-based behavior event simulation modeling method and system to solve the problem that the existing combat example behavior event simulation has low credibility.

[0005] According to the design scheme provided by the present invention, on the one hand, a behavior event simulation modeling method based on an entity is provided, comprising:

[0006] Extracting multi-granularity spatiotemporal objects in a target battle scenario, wherein the multi-granularity spatiotemporal objects include objects, behaviors, and events, wherein the objects and behaviors are used to describe static properties of the battle scenario, and the events are used to describe actions triggered by battle behaviors;

[0007] Objects and behaviors are modeled as concrete entities, events are modeled as event entities, and concrete entities and event entities are converted into concrete entity class families and event entity class families, so as to instantiate each entity object based on the concrete entity class families and event entity class families and establish the association between time and behavior among entities.

[0008] As the entity-based behavior event simulation modeling method of the present invention, further, objects and behaviors are modeled as concrete entities and the concrete entities are converted into concrete entity classes, including:

[0009] The target battle case world scene and terrain are collected and edited to obtain terrain objects and static scene objects, so as to construct simulated terrain and simulated static scenes according to the terrain objects and static scene objects.

[0010] As the entity-based behavior event simulation modeling method of the present invention, further, the target battle world scene and terrain are collected and edited, including:

[0011] Construct a terrain template and assign the collected terrain resource data of the target battle area to the corresponding attributes of the terrain template. The attributes of the terrain template include DEM layer, land cover mask, land material and traffic water system.

[0012] Collect multi-angle scene environment pictures of the target battle case, derive a static environment object class template based on the environment pictures, use the static environment object class template to create a static object, add a three-dimensional model to the static object, and assign the collected static environment resource data of the target battle case to the corresponding attributes of the static object, where the static environment objects include infrastructure, buildings and vegetation, and the static object attributes include but are not limited to: static object spatial information.

[0013] As the entity-based behavior event simulation modeling method of the present invention, further, the event is modeled as an event entity and the event entity is converted into an event entity class family, including:

[0014] The event class template of the target battle case event entity is constructed according to the action components associated with each concrete entity object, so as to use the event class template to trigger actions according to time or related events in the instantiation deduction.

[0015] As the entity-based behavior event simulation modeling method of the present invention, further, each entity object is instantiated based on the concrete entity class family and the event entity class family and the association between time and behavior between each entity is established, including:

[0016] The class templates of each concrete entity of the target battle case are constructed using the full-space geographic information database, and the class template attributes are assigned according to the target battle case resource data, and the corresponding action components are associated with the entity objects;

[0017] And in the battle case simulation, the instantiated event class template is triggered according to time or related events.

[0018] As the entity-based behavior event simulation modeling method of the present invention, further, the association between time and behavior between entities is established, including:

[0019] The temporal and / or behavioral associations between entity objects are established based on the preset battle case simulation impact rules.

[0020] As an entity-based behavioral event simulation modeling method of the present invention, further, the battle case deduction influence rules include: the time triggered by the start event, the event triggered by the time, the object affected by the event, the event triggered by the event and the event triggered by the object.

[0021] In another aspect, the present invention further provides an entity-based behavior event simulation modeling system, comprising: an object extraction module and an entity modeling module, wherein:

[0022] An object extraction module is used to extract multi-granularity spatiotemporal objects in the target battle case world scene, wherein the multi-granularity spatiotemporal objects include objects, behaviors, and events. The objects and behaviors are used to describe the static properties of the battle case scene, and the events are used to describe the actions triggered by the battle case behaviors.

[0023] The entity modeling module is used to model objects and behaviors as concrete entities, model events as event entities, and convert concrete entities and event entities into concrete entity class families and event entity class families, so as to instantiate each entity object based on the concrete entity class families and event entity class families and establish the association between time and behavior of each entity.

[0024] Beneficial effects of the present invention:

[0025] The present invention performs entity modeling on battle case behavior events, stores and manages entity data independently of the visualization engine, and uniformly abstracts the real world in the battle cases into three categories of multi-granularity spatiotemporal objects: objects, behaviors, and events. It can support the storage and management of entity behavior event data in the full-space geographic information system, trigger actions and new events through the interactive relationship between entity objects, and realize the recursive process of battle case behavior event deduction. At the same time, in terms of battle case deduction, it can meet the functional requirements of time series deduction, dynamic update, etc., so that the battle case deduction simulation has high credibility and can meet the high requirements of refinement of future battle case behavior event systems. BRIEF DESCRIPTION OF THE DRAWINGS

[0026] Figure 1 It is a schematic diagram of the entity-based behavior event simulation modeling process in the embodiment;

[0027] Figure 2 This is a schematic diagram of an event class template in the embodiment;

[0028] Figure 3 This is a schematic diagram of the event system in the embodiment;

[0029] Figure 4 This is a schematic diagram of assigning values ​​to the terrain template attribute resources in the embodiment;

[0030] Figure 5 This is a schematic diagram of static object properties in the embodiment;

[0031] Figure 6 This is a schematic diagram of a sandbag pile template in the embodiment;

[0032] Figure 7 It is a schematic diagram of the assignment and instantiation of the sandbag pile in the embodiment;

[0033] Figure 8 It is a schematic diagram of entity data in the embodiment;

[0034] Fig. 9 This is a schematic diagram of the movement of personnel according to event data in the embodiment;

[0035] Fig.10 It is a schematic diagram of the action components in the embodiment;

[0036] Fig.11 It is a schematic diagram of an entity event triggered by an entity object in the embodiment. DETAILED DESCRIPTION

[0037] In order to make the purpose, technical solutions and advantages of the present invention clearer and more understandable, the present invention is further described in detail below in conjunction with the accompanying drawings and technical solutions.

[0038] The full-space geographic information system provides a strong theoretical support and technical implementation for the modeling, management and analysis of multi-granularity spatiotemporal objects. The embodiment of the present invention provides an entity-based behavior event simulation modeling method, comprising:

[0039] S101, extracting multi-granularity spatiotemporal objects in a target battle scenario, wherein the multi-granularity spatiotemporal objects include objects, behaviors, and events, wherein the objects and behaviors are used to describe static properties of the battle scenario, and the events are used to describe actions triggered by battle behaviors;

[0040] S102. Model objects and behaviors as concrete entities, model events as event entities, and convert concrete entities and event entities into concrete entity class families and event entity class families, so as to instantiate each entity object based on the concrete entity class families and event entity class families and establish the association between time and behavior among entities.

[0041] like Figures 1 to 3 As shown, the entity-based behavioral event modeling technology can be composed of an event database (ED), an event scheduling system (MS), and a behavioral component library (AD): the event database is responsible for storing and managing event objects (EO); the event scheduling system is responsible for scheduling, managing, and triggering events; the behavioral component (AC) is the executor of the event and is uniformly managed by the behavioral component library.

[0042] An event object (EO) is an instance of an event class. An event class has a tree-like derivation structure. Each event class contains necessary attributes and subsidiary attributes. The necessary attributes are the attributes that every event object must have, and the subsidiary attributes are the unique attributes of each event object, which vary according to the needs of the triggered event method. An event class can inherit the necessary attributes and subsidiary attributes of the parent event class.

[0043] The basic event class is defined internally based on the entity-based behavior event as a general event class template. The event classes defined internally in the system include: event base class, state event class, and continuous event class. The event base class includes three necessary attributes: event code (eventID), object code (objectID), behavior (actionFunction), and emission time (emitTime); the state event class is an event class used to describe state changes. The state event class inherits from the event base class, and the necessary attributes of the state event class are inherited from the base class. At the same time, there are corresponding subsidiary attributes according to the triggered state change. The continuous event class is an event class used to trigger a timing function. The behavior triggered by the continuous event class lasts for a period of time. Therefore, the continuous event class adds a duration (continueTime) based on the event base class, and there are corresponding subsidiary attributes according to the triggered state change. In specific application scenarios, it is necessary to derive a new event class or instantiate an event object (EO) based on the class template.

[0044] The event system has the following responsibilities in the project: event storage, event management, event scheduling, and event triggering. Event storage refers to the unified storage of all current events, and organizing them in a certain order (usually in chronological order), establishing multiple indexes (for event ID, event type, etc.), and improving event management and scheduling efficiency; event management refers to the implementation of operations such as adding, deleting, modifying, and checking events in the existing event library; event scheduling refers to retrieving all events that may need to be triggered in the current frame and verifying their legitimacy based on the current state; event triggering refers to the behavior corresponding to the triggering event object. Users can interact with the event library to dynamically add, delete, modify, and check events.

[0045] See also Figure 1As shown in the figure, the behavioral event technology method is designed and innovated based on the concept of multi-granular spatiotemporal objects in the full-space geographic information system. First, the real world is abstracted into objects, behaviors and events based on multi-granular spatiotemporal objects. The real world is described by objects, behaviors and events. Objects and behaviors are static attributes of the world. On the basis of static, events are introduced to trigger behaviors. Events are modeled as event entities. Concrete entities and event entities are abstracted to form a concrete entity class family. Event entities are abstracted into an event entity class family. Entity instantiation construction and entity deduction can be carried out on the basis of class model construction. Entity objects and event entity objects have time correlation and behavior correlation. Actions and new events are triggered through the interactive relationship between objects to realize the recursive process of behavioral event deduction.

[0046] Among them, objects and behaviors are modeled as concrete entities and the concrete entities are converted into concrete entity class families, which can be designed to include:

[0047] The target battle case world scene and terrain are collected and edited to obtain terrain objects and static scene objects, so as to construct simulated terrain and simulated static scenes according to the terrain objects and static scene objects.

[0048] Specifically, the collection and editing of the target battle world scene and terrain may include:

[0049] Construct a terrain template and assign the collected terrain resource data of the target battle area to the corresponding attributes of the terrain template. The attributes of the terrain template include DEM layer, land cover mask, land material and traffic water system.

[0050] Collect multi-angle scene environment pictures of the target battle case, derive a static environment object class template based on the environment pictures, use the static environment object class template to create a static object, add a three-dimensional model to the static object, and assign the collected static environment resource data of the target battle case to the corresponding attributes of the static object, where the static environment objects include infrastructure, buildings and vegetation, and the static object attributes include but are not limited to: static object spatial information.

[0051] The terrain of the target battle area is compiled and constructed. The construction of the regional terrain requires the use of terrain templates. The terrain construction can be completed by directly assigning resources to the DEM layer, land cover mask Mask, land material, transportation and water system and other attributes of the terrain template.

[0052] Specifically, for regional terrain, such as Figure 4 As shown, first build a terrain template. The core attributes include DEM, LandCoverMask, LandCoverMaterial, RoadLine, and RiverLine attributes. Assign the collected data to the corresponding attributes.

[0053] Next, the regional static environment is compiled and modeled, such as Figure 5 As shown, a typical regional static environment includes objects such as buildings, infrastructure, and vegetation. Use the static object class template to create a static object, add a three-dimensional model to the static object, adjust the position of the static object in the three-dimensional scene, and use the data export tool to export the three-dimensional space coordinates, rotation parameters, and scaling parameters into the database to assign values ​​to the corresponding attributes of the static object.

[0054] Specifically, we can first collect multi-angle regional environment pictures of the typical battle example, derive each type of static environment object class template according to the regional environment, and assign the corresponding model to its core attribute Model. Then use the collection mark in the collection tool to drag and drop it to the scene to create the corresponding instance, and collect and fill the position, rotation, and scale spatial data. For some key environmental objects, collect their real coordinates and manually construct detailed models to complete the creation of instances. For example, Figure 6 As shown, derive and build a sandbag pile class template, assign the sandbag model to the Model field, then drag the collection mark into the scene and select the sandbag pile, click Export, as shown below: Figure 7 As shown, the acquisition tool automatically constructs multiple sandbag pile entities in the database, and automatically fills their spatial information (position, rotation, scale) and event information (tag, func, Emit, Begin, End, Spline, State) into the corresponding fields.

[0055] Among them, modeling events as event entities and converting event entities into event entity class families may include:

[0056] The event class template of the target battle case event entity is constructed according to the action components associated with each concrete entity object, so as to use the event class template to trigger actions according to time or related events in the instantiation deduction.

[0057] Specifically, the full-space geographic information database can be used to construct class templates for each concrete entity of the target battle case, and the class template attributes can be assigned according to the target battle case resource data, and the corresponding action components can be associated with the entity objects; and the instantiated event class templates can be triggered according to time or related events in the battle case simulation.

[0058] The association between the entity objects in time and / or behavior can be constructed according to the preset battle case deduction influence rules. The battle case deduction influence rules may include: the time triggered by the start event, the event triggered by the time, the object affected by the event, the event triggered by the event, and the event triggered by the object.

[0059] After completing the modeling of the regional basic environment, the behavioral event process is then compiled and modeled. First, entities are compiled. In this embodiment, entities refer to concrete entities that have an impact on the process of behavioral events and change during the process of behavioral events. This type of entity usually has unique attributes, actions, and other information that affect the progress of behavioral events, such as Figure 8 As shown, for example, objects such as personnel, destructible walls, vehicles, local lighting, etc., this type of object is non-static. The collection and editing process first builds a class template for each type of object in the full-space geographic information database, and fills in the corresponding attributes, position, rotation, scale, tag, func, Emit, Begin, End, Spline, State. These attributes are filled by dragging the collection mark in the collection tool to the scene to export or directly filling according to the collected data; then associate the corresponding action component with each object to provide the ability to perform certain actions in the deduction. Then proceed to the collection and editing of event entities. Most action components have corresponding event class templates for triggering, such as Fig. 9 As shown, ActionSoldierMove corresponds to EventSoldierMove (derived from the continuous event class template), which is responsible for moving personnel along a route at a specific time. The corresponding event class template needs to be instantiated in the editing process, and it will be triggered according to time or related events during the deduction.

[0060] Specifically, we first derive the class template of each type of object using the concrete entity class template, and then use the acquisition tool to instantiate the object and collect its initial position, rotation, and scaling space information, and then assign and fill its entity attributes according to the data. Fig.10 As shown, for the construction of the patrol officer, first derive the patrol officer class template from the personnel class template, then add the ActionLookAt action component. To trigger the action, a coordinate parameter needs to be passed in. According to the schedule, an EventLookAt event object (derived from the state event class) of the corresponding moment needs to be created. During deduction, the event is triggered at the corresponding emit time, and the event will trigger the "look" action of the patrol officer corresponding to the objectID.

[0061] Another example is to build a destructible roadblock in the area. First, derive a roadblock class template containing the Health component based on the entity class template, assign the Model attribute to the corresponding roadblock model, associate the ActionDie action component to the template, and assign the Anim field in ActionDie to the roadblock breaking animation. Then use the collection flag to add a destructible roadblock to the scene to create the entity and collect and export the spatial information. In the visualization deduction, Fig.11As shown, the vehicle object performs the firing action and triggers the "120mmTankShellExplosionEvent" at the impact point coordinates. This event will traverse all concrete entities within the explosion range. If there is a Heath component, the ActionHealthReduce action will be triggered. This action will reduce the Health attribute value in the roadblock Health component until Health is less than or equal to 0, triggering the ActionDie action component, playing the roadblock breaking animation and deleting the object after it ends.

[0062] This solution can model multi-granularity spatiotemporal objects and separate the storage, management and visualization of battle case data. It can meet the needs of spatiotemporal behavior and state modeling of large-scale multimodal spatiotemporal objects in battle cases and improve the credibility of battle case behavior event deduction and simulation.

[0063] Furthermore, based on the above method, an embodiment of the present invention also provides an entity-based behavior event simulation modeling system, comprising: an object extraction module and an entity modeling module, wherein:

[0064] An object extraction module is used to extract multi-granularity spatiotemporal objects in the target battle case world scene, wherein the multi-granularity spatiotemporal objects include objects, behaviors, and events. The objects and behaviors are used to describe the static properties of the battle case scene, and the events are used to describe the actions triggered by the battle case behaviors.

[0065] The entity modeling module is used to model objects and behaviors as concrete entities, model events as event entities, and convert concrete entities and event entities into concrete entity class families and event entity class families, so as to instantiate each entity object based on the concrete entity class families and event entity class families and establish the association between time and behavior of each entity.

[0066] Unless otherwise specifically stated, the relative steps, numerical expressions and values ​​of the components and steps set forth in these embodiments do not limit the scope of the present invention.

[0067] In this specification, each embodiment is described in a progressive manner, and each embodiment focuses on the differences from other embodiments. The same or similar parts between the embodiments can be referred to each other. For the system disclosed in the embodiment, since it corresponds to the method disclosed in the embodiment, the description is relatively simple, and the relevant parts can be referred to the method part.

[0068] The units and method steps of each example described in conjunction with the embodiments disclosed herein can be implemented by electronic hardware, computer software, or a combination of the two. In order to clearly illustrate the interchangeability of hardware and software, the composition and steps of each example have been generally described in the above description according to function. Whether these functions are performed in hardware or software depends on the specific application and design constraints of the technical solution. A person of ordinary skill in the art may use different methods to implement the described functions for each specific application, but such implementation is not considered to be beyond the scope of the present invention.

[0069] Those skilled in the art will appreciate that all or part of the steps in the above method can be completed by instructing related hardware through a program, and the program can be stored in a computer-readable storage medium, such as a read-only memory, a disk or an optical disk. Optionally, all or part of the steps in the above embodiment can also be implemented using one or more integrated circuits, and accordingly, each module / unit in the above embodiment can be implemented in the form of hardware or in the form of software function modules. The present invention is not limited to any specific form of combination of hardware and software.

[0070] Finally, it should be noted that the above-described embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above-described embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-described embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.

Claims

1. A behavior event simulation modeling method based on an entity, characterized in that: Include: Extracting multi-granularity spatiotemporal objects in a target battle scenario, wherein the multi-granularity spatiotemporal objects include objects, behaviors, and events, wherein the objects and behaviors are used to describe static properties of the battle scenario, and the events are used to describe actions triggered by battle behaviors; Objects and behaviors are modeled as concrete entities, events are modeled as event entities, and concrete entities and event entities are converted into concrete entity class families and event entity class families, so as to instantiate each entity object based on the concrete entity class families and event entity class families and establish the association between time and behavior among entities.

2. The entity-based behavior event simulation modeling method according to claim 1 is characterized in that: Model objects and behaviors as representational entities and convert the representational entities into representational entity classes, including: The target battle case world scene and terrain are collected and edited to obtain terrain objects and static scene objects, so as to construct simulated terrain and simulated static scenes according to the terrain objects and static scene objects.

3. The entity-based behavior event simulation modeling method according to claim 2 is characterized in that: Compile and edit the target battle world scenes and terrain, including: Construct a terrain template and assign the collected terrain resource data of the target battle area to the corresponding attributes of the terrain template. The attributes of the terrain template include DEM layer, land cover mask, land material and traffic water system. Collect multi-angle scene environment pictures of the target battle case, derive a static environment object class template based on the environment pictures, use the static environment object class template to create a static object, add a three-dimensional model to the static object, and assign the collected static environment resource data of the target battle case to the corresponding attributes of the static object, where the static environment objects include infrastructure, buildings and vegetation, and the static object attributes include but are not limited to: static object spatial information.

4. The entity-based behavior event simulation modeling method according to claim 1 or 2, characterized in that: Model events as event entities and convert event entities into event entity class families, including: The event class template of the target battle case event entity is constructed according to the action components associated with each concrete entity object, so as to use the event class template to trigger actions according to time or related events in the instantiation deduction.

5. The entity-based behavior event simulation modeling method according to claim 1 is characterized in that: Based on the concrete entity class family and the event entity class family, each entity object is instantiated and the time and behavior associations between entities are established, including: The class templates of each concrete entity of the target battle case are constructed using the full-space geographic information database, and the class template attributes are assigned according to the target battle case resource data, and the corresponding action components are associated with the entity objects; And in the battle simulation, the instantiated event class template is triggered according to time or related events.

6. The entity-based behavior event simulation modeling method according to claim 1 or 5, characterized in that: Establish the relationship between time and behavior of each entity, including: The temporal and / or behavioral associations between entity objects are established based on the preset war case simulation impact rules.

7. The entity-based behavior event simulation modeling method according to claim 6 is characterized in that: The battle example simulation influences rules: the time triggered by the start event, the event triggered by the time, the object affected by the event, the event triggered by the event, and the event triggered by the object.

8. An entity-based behavioral event simulation modeling system, characterized in that: Contains: object extraction module and entity modeling module, among which, An object extraction module is used to extract multi-granularity spatiotemporal objects in the target battle case world scene, wherein the multi-granularity spatiotemporal objects include objects, behaviors, and events. The objects and behaviors are used to describe the static properties of the battle case scene, and the events are used to describe the actions triggered by the battle case behaviors. The entity modeling module is used to model objects and behaviors as concrete entities, model events as event entities, and convert concrete entities and event entities into concrete entity class families and event entity class families, so as to instantiate each entity object based on the concrete entity class families and event entity class families and establish the association between time and behavior of each entity.

9. An electronic device, characterized in that: include: at least one processor, and a memory coupled to the at least one processor; The memory stores a computer program, and the computer program can be executed by the at least one processor to implement the method according to any one of claims 1 to 7.

10. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed, the method according to any one of claims 1 to 7 can be implemented.

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