Wargame deduction system based on cross-scale map
By adopting cross-scale maps and hierarchical architectures in the wargame deduction system, the fuzzy details and computational burden problems of existing systems when deducing under different levels of maps are solved, and efficient multi-scale map characterization and equipment model description are realized, supporting different Level of war chess deduction tasks reduce work burden and hardware requirements.
Patent Information
- Application Number
- CN202411290650.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-14
- Publication Date
- 2025-02-21
AI Technical Summary
The existing wargame deduction system is blurred when deducing under high-level large-scale maps. Too many operators during deduction under low-level small-scale maps lead to excessive burden of model rendering and judgment calculations, and model transmission between systems of different levels is required. Artificial task decomposition and equipment characteristics construction have increased work burden.
Using a wargame deduction system based on cross-scale maps, through the hierarchical architecture of the resource layer, service layer and application layer, the cross-scale map construction module and equipment model representation module are used to realize multi-scale representation of map data and digital description of equipment models. Supports a mix of dense and sparse hexagonal meshes to reduce the computation and rendering burden.
While meeting the detailed expression of terrain and operator model, the number of nodes and running memory space required for map construction is reduced, the hardware requirements of the deduction system are reduced, and the war game deduction tasks of different levels are supported in the same system, avoiding the Steps of artificial task decomposition and model delivery.
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Figure CN119494190A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a war game simulation system, in particular to a war game simulation system based on a cross-scale map. Background Art
[0002] This section merely provides background information related to the present disclosure and is not necessarily prior art.
[0003] The war game simulation system edits the simulation map according to the assumptions and presents the participants with realistic combat missions. Through human-computer interaction, the combat capabilities of the participants are fully reflected in the simulation, and the behavior response of the war game is generated based on the operator judgment evaluation method, which promotes the war game simulation until the goal is achieved and the simulation is ended. The war game simulation system has the following significance: ① Simulate the tactical arrangements of commanders, save the cost of real exercises, and train the commanders' ability to strategize; ② For specific mission scenarios, test the rationality of equipment system planning, reduce redundant equipment, enhance the strength of core equipment, increase the probability of mission completion, and reduce risks; ③ War game simulation systems at different levels cover a variety of simulation needs in a multi-dimensional and all-round vertical manner.
[0004] If a high-level wargame simulation system is used to simulate on a large-scale map, it will cause problems such as fuzzy representation of details and unclear reference to regional boundaries; if a low-level wargame simulation system is used to simulate on a small-scale map, the model rendering and judgment calculation burden will be increased due to too many operators. Therefore, in order to ensure the credibility of the wargame simulation results, different levels of wargame simulation systems need to be built for the same task scenario to conduct all-round wargame simulation. In a higher-level wargame simulation system, operator characteristics and attributes are often based on the results of lower-level wargame simulation calculations to achieve the transfer of models between wargame simulation systems at different levels. However, building wargame simulation systems at different levels requires a lot of repeated and redundant creation work. In addition, due to the changes in map scale, the model transfer between different levels of wargame simulations requires manual task decomposition and construction of equipment characteristic models, which increases the workload of participants.
[0005] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute the prior art known to ordinary technicians in the field. Summary of the invention
[0006] Purpose of the invention: The technical problem to be solved by the present invention is to provide a war game simulation system based on cross-scale maps in view of the shortcomings of the prior art.
[0007] In order to solve the above technical problems, the present invention discloses a war game simulation system based on a cross-scale map, the system comprising:
[0008] Resource layer, service layer and application layer, among which,
[0009] The resource layer includes: map data, equipment performance data, equipment model status and random number list, wherein the map data is used to provide to the service layer for cross-scale map construction; the equipment performance data and the equipment model status are basic data of the equipment model characterization module in the service layer; the random number list is a random array data required for the adjudication and evaluation function in the service layer;
[0010] The service layer includes: a cross-scale map construction module, an equipment model characterization module, an engagement behavior rule, a ruling evaluation module and a parameter modification module, wherein the cross-scale map construction module and the equipment model characterization module provide basic data for the application layer to render; the cross-scale map construction module is used to construct a cross-scale map, simulate the terrain environment, and establish the data on the influence of the terrain on the equipment in the system; the equipment model characterization module is used to characterize each equipment model in the war game simulation system and digitally describe its performance indicators; the engagement behavior rule is used to define the behavior rules of each unit in the war game simulation system and determine the mode and probability of mutual influence between operators in the system; the ruling evaluation module is used to judge and evaluate the behavior in the war game simulation system and determine the probability of success of the behavior; the parameter modification module is used to modify the equipment performance data and add, delete, modify and check operators of equipment of the same type and different models;
[0011] The application layer includes: a rendering module and an interaction function, wherein the rendering module presents the cross-scale map and operator layout in the war game simulation system to the operator based on computer graphics; the interaction function is used to obtain the operator's deployment command in a human-computer interactive manner.
[0012] Furthermore, the specific steps of the war game simulation system for simulation are as follows:
[0013] Step 1, loading the scenario, establishing the simulation target, constructing a cross-scale map based on the map data according to the mission scenario, establishing an operator model for characterizing the equipment model according to the equipment performance data and the equipment model status, and arranging each operator at a corresponding position in the cross-scale map;
[0014] Step 2: Conduct a war game simulation. The operator deploys the strategy in the war game simulation system through human-computer interaction according to the rules, and triggers the corresponding operator to respond. The evaluation module determines whether the operator generates corresponding behavior by using the random number list, and updates the operator layout according to the combat behavior rules.
[0015] Step 3: Determine whether the deduction goal is achieved based on the layout of the operators. If so, end the deduction; otherwise, return to step 1.
[0016] Further, the loading scenario described in step 1 is as follows:
[0017] Step 1-1, establish the goal and define the conditions for the end of the game, so that the achievement of the game goal marks the end of the war game;
[0018] Step 1-2, construct a cross-scale map;
[0019] Step 1-3, establishing an operator model, constructing an operator based on the equipment performance data and the equipment model state, for characterizing the equipment model in the war game simulation system;
[0020] Step 1-4: Initially layout the operators based on the cross-scale map.
[0021] Further, the specific steps of the war game simulation described in step 2 are as follows:
[0022] Step 2-1, the operator inputs the operator's behavior plan through human-computer interaction according to the rules;
[0023] Step 2-2, the judgment evaluation module uses a preset judgment evaluation method to determine whether the behavior plan of each operator is effective;
[0024] Step 2-3: If it is not effective, return to step 2-2 and continue iterating until the behavior takes effect, otherwise go to step 2-4;
[0025] Step 2-4, generate the behavior results of each operator according to the preset rules, act on the relevant operators and update their layout.
[0026] Furthermore, the construction of the cross-scale map described in step 1-2 specifically includes:
[0027] Step 1-2-1, establish a sparse hexagonal representation map;
[0028] Step 1-2-2, calculating the change value of each node based on the terrain diversity index and the terrain morphology index;
[0029] Step 1-2-3, through the graphics filter method, the change value of each node is weighted, and the change value of each hexagon is calculated. The hexagons with a change value greater than or equal to the change threshold are represented by a micro hexagonal grid, otherwise they are represented by a macro hexagonal grid.
[0030] Furthermore, the terrain diversity index described in step 1-2-2 is calculated as follows:
[0031]
[0032] Where TDI is the terrain diversity index, S is the number of terrain categories, and p i is the proportion of the ith terrain type in the total study area.
[0033] Furthermore, the terrain morphology index described in step 1-2-2 is calculated as follows:
[0034]
[0035] Where TWI is the topographic morphological index, α is the watershed area, and θ is the local slope.
[0036] Furthermore, the specific method for calculating the change value of each node described in step 1-2-2 is as follows:
[0037] Sen 节点 =w1TDI+w2TWI
[0038] Among them, Sen 节点 is the node change value, w1 and w2 are the weighting factors of terrain diversity index and terrain morphology index.
[0039] Furthermore, the calculation described in step 1-2-3 obtains the change value of each hexagon, and the specific method is as follows:
[0040]
[0041] Among them, Sen 六边形 is the hexagon change value, w j represents the weight coefficient of the jth node, Sen j Represents the change value of the jth node.
[0042] Further, the characterization using a microscopic hexagonal grid described in step 1-2-3 specifically includes:
[0043] The selected macro hexagon is divided and constructed into micro hexagons for local refinement. The specific method is as follows:
[0044] Assume that the center coordinates of the macro hexagon are (x0, y0) and the side length is l, then the coordinates N of each node of the macro hexagon are i It is expressed as follows:
[0045]
[0046] N2(x0+l,y0)
[0047]
[0048] N5(x0-l,y0)
[0049] Assume that the side length of the microscopic hexagon is Then the coordinates of the central microscopic hexagonal node N i ' means as follows:
[0050]
[0051]
[0052] Taking the central microscopic hexagon as the starting point, the microscopic hexagonal grid is divided longitudinally, and its center point is the longitudinal coordinate y0 of the center point of the macroscopic hexagon. The horizontal axis remains unchanged;
[0053] Taking the central microscopic hexagon as the starting point, move diagonally to divide the microscopic hexagonal grid, whose center point is the ordinate x0 of the center point of the macroscopic hexagon. The vertical coordinate y0 of the center point of the macro hexagon moves
[0054] Where n represents the number of mobile micro-grids;
[0055] According to the above method, a microscopic hexagonal grid is divided in the macroscopic hexagon, and the microscopic hexagonal grid is used for characterization.
[0056] Beneficial effects:
[0057] (1) The present invention supports the use of dense hexagonal grids to represent models in map details, which ensures that the multi-scale map-based war game simulation system can meet the requirements of terrain, operator and other models in terms of details under the premise of certain rendering and simulation operations. In map details, such as man-made buildings and the intersection of regional changes, in the relevant hexagonal grids, Figure 4 The schematic form is filled with a certain number of micro-grids to capture the terrain characteristics.
[0058] (2) The present invention supports the use of sparse hexagonal grids to represent models in areas where the map terrain remains unchanged, saving the computational costs of visual rendering and deduction operations, and reducing the hardware requirements of the deduction system. The terrain is segmented and mapped using sparse hexagonal grids, and the wargame is represented using operator models with larger granularity on such grids. In areas where the terrain does not change much, such as plains and water areas, the sparse hexagonal grid is maintained to achieve the purpose of saving resources required for computing and rendering.
[0059] (3) The present invention supports the completion of wargame tasks of different levels in the same wargame system, avoiding manual task decomposition and model transfer in multi-level wargames. In order to complete wargame tasks with finer granularity, the involved areas are represented by denser hexagonal map grids, and the models representing the equipment system can also be refined and decomposed along with the map, and the corresponding tasks are deployed, and the simulation results are directly reflected in the coarser hexagonal map, without the need for manual transplantation from low-level wargame systems to high-level systems. Conversely, scattered equipment models on dense hexagonal grids can also be integrated into models representing equipment systems by grouping. BRIEF DESCRIPTION OF THE DRAWINGS
[0060] The present invention will be further described in detail below in conjunction with the accompanying drawings and specific embodiments, and the above and / or other advantages of the present invention will become more clear.
[0061] Figure 1 Schematic diagram of the system architecture of the present invention.
[0062] Figure 2 This is the overall schematic diagram of the war game simulation system.
[0063] Figure 3 This is a diagram of the war game simulation process.
[0064] Figure 4 This is a schematic diagram of the components of a war game simulation system.
[0065] Figure 5 Schematic diagram of a cross-scale hexagonal grid.
[0066] Figure 6 Schematic diagram of node coordinate calculation.
[0067] Figure 7 for Figure 2 A partial enlarged view of part 11.
[0068] Figure 8 for Figure 2 A partial enlarged view of part 21.
[0069] Fig. 9 for Figure 2 A partial enlarged view of part 31.
[0070] Fig.10 for Figure 2 A partial enlarged view of part 12.
[0071] Fig.11 for Figure 2 A partial enlarged view of part 22.
[0072] Fig.12 for Figure 2A partial enlarged view of part 32.
[0073] Fig.13 for Figure 2 A partial enlarged view of part 13.
[0074] Fig.14 for Figure 2 A partial enlarged view of part 23.
[0075] Fig.15 for Figure 2 A partial enlarged view of part 33. DETAILED DESCRIPTION
[0076] The present invention provides a war game simulation system based on a cross-scale map, including a resource layer, a service layer and an application layer. The resource layer includes map data, equipment performance data, equipment model status and a random number list. The service layer includes cross-scale map construction, equipment model representation, engagement behavior rules, adjudication evaluation function and parameter modification function. The application layer includes rendering and interaction functions. The map data of the resource layer is used for the cross-scale map construction function of the service layer; the equipment performance data and the equipment model status are the basic data of the equipment model of the service layer; the random number list is the random array data required for the adjudication evaluation function of the service layer. The cross-scale map construction and the equipment model representation of the service layer are the basic data required for the rendering of the application layer. The rendering of the application layer is a function based on computer graphics to show the layout of the cross-scale map and operators to the software operator; the interaction function is specifically a human-computer interaction method such as typing and mouse.
[0077] The system includes the following steps:
[0078] Step 1: Load the scenario, establish the simulation goal, build a cross-scale map based on the map data according to the mission scenario, establish an operator model to represent the equipment force based on the equipment performance data and equipment status of the red and blue sides, and layout it in the corresponding position in the cross-scale map;
[0079] Step 1-1, establish the goal and define the conditions for the end of the game. Achieving the goal is the sign of the end of the war game.
[0080] Step 1-2, cross-scale map construction, based on the landform distribution characteristics, the details with large local terrain changes are represented by micro hexagonal grids, and the areas with small local terrain changes are represented by macro hexagonal grids;
[0081] Step 1-3, layout and deployment of operators based on the cross-scale map, where the operators are virtualized manifestations of physical equipment in the war game simulation system.
[0082] The assumptions described in step 1 are factors such as the time, location, cause, and extent of the event. The mission scenario and the current equipment and strength differences between the red and blue sides are described in detail to the participants, and the trend of the war game is controlled. The background and current form of the mission scenario should be detailed enough for the participants to understand. The most important thing in the assumption is the goal. Participants need to use their own resources to achieve the goal in an orderly confrontation to prove the effectiveness of the war game.
[0083] In step 1-2, the cross-scale map construction can be done by dividing the selected macro hexagon into several micro hexagons to achieve the purpose of local refinement. In the construction of micro hexagons, the coordinate calculation method is as follows: assuming that the center coordinate of the hexagon is (x0, y0) and the side length of the hexagon is l, then according to the geometric theorem, the coordinates of each node are and N5(x0-l,y0). The side length of the microscopic hexagon is Then the coordinates of the central microscopic hexagonal node are and The center point of the vertical grid can be regarded as the y0 movement The center point of the grid diagonally upward can be regarded as x0 moving y0Move n represents the number of mobile micro-grids, and the same can be used to infer the coordinates of all nodes in the graph.
[0084] Step 2: Participants conduct deductions according to the wargame rule set, deploy strategies in the deduction system through human-computer interaction such as mouse and keyboard, trigger corresponding operator responses, use the judgment evaluation method based on random number tables to determine whether corresponding behaviors are generated, and use the behaviors to update the layout of equipment status operators according to the wargame rule set;
[0085] Step 2-1: Participants input corresponding behaviors through the red and blue operators in human-computer interaction according to the rules of the war game;
[0086] Step 2-2: Determine whether the action is effective through the ruling evaluation method;
[0087] Step 2-3: If it is not effective, return to step 2-2 and continue iterating until the behavior is effective;
[0088] Step 2-4, if effective, generates behavioral results according to the game rules, acting on related operators to change their layout.
[0089] The participants described in step 2-1 are trained personnel for the implementation of tactics and strategies for the war game system. They are the initiators of behaviors and decisions during the game process, and participate in the game by interacting with the system through mouse and keyboard. Participants must be fully motivated to interact with other participants in the game process to achieve their own mission objectives. The war game rule set is the method that participants rely on in the game, which defines the order of the operators of the red and blue sides of the war game, the order of events, the influence between operators, and the possible behaviors and reactions. The war game rule set must ensure that both the red and blue sides have the opportunity to achieve victory. The war game rule set must have the ability to estimate the consumption supply of different operator behaviors.
[0090] The adjudication and evaluation method described in step 2-2 is a method for adjudicating the results of human-computer interaction. It uses a mathematical function pre-defined based on probability statistics to determine whether the behavior is successful. The difference from the war game rule set is that the war game rule set determines the way and timing of interaction between operators, while the adjudication and evaluation method determines the degree or amount of the interaction. The adjudication and evaluation method is to assign probabilities to the event results according to the predefined list of events that may occur due to the interaction in the war game rule set, and select from the results based on the probabilities.
[0091] Step 3: Determine whether the simulation goal is achieved based on the layout of the operators. If the end condition is met, end the simulation; otherwise, return to steps 1-3.
[0092] Example:
[0093] like Figure 1 As shown, in a specific embodiment, the architecture of the war game simulation system is a resource layer, a service layer and an application layer. The resource layer includes map data, equipment performance data, equipment model status and a random number list. The service layer includes cross-scale map construction, equipment model representation, engagement behavior rules, adjudication evaluation function and parameter modification function. The application layer includes rendering and interaction functions. The map data of the resource layer is used for the cross-scale map construction function of the service layer; the equipment performance data and the equipment model status are the basic data of the equipment model of the service layer; the random number list is the random array data required for the adjudication evaluation function of the service layer. The cross-scale map construction and the equipment model representation of the service layer are the basic data required for the rendering of the application layer. The rendering of the application layer is a function based on computer graphics to show the layout of the cross-scale map and operators to the software operator, and the interaction function of the application layer is specifically a human-computer interaction method such as typing and mouse.
[0094] like Figure 2As shown in the figure, the war game simulation system can compress the data resources required for map construction while ensuring the local details of the map by constructing cross-scale maps, improve construction efficiency, improve the ambiguity of map design, and reduce the burden of visual rendering, adjudication calculations, etc. caused by large maps and too much content to be displayed during the simulation process. Figure 2 The first column (see Figure 7 , Figure 8 and Fig. 9 ) are maps of different scales. The one above is a traditional map with dense hexagons that digitally describe the battlefield environment and the red and blue sides. Although the description is clear, the excessive number of hexagonal grids and nodes will cause a heavy calculation and rendering burden. Figure 2 The second column (see Fig.10 , Fig.11 and Fig.12 ) is a digital description of the battlefield environment and the red and blue sides using sparse hexagons in traditional maps. Although the number of grids and nodes has been reduced, the digital description is relatively vague, and there are even places where the digital description of water areas is interrupted. The war game simulation system will mistakenly believe that the operators representing ground equipment can pass directly, resulting in an erroneous simulation process. Figure 2 The last column (see Fig.13 , Fig.14 and Fig.15 ) is a digital description of the battlefield environment and the red and blue sides by a cross-scale map. The number of grids and nodes is within a reasonable range, and the description is relatively clear. Its deduction trend is roughly the same as the dense hexagons of traditional maps. The second column is the layout of the operator. After human participation in the deduction process, the action response is triggered according to the rules of engagement, thereby updating the layout of the operator and judging whether the deduction goal has been achieved.
[0095] A war game simulation system based on cross-scale maps, the process is as follows Figure 3 shown.
[0096] The first step is to load the scenario, establish the simulation goal, build a cross-scale map based on the map data according to the mission scenario, establish an operator model to represent the equipment power based on the equipment performance data and equipment status of the red and blue sides, and arrange it in the corresponding position in the cross-scale map; the scenario, such as Figure 4 The time, place, cause and extent of the event are shown, and the task scenario and the current equipment and strength differences between the red and blue sides are described in detail to the participants, controlling the trend of the war game. The background and current form of the task scenario should be detailed enough for the participants to understand. The most important thing in the scenario is the goal. Participants need to use their own resources to achieve the goal in an orderly confrontation to prove the effectiveness of the war game. The scenario specifies the goal of the war game, making the war game more realistic.
[0097] (1) Establishing goals: Establishing goals is to define the conditions for the end of the game, and achieving goals is the sign of the end of the war game.
[0098] (2) Cross-scale map construction: Based on the characteristics of landform distribution, microscopic hexagonal grids are used to represent details with large local terrain changes, and macroscopic hexagonal grids are used to represent areas with small local terrain changes. Figure 5 As shown in , the selected macro hexagon can be divided into several micro hexagons to achieve the purpose of local refinement. The coordinate calculation method in constructing the micro hexagon is as follows: Figure 6 As shown in the figure, assuming that the coordinates of the center of the hexagon are (x0, y0) and the side length of the hexagon is l, then according to the geometric theorem, the coordinates of each node are and N5(x0-l,y0). The side length of the microscopic hexagon is Then the coordinates of the central microscopic hexagonal node are and The center point of the vertical grid can be regarded as the y0 movement The center point of the grid diagonally upward can be regarded as x0 moving y0Move n represents the number of mobile micro-grids, and the coordinates of all nodes in the figure can be deduced by analogy. i The coordinates can be recorded as (x0+xl,y0+yl), where i∈[0,5], and x and y can be obtained by equations (1) and (2).
[0099]
[0100]
[0101] In formula (1) and formula (2), ε x is the symbol coefficient index of the horizontal coordinate x, ε y is the symbolic coefficient index of the ordinate y, δ x is the numerical coefficient of the horizontal coordinate x, δ y is the numerical coefficient of the ordinate y, and its calculation method is as given in formula (3), formula (4), formula (5) and formula (6), where i is the node sequence number:
[0102]
[0103] like Figure 2As shown in the figure, the clarity of the assumptions in the traditional single-scale map depends entirely on the density of the hexagons. The denser the hexagons, the clearer the assumptions, but the more nodes are generated. When rendering the map, the double floating-point data generated by a large number of node coordinates needs to be stored in the running memory, and even the operation may be stuck, affecting the use of war game participants. On the contrary, the sparser the hexagons, the more ambiguous the assumptions are, and even some boundary nodes may have attribute disputes or even representation errors, but the amount of data required to render the map is less. Table 1 shows the functional performance differences between traditional single-scale and cross-scale maps. The map composed of dense hexagons has a clearer assumption, but the number of nodes generated is the largest, reaching 2420 nodes. Therefore, if the double-precision data type is used when rendering, the running memory will occupy 38720 bytes of space to store coordinate data, which is suitable for lower-level war game systems. The number of nodes generated by the map composed of sparse hexagons is limited, only 200 nodes, occupying 3200 bytes of running memory, but the assumptions are vague, especially at the boundaries of the terrain. The grid map has a large error with the actual environment, and the attributes are controversial. It is suitable for higher-level war game systems. The cross-scale map is represented by dense hexagons in the local area with complex terrain, and sparse hexagons in the large area with flat terrain. While satisfying the clear description of map details, it reduces the nodes required for map construction and saves running memory space. As shown in Table 1, the number of nodes is 1156, occupying 18496 bytes of memory space. In the war game system map, the highway is represented by a denser hexagonal grid, which is clearer than the single-scale dense hexagon. The river and grassland boundaries are represented by dense hexagonal grids, which are roughly the same as the single-scale dense hexagon. The number of nodes and the size of the running space occupied are reduced by 52.2%.
[0104] Table 1 Comparison of the functional performance differences between traditional single-scale and cross-scale maps
[0105]
[0106]
[0107] (3) Operators are deployed based on cross-scale maps. The operators are virtualized representations of physical equipment in the war game simulation system.
[0108] In the second step, participants conduct deductions according to the wargame rule set, deploy strategies in the deduction system through human-computer interaction such as mouse and keyboard, trigger corresponding operator responses, use the judgment evaluation method based on random number tables to determine whether corresponding behaviors are generated, and use the behaviors to update the layout of equipment status operators according to the wargame rule set;
[0109] (1) Participants follow the rules of the game and input corresponding actions through the red and blue operators of human-computer interaction. Figure 4 The figure shows the tactical and strategic implementation trainees for the war game system. During the war game, their knowledge and technical literacy determine their behavior and decision-making during the game. Participants need to be fully motivated to interact with other participants during the game to achieve their own mission goals. The war game rule set, such as Figure 4 The following table shows the methods that participants rely on in the game, defining the order of the operators of the red and blue sides of the game, the order of events, the influence between operators, and the possible behaviors and reactions. The game rule set must ensure that both the red and blue sides have a chance to win. The game rule set must be able to estimate the consumption supply of different operator behaviors.
[0110] (2) Determine whether the act is effective through the judgment evaluation method. The judgment evaluation method is as follows: Figure 4 The figure shows the way to adjudicate the results of human-computer interaction. The mathematical function pre-defined based on probability statistics is used to adjudicate whether the behavior is successful. The difference from the war game rule set is that the war game rule set determines the way and timing of interaction between operators, while the adjudication evaluation method determines the degree or quantity of the interaction. The adjudication evaluation method is to assign probabilities to the event results according to the predefined list of events that may occur due to interaction according to the war game rule set, and select from the results based on the probabilities. The adjudication evaluation method makes the war game simulation process full of possibilities and makes it non-repeatable.
[0111] (3) If it is not effective, return to (2) and continue iterating until the behavior is effective;
[0112] (4) If it takes effect, the operator will produce behavioral results according to the rules of the game, acting on the operator to change its layout.
[0113] The third step is to determine whether the deduction goal has been achieved based on the layout of the operators. If the end condition is met, the deduction is terminated, otherwise return to the second step.
[0114] In a specific implementation, the present application provides a computer storage medium and a corresponding data processing unit, wherein the computer storage medium can store a computer program, and when the computer program is executed by the data processing unit, the invention content of a war game simulation system based on a cross-scale map provided by the present invention and some or all of the steps in each embodiment can be executed. The storage medium can be a disk, an optical disk, a read-only memory (ROM) or a random access memory (RAM), etc.
[0115] Those skilled in the art can clearly understand that the technical solutions in the embodiments of the present invention can be implemented by means of computer programs and their corresponding general hardware platforms. Based on such an understanding, the technical solutions in the embodiments of the present invention can be essentially or partly contributed to the prior art in the form of computer programs, i.e., software products, which can be stored in a storage medium and include several instructions for enabling a device including a data processing unit (which can be a personal computer, a server, a single-chip microcomputer, an MCU or a network device, etc.) to execute the methods described in various embodiments of the present invention or certain parts of the embodiments.
[0116] The present invention provides a concept and method for a war game simulation system based on a cross-scale map. There are many methods and approaches to implement the technical solution. The above is only a preferred implementation of the present invention. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principle of the present invention. These improvements and modifications should also be regarded as the protection scope of the present invention. All components not specified in this embodiment can be implemented by existing technologies.
Claims
1. A war game simulation system based on a cross-scale map, characterized in that: The system comprises: Resource layer, service layer and application layer, among which, The resource layer includes: map data, equipment performance data, equipment model status and random number list, wherein the map data is used to provide to the service layer for cross-scale map construction; the equipment performance data and the equipment model status are basic data of the equipment model characterization module in the service layer; the random number list is a random array data required for the adjudication and evaluation function in the service layer; The service layer includes: a cross-scale map construction module, an equipment model characterization module, an engagement behavior rule, a ruling evaluation module and a parameter modification module, wherein the cross-scale map construction module and the equipment model characterization module provide basic data for the application layer to render; the cross-scale map construction module is used to construct a cross-scale map, simulate the terrain environment, and establish the data on the influence of the terrain on the equipment in the system; the equipment model characterization module is used to characterize each equipment model in the war game simulation system and digitally describe its performance indicators; the engagement behavior rule is used to define the behavior rules of each unit in the war game simulation system and determine the mode and probability of mutual influence between operators in the system; the ruling evaluation module is used to judge and evaluate the behavior in the war game simulation system and determine the probability of success of the behavior; the parameter modification module is used to modify the equipment performance data and add, delete, modify and check operators of equipment of the same type and different models; The application layer includes: a rendering module and an interaction function, wherein the rendering module presents the cross-scale map and operator layout in the war game simulation system to the operator based on computer graphics; the interaction function is used to obtain the operator's deployment command in a human-computer interactive manner.
2. A war game simulation system based on a cross-scale map according to claim 1, characterized in that: The specific steps of the war game simulation system are as follows: Step 1, loading the scenario, establishing the simulation target, constructing a cross-scale map based on the map data according to the mission scenario, establishing an operator model for characterizing the equipment model according to the equipment performance data and the equipment model status, and arranging each operator at a corresponding position in the cross-scale map; Step 2: Conduct a war game simulation. The operator deploys the strategy in the war game simulation system through human-computer interaction according to the rules, and triggers the corresponding operator to respond. The evaluation module determines whether the operator generates corresponding behavior by using the random number list, and updates the operator layout according to the combat behavior rules. Step 3: Determine whether the deduction goal is achieved based on the layout of the operators. If so, end the deduction; otherwise, return to step 1.
3. A war game simulation system based on a cross-scale map according to claim 2, characterized in that: The loading scenario described in step 1 is as follows: Step 1-1, establish the goal and define the conditions for the end of the game, so that the achievement of the game goal marks the end of the war game; Step 1-2, construct a cross-scale map; Step 1-3, establishing an operator model, constructing an operator based on the equipment performance data and the equipment model state, for characterizing the equipment model in the war game simulation system; Step 1-4: Initially layout the operators based on the cross-scale map.
4. A war game simulation system based on a cross-scale map according to claim 3, characterized in that: The specific steps for conducting the war game described in step 2 are as follows: Step 2-1, the operator inputs the operator's behavior plan through human-computer interaction according to the rules; Step 2-2, the judgment evaluation module uses a preset judgment evaluation method to determine whether the behavior plan of each operator is effective; Step 2-3: If it is not effective, return to step 2-2 and continue iterating until the behavior takes effect, otherwise go to step 2-4; Step 2-4, generate the behavior results of each operator according to the preset rules, act on the relevant operators and update their layout.
5. A war game simulation system based on a cross-scale map according to claim 4, characterized in that: The construction of the cross-scale map described in step 1-2 specifically includes: Step 1-2-1, establish a sparse hexagonal representation map; Step 1-2-2, calculating the change value of each node based on the terrain diversity index and the terrain morphology index; Step 1-2-3, through the graphics filter method, the change value of each node is weighted, and the change value of each hexagon is calculated. The hexagons with a change value greater than or equal to the change threshold are represented by a micro hexagonal grid, otherwise they are represented by a macro hexagonal grid.
6. A war game simulation system based on a cross-scale map according to claim 5, characterized in that: The terrain diversity index described in step 1-2-2 is calculated as follows: Where TDI is the terrain diversity index, S is the number of terrain categories, and p i is the proportion of the ith terrain type in the total study area.
7. A war game simulation system based on a cross-scale map according to claim 6, characterized in that: The terrain morphology index described in step 1-2-2 is calculated as follows: Where TWI is the topographic morphological index, a is the watershed area, and θ is the local slope.
8. The war game simulation system based on cross-scale maps according to claim 7, characterized in that: The specific method for calculating the change value of each node described in step 1-2-2 is as follows: Its 节点 =w1TDI+w2TWI Among them, Sen 节点 is the node change value, w1 and w2 are the weighting factors of terrain diversity index and terrain morphology index.
9. A war game simulation system based on a cross-scale map according to claim 8, characterized in that: The calculation described in step 1-2-3 obtains the change value of each hexagon, and the specific method is as follows: Among them, Sen 六边形 is the hexagon change value, w j represents the weight coefficient of the jth node, Sen j Represents the change value of the jth node.
10. A war game simulation system based on a cross-scale map according to claim 9, characterized in that: The characterization using a microscopic hexagonal grid as described in step 1-2-3 specifically includes: The selected macro hexagon is divided and constructed into micro hexagons for local refinement. The specific method is as follows: Assume that the center coordinates of the macro hexagon are (x0, y0) and the side length is l, then the coordinates N of each node of the macro hexagon are i It is expressed as follows: N2(x0+l,y0) N5(x0-l,y0) Assume that the side length of the microscopic hexagon is Then the coordinates of the central microscopic hexagonal node are N' i It is expressed as follows: Taking the central microscopic hexagon as the starting point, the microscopic hexagonal grid is divided longitudinally, and its center point is the longitudinal coordinate y0 of the center point of the macroscopic hexagon. The horizontal axis remains unchanged; Taking the central microscopic hexagon as the starting point, move diagonally to divide the microscopic hexagonal grid, whose center point is the ordinate x0 of the center point of the macroscopic hexagon. The vertical coordinate y0 of the center point of the macro hexagon moves Where n represents the number of mobile micro-grids; According to the above method, a microscopic hexagonal grid is divided in the macroscopic hexagon, and the microscopic hexagonal grid is used for characterization.