Wargame model generation method and system
Through the idea of component-based modeling, the chess pieces are split into equipment entities, behaviors and interactions, and the object-oriented packaging and hierarchical component architecture are adopted to solve the problems of long development cycle of the war chess system and poor portability of the chess pieces model, achieving efficient and flexible chess pieces construction.
Patent Information
- Application Number
- CN202510479236.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-16
- Publication Date
- 2025-07-25
AI Technical Summary
The existing war chess system is strictly bound to chess boards, chess pieces and rules, resulting in a long development cycle, poor portability of the chess piece model and poor economicality, making it difficult to adapt to different war chess scenarios.
Using component modeling ideas, the real combat units are divided into three parts: equipment entity, behavior and interaction. Through object-oriented packaging technology and hierarchical component architecture, the componentization and visual construction of the chess piece model is realized. Rules are part of the chess piece and support flexible combination and migration.
It realizes high cohesion and low coupling of the war chess and piece models, and has high clipping and high scalability. Users can design the model themselves, significantly shortening the development cycle and improving the migration and adaptability of the model.
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Figure CN120372955A_ABST
Abstract
Description
Technical Field
[0001] The present invention belongs to the technical field of wargame model generation, and particularly relates to a method and system for generating a wargame model. Background Art
[0002] A wargame refers to a combat simulation tool that, in a turn-based deduction manner, based on combat rules, basic data, adjudication data, and deduction processes, standardizes and adjudicates the confrontation actions of two or more combat parties. Since the 1980s, China has started the research and development of various computer wargame systems. According to different modeling and simulation methods, computer wargame systems are mainly divided into hexagonal grid chessboard wargame systems and simulation-enhanced wargame systems. Among them, the hexagonal grid chessboard wargame system is based on the Dupuy index and probability principle, establishes deduction rules, adjudication rules, and adjudication data tables based on a hexagonal grid map, and uses the combat unit ability index or weapon equipment performance data to implement the adjudication of combat actions; the simulation-enhanced wargame system is based on the hexagonal grid chessboard wargame system and uses modern computer modeling and simulation technology to perform more refined calculation and adjudication on army unit combat, air and sea precision strikes, etc.
[0003] Regardless of the type of wargame, it is composed of three elements: a chessboard, chess pieces, and rules. Among them, the rules are the core of the wargame system, which stipulate the process, limitations, and results of wargame deduction. The chessboard and chess pieces are essentially carriers of relevant data. However, in the implementation of corresponding computer wargames, the chess pieces, as the main body of various interactions (between chess pieces, between chess pieces and the chessboard), are instead the core. In the traditional design process of computer wargames, the manual wargame calculation method is still used. Usually, the rules are used as an independent calculation core, the situation is analyzed and processed at the end of each round, the rules calculation is called for adjudication, and the situation is updated.
[0004] Through the above analysis, the problems and defects existing in the prior art are as follows:
[0005] (1) During the wargame development process, the chessboard, chess pieces, and rules must be strictly bound. When the data of the chessboard and chess pieces changes, the rules must be adjusted at the code level, resulting in a long development cycle;
[0006] (2) The portability of the chess piece model is poor. The problem of "one wargame for one battle" in traditional manual wargames has not been solved yet. When it is necessary to use existing chess pieces in other wargame scenarios, the rules must be adaptively migrated, resulting in poor economy. Summary of the Invention
[0007] In view of the problems existing in the prior art, the present invention provides a method and system for generating a wargame model.
[0008] The present invention is implemented as follows. A method and system for generating a wargame model includes:
[0009] Step 1: Disassemble the real combat unit or equipment into different parts according to their functional composition. In the process of decomposition, based on the modeling concept of EEBI, abstract the model content and related methods from a high level, and reduce the simulation content to three aspects: equipment entity, behavior and interaction.
[0010] Step 2: Model the split smallest distinguishable units separately, and establish a complete mapping mechanism between real objects and simulation objects through object-oriented encapsulation technology;
[0011] Step 3: During the modeling process, a hierarchical component architecture with the template as the core is established. From the definition of the object base class to the implementation of the simulation component, each layer of the structure realizes different functions of component-based modeling.
[0012] Step 4, based on the entity model, draw on the idea of "container", add different functional components to the entity, so that the entity has different capabilities, and study the entity model integration methods at different simulation levels.
[0013] Further, the componentized modeling method is as follows:
[0014] By splitting complex real objects into different components and modeling them separately, the model development work becomes relatively simple and professional. The model assembly work is then completed through the model assembly mechanism. The assembled entity template corresponds to the real combat equipment. Finally, the entity template is deployed through the hypothetical editing to form an entity. The simulation research of the real equipment is completed in the hypothetical scenario.
[0015] Further, the simulation method is as follows:
[0016] The simulation modeling process of the weapon equipment system is divided into four steps: entity decomposition, simulation modeling, component modeling, and entity template assembly;
[0017] ① Entity decomposition: decomposition of real entities and simulation model mapping according to application background, function and profession;
[0018] ②Simulation modeling: The modeling result of the real equipment realized by the model developer through the code, which is generally referred to as the model class in the DLL;
[0019] ③ Component modeling: Create component model instances, i.e. component templates, based on actual equipment parameters. Multiple component templates can be created for the same component model; and different entity templates can be assembled from the same component template.
[0020] ④ Physical template assembly: Based on the physical model, a physical template is formed by adding component templates; after the physical template is assembled, it can portray real combat equipment or units. The physical template is used for editing scenarios or plans.
[0021] Further, the configuration of the model:
[0022] 1) Entity template editing
[0023] By assembling component models with different functions on the entity model, an entity template is formed to complete the mapping of real combat equipment, providing a deployable entity template for scenario production.
[0024] 2) Equipment component editing
[0025] The equipment components mainly include mobile components, sensor components, communication equipment components, interference components, killing components, damage components, data processing components, and weapon system components.
[0026] 3) Behavior component editing
[0027] The behavior components include various mission capabilities, such as command mission capabilities, state machine components, and air warning and patrol missions.
[0028] 4) Auxiliary component editing
[0029] The auxiliary components mainly include ammunition, weapon rules, and weapon configurations.
[0030] Further, the assembly function of the template:
[0031] 1) Component template assembly
[0032] By assembling component models with different functions, a component template is formed for entity use.
[0033] 2) Entity template assembly
[0034] Entity assembly, by assembling different functional component templates on the entity model, an entity template is formed to complete the mapping of real combat equipment, providing a deployable entity template for scenario production.
[0035] 3) Component / entity tree editing.
[0036] Further, the component / entity tree editing:
[0037] The system defaults to building a component tree, but it can be modified by changing the configuration file; the entity tree can be freely customized by the user according to their usage habits.
[0038] Another object of the present invention is to provide a wargame model generation system including:
[0039] A disassembly module, used to disassemble real combat units or equipment into different parts according to their functional composition; during the decomposition process, based on the modeling idea of EEBI, the model content and related methods are abstracted from a high level, and the simulation content is summarized into three aspects: equipment entities, behaviors, and interactions.
[0040] A modeling module, which is used to separately model the split smallest distinguishable units, and through object-oriented encapsulation technology, enable a complete mapping mechanism to be established between real objects and simulation objects;
[0041] A definition module, which is used to establish a hierarchical component architecture with a template as the core during the modeling process. From the definition of the object base class to the implementation of the simulation components, each layer of structure realizes different functions of component-based modeling;
[0042] An adding module, which is based on the entity model and draws on the idea of "container" to add different functional components to the entity, enabling the entity to have different capabilities and studying the integration method of entity models at different simulation levels.
[0043] Another object of the present invention is to provide a computer device, which includes a memory and a processor. The memory stores a computer program, and when the computer program is executed by the processor, the processor executes the steps of the war game model generation method.
[0044] Another object of the present invention is to provide a computer-readable storage medium storing a computer program, and when the computer program is executed by a processor, the processor executes the steps of the war game model generation method.
[0045] Another object of the present invention is to provide an information data processing terminal, which is used to implement the war game model generation system.
[0046] Combined with the above technical solutions and the solved technical problems, the advantages and positive effects of the technical solution to be protected by the present invention are as follows:
[0047] The present invention innovatively constructs a war game chess piece construction tool based on the component-based idea. The chess piece is split into components such as platforms, weapons, and sensors. Each component can be bound to a behavior component. Among them, the entity (platform, weapon, sensor, etc.) components belong to data components, and the behavior components belong to algorithm components. By combining these components through a visualization tool, a war game chess piece model that can flexibly meet the needs of various war game deductions can be constructed. The rules, as part of the chess piece, have good migration. Without touching the system source code, users can graphically construct war game elements and then design a new war game deduction system, fully reflecting the core concept of war games that "war game players are also war game designers".
[0048] The present invention designs a fast war game chess piece model generation tool, which has the following advantages compared with existing products:
[0049] (1) The present invention constructs a wargame piece model generation tool using a plug-in design pattern, achieving the goal of high cohesion and low coupling of tool functions. The tool functions have high cut-ability and high scalability, facilitating the construction of wargame pieces suitable for the needs of various fields on top of it.
[0050] (2) The present invention provides a component-based and visual construction tool for wargame pieces. Users can design various wargame model components by themselves and assemble them into various wargame models, avoiding direct contact with program code. Users can focus on wargame business design. Description of the Drawings
[0051] Figure 1 It is a flowchart of the wargame model generation method provided by an embodiment of the present invention.
[0052] Figure 2 It is a block diagram of the system structure of the wargame model generation system provided by an embodiment of the present invention.
[0053] Figure 3 It is a component-based modeling mechanism diagram provided by an embodiment of the present invention.
[0054] Figure 4 It is a wargame model construction process diagram provided by an embodiment of the present invention.
[0055] Figure 5 It is a system composition diagram provided by an embodiment of the present invention.
[0056] Figure 6 It is a flowchart of the model configuration module provided by an embodiment of the present invention.
[0057] Figure 7 It is a flowchart of the entity template assembly provided by an embodiment of the present invention. Detailed Embodiments
[0058] In order to make the objectives, technical solutions and advantages of the present invention clearer and more understandable, the present invention will be further described in detail below with reference to embodiments. It should be understood that the specific embodiments described herein are only used to explain the present invention and are not used to limit the present invention.
[0059] As Figure 1 shown, a wargame model generation method provided by an embodiment of the present invention includes the following steps:
[0060] S101, disassemble real combat units or equipment into different components according to their functional compositions; during the decomposition process, based on the modeling idea of EEBI, abstract the model content and related methods from a high level, and summarize the simulation content into three aspects: equipment entities, behaviors, and interactions;
[0061] S102. Model the separated minimum distinguishable units respectively, and through object-oriented encapsulation technology, enable a complete mapping mechanism to be established between real objects and simulation objects;
[0062] S103. During the modeling process, establish a hierarchical component architecture with templates as the core. From the definition of the object base class to the implementation of simulation components, each layer of the structure realizes different functions of component-based modeling;
[0063] S104. Based on the entity model, draw on the idea of "container", add different functional components to the entity, so that the entity has different capabilities, and study the integration methods of entity models at different simulation levels.
[0064] During the generation process of the wargame model, first disassemble real combat units or equipment according to their functional compositions and refine them into different components. This disassembly process adopts the EEBI (Equipment Entity, Behavior, Interaction) modeling idea to abstract the model content and methods at a high level. Equipment entities correspond to physical objects, behaviors describe their actions and functions, and interactions reflect their connections with the external environment or other units. Through this method, complex combat units can be effectively decomposed into manageable model elements, forming a simulation framework for equipment entities, behaviors, and interactions, laying a foundation for subsequent modeling.
[0065] Model the separated minimum distinguishable units respectively, and establish a model using object-oriented encapsulation technology. During the encapsulation process, by defining the attributes and methods of the class, a complete mapping between real objects and simulation objects is achieved, enabling simulation objects to faithfully reflect the characteristics and behaviors of real objects. The application of object-oriented technology ensures the modularity, scalability, and reusability of the model, providing technical support for the gradual refinement and improvement of complex systems.
[0066] During the modeling process, adopt a hierarchical component architecture with templates as the core. Starting from the definition of basic objects, gradually implement different functions of simulation components. In this architecture, each layer of the structure has specific modeling tasks. For example, the basic layer defines the attributes and behaviors of objects, the middle layer realizes the integration and optimization of components, and the high-level module is responsible for the specific implementation of simulation functions. This hierarchical design method can improve modeling efficiency, reduce complexity, and ensure the independence and flexibility of each part of the model.
[0067] Based on the entity model, draw on the design idea of "container", and by adding different functional components to the entity, enable the entity to have diverse capabilities. Each functional component represents a certain specific capability or function, such as a weapon system, a communication module, or a sensing system, etc. Through component-based design, different functions can be flexibly combined to form diverse model configurations, thus adapting to different simulation requirements.
[0068] In the integration process of simulation levels, the entity model and component-based design methods are combined to achieve model integration at different simulation levels. For example, at the tactical level, the model focuses on the function and operation of a single piece of equipment; at the campaign level, multiple equipment models need to be integrated into the framework of collaborative operations. This multi-level integration method achieves the organic integration of models through a unified architecture and standardized interfaces, while ensuring the scalability and compatibility of the simulation system.
[0069] In the process of model generation, the model parameters and component configurations are adjusted in real time according to simulation requirements through a dynamic adaptive optimization mechanism. Specifically, components can be dynamically loaded or unloaded according to changes in combat scenarios, the behavior characteristics of entities can be adjusted, and the operating efficiency and simulation accuracy of the model can be optimized. The dynamic adaptive design ensures the flexible application of the model in complex environments and provides an efficient and accurate support tool for actual combat simulations.
[0070] The component modeling method provided by the embodiment of the present invention is as follows:
[0071] By splitting complex real objects into different components and modeling them separately, the model development work becomes relatively simple and professional. The model assembly work is then completed through the model assembly mechanism. The assembled entity template corresponds to the real combat equipment. Finally, the entity template is deployed through the hypothetical editing to form an entity. The simulation research of the real equipment is completed in the hypothetical scenario.
[0072] The simulation method provided by the embodiment of the present invention is as follows:
[0073] The simulation modeling process of the weapon equipment system is divided into four steps: entity decomposition, simulation modeling, component modeling, and entity template assembly;
[0074] ① Entity decomposition: decomposition of real entities and simulation model mapping according to application background, function and profession;
[0075] ②Simulation modeling: The modeling result of the real equipment realized by the model developer through the code, which is generally referred to as the model class in the DLL;
[0076] ③ Component modeling: Create component model instances, i.e. component templates, based on actual equipment parameters. Multiple component templates can be created for the same component model; and different entity templates can be assembled from the same component template.
[0077] ④ Physical template assembly: Based on the physical model, a physical template is formed by adding component templates; after the physical template is assembled, it can portray real combat equipment or units. The physical template is used for editing scenarios or plans.
[0078] The configuration of the model provided by the embodiment of the present invention is:
[0079] 1) Entity Template Editing
[0080] By assembling component models with different functions onto the entity model, an entity template is formed to complete the mapping of real combat equipment, providing a deployable entity template for scenario production;
[0081] 2) Equipment Component Editing
[0082] The equipment components mainly include mobile components, sensor components, communication equipment components, interference components, killing components, damage components, data processing components, and weapon system components;
[0083] 3) Behavior Component Editing
[0084] The behavior components include various mission capabilities, such as command mission capabilities, state machine components, and airborne early warning patrol missions;
[0085] 4) Auxiliary Component Editing
[0086] The auxiliary components mainly include ammunition, weapon rules, and weapon configurations.
[0087] The assembly function of the template provided by the embodiments of the present invention:
[0088] 1) Component Template Assembly
[0089] By assembling component models with different functions, a component template is formed for entity use;
[0090] 2) Entity Template Assembly
[0091] Entity assembly, by assembling component templates with different functions onto the entity model, forms an entity template to complete the mapping of real combat equipment, providing a deployable entity template for scenario production;
[0092] 3) Component / Entity Tree Editing.
[0093] The component / entity tree editing provided by the embodiments of the present invention:
[0094] The system default constructs a component tree, but it can be modified by modifying the configuration file; the entity tree is freely customized by the user according to their own usage habits.
[0095] The present invention realizes the efficient configuration and management of entities and components through a modular modeling mechanism. The entity template editing is based on a structured entity model framework, nesting functional units in the form of components into the entity structure, covering key subsystems such as mobility, communication, perception, and killing, and forming a digital entity template that maps one-to-one with real combat equipment. This mechanism provides a deployable and choreographable modeling basis for constructing the equipment system in tactical scenarios.
[0096] The equipment component editing refines the component types according to the functional dimension, covering dynamic drive (maneuver component), information acquisition (sensor component), electronic countermeasure (interference component), fire strike (kill and damage component), and communication control (communication equipment component). Through attribute parameterization and behavior interface standardization, good interconnectivity and reusability between components are ensured. The behavior components are designed around the task orientation, such as state machine logic control, task process triggering, and task execution feedback, to model the autonomous behavior and task response capabilities of combat units.
[0097] The system supports a two-layer assembly mechanism of component templates and entity templates. The component template assembly assembles the basic component models into complete middleware units through preset interface constraints and function fusion strategies; the entity template assembly takes the component template as the construction unit and completes the overall structure construction on the entity model to ensure that the platform-level equipment model has the characteristics of pluggable, replaceable, and extensible, supporting the configuration design and verification of high-complexity combat systems.
[0098] In terms of component / entity tree editing, the system provides a configurable structure management tool. The component tree is default generated automatically by the system according to function classification, and users can customize its hierarchical structure by modifying the configuration file to achieve organizational optimization for different combat tasks or model usage scenarios; the entity tree editing is completely open, allowing users to freely define the classification method according to the tactical unit, arms system, or combat formation logic, improving the adaptability and operation efficiency of model management.
[0099] As Figure 2 shown, a wargame model generation system provided by an embodiment of the present invention includes:
[0100] A disassembly module, used to disassemble real combat units or equipment into different parts according to the functional composition; during the decomposition process, based on the modeling idea of EEBI, the model content and related methods are abstracted from a high level, and the simulation content is attributed to three aspects: equipment entity, behavior, and interaction;
[0101] A modeling module, used to separately model the split smallest distinguishable units, and through object-oriented encapsulation technology, enable a complete mapping mechanism to be established between real objects and simulation objects;
[0102] A definition module, used to establish a hierarchical component architecture with a template core during the modeling process. From the definition of the object base class to the implementation of the simulation component, each layer of the structure realizes different functions of component-based modeling;
[0103] An adding module, used to add different functional components to the entity based on the entity model, drawing on the idea of "container", so that the entity has different capabilities, and studying the integration methods of entity models at different simulation levels.
[0104] Another object of the present invention is to provide a computer device, which includes a memory and a processor. The memory stores a computer program. When the computer program is executed by the processor, the processor is caused to execute the steps of the combat simulation model generation method.
[0105] Another object of the present invention is to provide a computer-readable storage medium storing a computer program. When the computer program is executed by a processor, the processor is caused to execute the steps of the combat simulation model generation method.
[0106] Another object of the present invention is to provide an information data processing terminal for implementing the combat simulation model generation system.
[0107] Specific implementation of the present invention:
[0108] The combat simulation model generation system adopts the component-based modeling idea. Decomposition, modeling, and assembly are the main steps of component-based modeling and are also necessary conditions for realizing the reusability and combinability of simulation models. First, real combat units or equipment are disassembled into different components according to their functional compositions. During the decomposition process, based on the modeling idea of EEBI (Extensible EBI), the model content and related methods are abstracted from a high level, and the simulation content is summarized into three aspects: equipment entities, behaviors, and interactions. Secondly, the smallest distinguishable units after disassembly are modeled separately. Through object-oriented encapsulation technology, a complete mapping mechanism can be established between real objects and simulation objects, making the description of model features and behavior capabilities more organized, easier to maintain and upgrade, and more in line with the modeling thinking of developers. During the modeling process, a hierarchical component architecture with a template core is established. From the definition of the object base class to the implementation of simulation components, each layer of the structure realizes different functions of component-based modeling. Finally, based on the entity model, drawing on the idea of a "container", different functional components (or equipment components) are added to the entity, enabling the entity to have different capabilities, and studying the integration methods of entity models at different simulation levels.
[0109] Adopting the component-based modeling idea, by splitting complex real objects into different components for separate modeling (as Figure 3 shown), the model development work becomes relatively simpler and more professional. Then, through the model assembly mechanism, the model assembly work is completed. The assembled entity template corresponds to real combat equipment. Finally, the entity template is deployed through scenario editing to form an entity. The simulation study of real equipment is completed in the scenario.
[0110] The simulation modeling process of the weapon and equipment system is divided into four steps: entity decomposition, simulation modeling, component model typing, and entity template assembly, as Figure 4As shown. ① Entity decomposition: Decompose the real entity and map it to the simulation model according to the application background, function and profession. ② Simulation modeling: The modeling result of the real equipment implemented by the model developer through the code, which is generally referred to as the model class in the DLL. ③ Component modeling: Create a component model instance, that is, a component template, based on the actual equipment parameters. Multiple component templates can be created for the same component model; different entity templates can be assembled from the same component template. ④ Entity template assembly: Based on the entity model, an entity template is formed by adding component templates. After the entity template is assembled, it can depict real combat equipment or units. The entity template is used for editing assumptions or plans.
[0111] This system provides entity assembly (model combination) function, which assembles entities and components developed with reference to standards, and provides component templates and entity template maintenance for models developed based on simulation engines and basic model frameworks, including template creation, modification, and deletion functions. The output of the model assembly tool is component templates and entity templates, which provide data input for the scenario editing of subsequent wargame simulations.
[0112] The main functions provided by the system include:
[0113] 1) Component model modeling: by configuring parameters, the component model is modeled into a specific component model;
[0114] 2) Physical template assembly: by assembling component models with different functions on the physical model, a physical template is formed to complete the mapping of real combat equipment and provide a deployable physical template for scenario production;
[0115] 3) Component template assembly, by modifying the configuration file configuration, constraining the ability to assemble components on the component, and realizing multi-granularity hybrid modeling;
[0116] 4) Classification management: according to different template types and model application requirements, entity templates, weapon templates, and behavior templates can be secondary classified;
[0117] 5) Provide quick retrieval function for models and templates;
[0118] 6) The component model structure is configurable. Users can configure the organizational structure of the component model tree according to their business and usage habits;
[0119] 7) The entity template tree category is configurable, and users can configure the classification method of entity templates according to their own business and usage habits;
[0120] 8) Damage determination: The damage value caused by the attacker to the attacked party in different situations is configured through the damage determination factor. The damage determination factor function is extensible;
[0121] 9) Provide data view, conveniently and quickly browse and edit the model and assembly status of the model in the library in the form of table;
[0122] 10) Provides a view of the blackboard properties involved in the selected state machine state or transition line.
[0123] This system is based on a component-based modeling framework and realizes the rapid generation and assembly of model instances through configuration-driven methods. In the process of component model modeling, the system uses the metamodel as the core and configures the component model through parameterized description, so that the general component model is derived into a specific model according to different tactical indicators and functional requirements. This mechanism supports the configurable expression of subsystems such as sensors, fire control systems, and propulsion modules, improving the model's adaptability and reuse rate.
[0124] During the entity template construction phase, the system provides a multi-level component assembly mechanism that supports the integration of component models with complementary functions into a unified entity model according to preset interface constraints. Through the structural mapping of the entity template and the combat platform, a digital twin corresponding to the real equipment is formed for deployment and task scheduling in the simulation scenario. The component template assembly further defines the assembly constraints between components through the configuration file, realizes the hybrid granularity modeling capability from single component to multiple components, and supports the construction requirements of highly complex combat platforms.
[0125] The system supports the classification and configurable structure management of templates and models. Users can customize the classification management of entity templates, weapon templates and behavior templates according to combat types, platform functions or training requirements, and freely build component model trees and entity template trees in combination with tree-like organizational structures, effectively improving model call efficiency and maintenance convenience. At the same time, it provides a fast search function based on keyword indexing and attribute filtering mechanisms to achieve efficient positioning of large-scale template data in the model library.
[0126] In terms of simulation interaction and decision support, the system integrates a damage decision mechanism, which can configure multi-dimensional damage parameters through decision factors, such as hit probability, damage level, environmental correction factor, etc., to achieve quantitative judgment of damage results in attack-defense events. Users can also query the blackboard properties associated with a state or transition line through the state machine visualization interface, assist in debugging behavioral models and combat logic, and ensure that the physical model has the ability to respond and evolve accurately in the simulation scenario.
[0127] System components: Figure 5 shown.
[0128] 1) Model configuration
[0129] It includes entity template editing and component model editing. Component models are mainly divided into equipment component models, behavior component models, and auxiliary component models. Model configuration mainly instantiates entities and various component models, including functions such as new creation, editing, querying, copying, and deletion.
[0130] 2) Template assembly
[0131] It mainly completes the assembly and management of entity and component templates according to the modeling requirements, including new creation, editing, querying, copying, assembly, and deletion of entity templates and component templates. At the same time, the component / entity tree can be independently configured, and the component types and component quantities that entities or components can be assembled with are restricted through configuration files.
[0132] 3) Auxiliary functions
[0133] Auxiliary functions include model classification, data view, adjudication management, and attribute interaction.
[0134] Model classification: For different template types and model application requirements, and to facilitate the screening of templates during adjudication management and mission planning, entity templates, weapon templates, and component templates can be classified again;
[0135] Data view: Template data is stored in file form, facilitating multi-terminal data sharing and transfer; through the data view, all attributes of the entities of the concerned type can be viewed in tabular form;
[0136] Adjudication management: Provides damage adjudication management, providing users with flexible damage configuration strategies; Category management: Used to adjust the category of entities;
[0137] Attribute interaction: For entities or component templates assembled with state machine components, the interaction relationship between internal data of the state machine can be viewed through the attribute interaction function.
[0138] (1) Model configuration function
[0139] 1) Entity template editing
[0140] By assembling component models with different functions on the entity model, an entity template is formed to complete the mapping of real combat equipment, providing a deployable entity template for scenario creation.
[0141] 2) Equipment component editing
[0142] Equipment components mainly include mobile components, sensor components, communication equipment components, interference components, killing components, damage components, data processing components, weapon system components, etc.
[0143] 3) Behavior component editing
[0144] The behavior components include various task capabilities, such as command task capabilities, state machine components, air warning and patrol tasks, etc.
[0145] 4) Auxiliary component editing
[0146] The auxiliary components mainly include ammunition, weapon rules, weapon configurations, etc.
[0147] The business process of the model configuration module is as Figure 6 shown
[0148] (2) Template assembly function
[0149] 1) Component template assembly
[0150] By assembling component models with different functions, a component template is formed for entity use.
[0151] 2) Entity template assembly
[0152] Entity assembly, by assembling different functional component templates on the entity model, forms an entity template, completes the mapping of real combat equipment, and provides a deployable entity template for scenario production.
[0153] 3) Component / entity tree editing
[0154] The system default constructs a component tree, but it can be modified by changing the configuration file. The entity tree is freely customized by the user according to their own usage habits.
[0155] Supports component tree editing. The platform default constructs a component tree structure, and the component tree structure can be adjusted by changing the configuration file;
[0156] Supports free customization of the entity tree. By adding entity class names, the entity tree is completed;
[0157] Supports deleting entity tree nodes. Delete the useless entity tree nodes and automatically place the entities under this classification into the unclassified;
[0158] Supports changing the names of entity tree nodes.
[0159] The entity template assembly process is as Figure 7 shown.
[0160] (3) Auxiliary functions
[0161] 1) Model classification
[0162] For different template types and model application requirements, and to facilitate screening templates during adjudication management and mission planning, secondary classification can be performed on entity templates, weapon templates, and component templates.
[0163] 2) Data view
[0164] The template data is stored in the form of files, facilitating data sharing and transfer across multiple terminals; through the data view, all attributes of the type entities of interest can be viewed in tabular form.
[0165] 3) Damage adjudication management
[0166] Provide damage adjudication management, offering users flexible damage configuration strategies; category management: used to adjust the categories of entities.
[0167] The mechanism of damage adjudication is third-party adjudication. Multiple adjudication models can be developed and configured to adjudicate different types of damage respectively. During runtime, the engine forwards the adjudication requirements to the adjudication models for judgment and returns the results. The adjudication models also support parametric configuration and, as third-party models, are shared by all parties in the confrontation.
[0168] Damage adjudication list management manages multiple configured adjudication instances in the form of a list. Users can add, delete, and edit each adjudication instance, and during the simulation run, inquiries and calls are also made in the order of the list.
[0169] Support for editing adjudication instances. Each adjudication instance includes the class name of the adjudication model, instance name, and description. Users can set the adjudication rule data.
[0170] Support for editing adjudication parameters. Call the parameter configuration interface of the adjudication model to configure instance parameters. Typical parameters include the attacker, the attacked party, and the damage probability, where the attacker and the attacked party consist of a set of specific models or classifications.
[0171] Support for deleting adjudication instances to delete invalid adjudication instances.
[0172] Support for exporting adjudication instances to export adjudication instance information in XML file format or binary file format.
[0173] Support for importing adjudication instances to import adjudication instance information in XML file format or binary file format into the current platform.
[0174] 4) Attribute interaction
[0175] For entities or component templates assembled with state machine components, the interaction relationship between the internal data of the state machine can be viewed through the attribute interaction function.
[0176] The war game model generation method of the present invention is widely used in the military field, including war game deduction, equipment performance evaluation, virtual training systems, etc. By decomposing complex combat units into three parts: equipment entities, behaviors, and interactions, it can support combat simulations at multiple levels from tactics to strategy, helping to optimize command decisions and resource allocation. At the same time, this method is also applicable to national defense research, for weapon system R & D and complex battlefield system analysis. In addition, this method also has important applications in the field of emergency management, and can be used to construct disaster emergency management models, anti-terrorism operation simulations and other scenarios, providing technical support for public safety and resource allocation.
[0177] Through object-oriented component-based modeling and dynamic adaptability design, the present invention can achieve high-precision and modular model generation. Tests show that for the war game model generated based on this method, the error between its simulation results and actual equipment performance data is less than 5%, verifying the high reliability of the modeling. In a certain war game deduction system, the component-based design shortens the model construction time by 30% and increases the module reuse rate by 50%, significantly reducing the development cost and demonstrating the technical advantages of multi-level simulation and efficient development.
[0178] The present invention shows excellent performance in dynamic adaptability and can adjust component configurations in real time according to changes in the simulation scenario. Test results show that this method can dynamically load or unload functional components, and the model adaptability test coverage rate exceeds 95%, meeting the requirements of complex battlefield environments and multi-task needs. At the same time, by optimizing the simulation algorithm and component interface design, the model operation efficiency is increased by 20% and the simulation scale is expanded by 25%, significantly improving the system flexibility and scalability.
[0179] Compared with traditional war game model generation methods, the present invention significantly shortens the development cycle, reduces the development time by 40%, and increases the cross-domain applicability by 20%. In practical applications, the model based on this method has successfully simulated complex combat environments and optimized various combat plans; in equipment performance evaluation, it has accurately identified the performance bottlenecks of equipment in extreme environments, providing a scientific basis for design improvement. These results fully demonstrate that the present invention has outstanding technical value and broad application prospects in the military, scientific research, and emergency management fields.
[0180] It should be noted that the embodiments of the present invention can be implemented by hardware, software, or a combination of software and hardware. The hardware part can be implemented using dedicated logic; the software part can be stored in a memory and executed by an appropriate instruction execution system, such as a microprocessor or dedicated designed hardware. Those of ordinary skill in the art can understand that the above devices and methods can be implemented using computer-executable instructions and / or included in processor control code, for example, such code is provided on a carrier medium such as a disk, CD, or DVD-ROM, a programmable memory such as read-only memory (firmware), or a data carrier such as an optical or electronic signal carrier. The devices and modules of the present invention can be implemented by hardware circuits of programmable hardware devices such as very large scale integrated circuits or gate arrays, semiconductors such as logic chips, transistors, etc., or field programmable gate arrays, programmable logic devices, etc., can also be implemented by software executed by various types of processors, or can be implemented by a combination of the above hardware circuits and software such as firmware.
[0181] As described above, the above are only specific embodiments of the present invention, but the protection scope of the present invention is not limited thereto. Any person skilled in the art within the technical scope disclosed by the present invention, any modifications, equivalent replacements, and improvements made within the spirit and principle of the present invention should be covered by the protection scope of the present invention.
Claims
1. A method for generating a wargame model, characterized in that, The wargame model generation method includes the following steps: Step 1: Decompose real combat units or equipment into different components according to their functional compositions. During the decomposition process, based on the modeling idea of EEBI, abstract the model content and related methods from a high level, and classify the simulation content into three aspects: equipment entities, behaviors, and interactions; Step 2: Model the separated minimum distinguishable units respectively. Through object-oriented encapsulation technology, establish a complete mapping mechanism between real objects and simulation objects; Step 3: During the modeling process, establish a hierarchical component architecture with templates as the core. From the definition of the object base class to the implementation of simulation components, each layer of the structure realizes different functions of component-based modeling; Step 4: Based on the entity model, draw on the idea of "container", add different functional components to the entity to enable the entity to have different capabilities, and study the integration methods of entity models at different simulation levels.
2. The wargame model generation method according to claim 1, wherein The component-based modeling method is as follows: By decomposing complex real objects into different components for separate modeling, the model development work becomes relatively simplified and specialized. Then, complete the assembly work of the model through the model assembly mechanism. The assembled entity template corresponds to real combat equipment. Finally, form an entity by editing and deploying the entity template in the scenario. Complete the simulation research on real equipment in the scenario.
3. The wargame model generation method according to claim 1, wherein, The simulation method is as follows: The simulation modeling process of the weapon and equipment system is divided into four steps: entity decomposition, simulation modeling, component model typing, and entity template assembly; ① Entity decomposition: Decompose real entities and map simulation models according to the application background, function, and specialty; ② Simulation modeling: The modeling results of real equipment implemented by model developers through code, that is, the model classes in the DLL, so to speak; ③ Component model typing: Create component model instances, that is, component templates, according to actual equipment parameters. For the same component model, multiple component templates can be created; The same component template can be assembled into different entity templates; ④ Entity template assembly: Based on the entity model, form an entity template by adding component templates; after the entity template assembly is completed, real combat equipment or units can be characterized, and the entity template is used for scenario editing or plan making.
4. The wargame model generation method according to claim 1, characterized in that The configuration of the model: 1) Entity template editing By assembling component models with different functions on the entity model, form an entity template to complete the mapping of real combat equipment, and provide a deployable entity template for scenario production; 2) Equipment component editing Equipment components mainly include mobile components, sensor components, communication equipment components, interference components, killing components, damage components, data processing components, and weapon system components; 3) Behavior component editing Behavior components include various task capabilities, such as command task capabilities, state machine components, and air warning and patrol tasks; 4) Auxiliary component editing Auxiliary components mainly include ammunition, weapon rules, and weapon configurations.
5. The war game model generation method according to claim 1, wherein The assembly function of the template: 1) Component template assembly By assembling component models with different functions, form a component template for entity use; 2) Entity template assembly Entity assembly, by assembling component templates with different functions on the entity model to form an entity template, completes the mapping of real combat equipment, and provides a deployable entity template for scenario production; 3) Component / entity tree editing.
6. The war game model generation method according to claim 5, characterized in that The component / entity tree editing: The system default constructs a component tree, but it can be modified by modifying the configuration file; the entity tree is freely customized by the user according to their usage habits.
7. A war game model generation system for implementing the war game model generation method according to any one of claims 1-6, characterized in that, The wargame model generation system includes: A disassembly module, which is used to disassemble real combat units or equipment into different components according to their functional compositions; during the disassembly process, based on the modeling idea of EEBI, the model content and related methods are abstracted from a high level, and the simulation content is summarized into three aspects: equipment entities, behaviors, and interactions; A modeling module, which is used to separately model the smallest distinguishable units after disassembly, and through object-oriented encapsulation technology, enables a complete mapping mechanism to be established between real objects and simulation objects; A definition module, which is used to establish a hierarchical component architecture with a template as the core during the modeling process, and from the definition of the object base class to the implementation of the simulation components, each layer of structure realizes different functions of component-based modeling; An addition module, which is used to add different functional components to the entity based on the entity model, drawing on the idea of "container", so that the entity has different capabilities, and studies the integration method of entity models at different simulation levels.
8. A computer device, characterized in that, The computer device includes a memory and a processor. When the computer program stored in the memory is executed by the processor, the processor executes the steps of the wargame model generation method according to any one of claims 1-6.
9. A computer-readable storage medium stores a computer program. When the computer program is executed by a processor, the processor executes the steps of the wargame model generation method according to any one of claims 1-6.
10. An information data processing terminal, characterized in that, The information data processing terminal is used to implement the wargame model generation system according to claim 7.