Wargame deduction large-scale data real-time display system and method and server

By using recursive algorithms to build and update the army hierarchical structure in the wargame deduction system, the problems of insufficient dynamics and performance bottlenecks in the existing technology are solved, and real-time data display and update in large-scale combat are realized.

CN120180657AInactive Publication Date: 2025-06-20JOINT WARFARE COLLEGE NAT DEFENSE UNIV OF THE CHINESE PEOPLES LIBERATION ARMY
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Patent Information

Application Number
CN202411770607.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-04
Publication Date
2025-06-20
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

The existing technology has insufficient dynamics, performance bottlenecks and data delays when building the military hierarchy structure, and it is impossible to effectively update and display command relationships and battle report data in real time in large-scale combat.

Method used

A large-scale data real-time display system for wargame deduction is adopted, including hierarchical structure construction module, event aggregation module and message generation module. The army hierarchical structure is dynamically constructed through recursive algorithms to gather and display war report data in real time.

Benefits of technology

It realizes real-time update and display of military hierarchical structure and combat report data in large-scale combat, improves the dynamics and responsiveness of the system, and avoids data latency and performance bottlenecks.

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Abstract

The invention discloses a large-scale data real-time display system for war game deduction, which comprises a hierarchical structure construction module, an event convergence module and a message generation module, and is characterized in that the hierarchical structure construction module is used for obtaining the membership relationship of each unit from a unit list in real time, summarizing to form a hierarchical structure, and sending the hierarchical structure to the event convergence module; the units newly added into the unit list are inserted into the existing hierarchical structure; the event aggregation module is used for aggregating the data of the sub-units of each unit according to the hierarchical structure to generate war data; and the message generation module is used for converting the combat data into dynamic subtitles and displaying the dynamic subtitles. By adopting the system, the army command hierarchical relationship can be dynamically updated in real time, efficient operation in large-scale combat data can be realized, and the combat data can be transmitted and displayed in real time.
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Description

Technical Field

[0001] The present application belongs to the field of war game simulation systems, and in particular, relates to a large-scale real-time data display system, method and server for war game simulation. Background Art

[0002] In military simulation and war game systems, hierarchical management and dynamic display of information are crucial. The military command system usually has a multi-level structure, and there are complex hierarchical relationships between units. In order to ensure that the status of units at all levels can be effectively transmitted and displayed during the command process, the system needs to build a clear hierarchical structure that reflects the affiliation and command chain of each unit to facilitate the transmission and aggregation of data.

[0003] In the prior art, the main methods for constructing a military hierarchy to display war game data at different levels are as follows:

[0004] Static data query and manual management: The hierarchical information of each unit is manually set by the user, and the data entry is completed when the system is initialized. This method can barely work in a small-scale hierarchical structure, but it is very cumbersome and not dynamic in a large-scale military system. Once the data changes (such as the addition of new units or the adjustment of command relations), the system needs to re-update and maintain the entire hierarchical structure. This solution is not only inefficient, but also prone to errors. It cannot adapt to rapidly changing combat scenarios and lacks flexibility and dynamism. It performs poorly in large-scale battles where command relations are frequently adjusted, making it difficult to accurately convey the deduction data to commanders at each level.

[0005] Recursive query based on database: In this method, the system uses recursive query to find the superior unit level by level according to the ID and parentID fields of each unit, and finally builds a hierarchical relationship tree. This method takes advantage of the flexibility of database query, but when processing large-scale data, the efficiency of recursive query is low and it is easy to cause performance bottlenecks. In a large command system with a deep hierarchical relationship, this solution is inefficient and cannot meet the high-frequency real-time data processing needs.

[0006] Batch data calculation and regular updates: The system builds a hierarchical structure through batch data calculation and regular updates. The system will summarize the unit data in the database at a specific time node (such as daily or hourly), batch calculate the hierarchical relationship of each unit, and generate corresponding structured data files for the system to read. This method reduces the need for real-time queries, but loses the advantage of real-time updates. Once the command relationship changes, the system cannot update the structure immediately, and there is a problem of data lag. This data delay is particularly prominent in rapidly changing combat scenarios, affecting the commander's real-time decision-making ability and making the system less adaptable in a dynamic battlefield environment.

[0007] Therefore, a technical solution for real-time display of data in war gaming is required to solve the above problems. Summary of the Invention

[0008] Aiming at the problems of insufficient dynamics, performance bottlenecks and data latency in the prior art, the present application provides a large-scale data real-time display system, method and server for war gaming, which can update the military command hierarchy in real time and dynamically, operate efficiently in large-scale combat data, transmit battle report data in real time and display it.

[0009] The technical effects to be achieved by the present application are realized through the following solutions:

[0010] According to the first aspect of the present application, a large-scale data real-time display system for war gaming is provided, including a hierarchical structure construction module, an event aggregation module and a message generation module, wherein:

[0011] The hierarchical structure construction module is used to obtain the subordination relationship of each unit from the unit list in real time, summarize and form a hierarchical structure, and insert the units newly added to the unit list into the existing hierarchical structure;

[0012] The event aggregation module is used to aggregate the data of the sub-units of each unit according to the hierarchical structure to generate battle report data;

[0013] The message generation module is used to convert the battle report data into dynamic subtitles for display.

[0014] Preferably, the hierarchical structure construction module obtains the index identifier and parent index of each unit, determines the subordination relationship of each unit according to the index identifier and parent index, and then summarizes and forms a hierarchical structure.

[0015] Preferably, the specific method for summarizing and forming a hierarchical structure is as follows:

[0016] Obtain each unit from the unit list and add it to the hash table. The key of the hash table is the index identifier of the unit, and the value is an object. The object includes unit information and a sub-unit list, and the sub-unit list is used to store the subordinate units of each unit;

[0017] Create a set hasSuperior for storing the index identifiers of the units that are subordinate units in the unit list;

[0018] Determine the superior-subordinate relationship of the units according to the sub-unit list and the set hasSuperior to form a hierarchical structure, where the unit corresponding to the root node in the hash table is the entry of the hierarchical structure.

[0019] Preferably, the event aggregation module uses a recursive algorithm to generate battle report data, and the battle report data includes the number of strikes, the number of enemy kills, and the number of casualties of the current unit.

[0020] Preferably, the specific method for the event aggregation module to use a recursive algorithm to generate battle report data is as follows:

[0021] Define a recursive function with the input being the node of the unit. If the node is empty, the battle achievements are zero; if the node is a leaf node, then the node is the most basic unit, and directly return its battle report.

[0022] Calculate the final battle report of each node level by level. Specifically: call the recursive function to calculate the battle reports of each sub-unit, and accumulate the battle reports of the sub-units to obtain the final battle report of this node.

[0023] Preferably, the event aggregation module further includes: after aggregating the data of each unit within the unit time, generating the battle report data.

[0024] Preferably, after the event aggregation module generates dynamic subtitles based on the battle report data, it performs dynamic display with the unit time as the cycle.

[0025] Preferably, the dynamic subtitles include the current battle report data and the historical battle report data. The current battle report data is displayed up to the top level; after clicking on the dynamic subtitles, the historical battle report data is arranged in chronological order at the bottom of the current battle report data.

[0026] According to the second aspect of the present application, a display method for a large-scale data real-time display system using the above-mentioned military wargame is provided, including the following steps:

[0027] Step 1: Obtain the subordination relationships of each unit in the unit list, and use a recursive algorithm to summarize and form a hierarchical structure.

[0028] Step 2: According to the hierarchical structure, aggregate the data of the sub-units of each unit to generate battle report data.

[0029] Step 3: Convert the battle report data into dynamic subtitles for display.

[0030] According to the third aspect of the present application, a server is provided, including: a memory and at least one processor;

[0031] The memory stores a computer program, and the at least one processor executes the computer program stored in the memory to implement the above-mentioned large-scale data real-time display method for military wargames.

[0032] According to an embodiment of the present application, the beneficial effect of the large-scale data real-time display system for this wargame lies in that this system adopts a recursive algorithm to dynamically construct the hierarchical structure of the military through the unique ID of each unit and the number of the superior unit (parent ID). It can automatically identify and analyze the superior-subordinate relationships of each unit, realize the layer-by-layer summary from the bottommost unit to the highest command headquarters, and has the ability of dynamic adjustment. It can respond to changes in the command relationship at any time during the battle process to ensure that the hierarchical structure of the system is always consistent with the latest command system, providing an accurate organizational framework for real-time command;

[0033] By means of an efficient recursive processing mechanism to optimize the data calculation process, it reduces the dependence on in-depth database queries. Compared with traditional database recursive query methods, it has higher efficiency in data summary and hierarchical construction, can quickly traverse and summarize the hierarchical structure of the military. Under the large-scale military data, it can significantly improve the calculation speed and response ability, and avoid performance bottlenecks caused by complex hierarchical relationships;

[0034] It can automatically update the military hierarchical structure when the command relationship or battle status changes, ensuring the real-time nature of the data. Through the dynamic adjustment mechanism of the recursive algorithm, it can quickly respond to changes in battle data, avoid data delay problems brought by traditional batch calculation methods, and enable the instant generation and display of the latest battle report data of each level unit in the battle scenario, providing timely support for the real-time decision-making of commanders, and significantly enhancing the adaptability and operability of the system in a dynamic battlefield environment. BRIEF DESCRIPTION OF THE DRAWINGS

[0035] In order to more clearly illustrate the embodiments of the present application or the existing technical solutions, the following will briefly introduce the drawings required for use in the description of the embodiments or the existing technical solutions. Obviously, the drawings in the following description are only some embodiments recorded in the present application. For those of ordinary skill in the art, without creative efforts, other drawings can also be obtained based on these drawings.

[0036] Figure 1 It is a structural diagram of a large-scale data real-time display system for a wargame in an embodiment of the present application;

[0037] Figure 2 It is a flowchart of a large-scale data real-time display method for a wargame in an embodiment of the present application;

[0038] Figure 3 It is a structural schematic diagram of a server in an embodiment of the present application. DETAILED DESCRIPTION OF THE EMBODIMENTS

[0039] To make the objectives, technical solutions, and advantages of this application clearer, the technical solutions of this application will be clearly and completely described below in conjunction with specific embodiments and the corresponding drawings. Obviously, the described embodiments are only a part of the embodiments of this application, rather than all of the embodiments. All other embodiments obtained by those of ordinary skill in the art based on the embodiments in this application without creative efforts shall fall within the scope of protection of this application.

[0040] As Figure 1 shown, the real-time large-scale data display system for wargaming in an embodiment of this application includes a hierarchical structure construction module, an event aggregation module, and a message generation module. Through the interrelated cooperation of the three modules, it ensures the accurate transmission and dynamic generation of battle report data from the grass-roots units to the subtitle display. Specifically:

[0041] The hierarchical structure construction module is used to obtain the subordination relationships of each unit from the unit list and summarize them to form a hierarchical structure; after the hierarchical structure is established, it monitors the unit list in real time. When a new unit is added to the unit list, the new unit is inserted into the existing hierarchical structure.

[0042] This module constructs a complete military hierarchical structure based on the subordination relationships of each unit and the reference of the superior unit; the structure uses a recursive algorithm to summarize level by level from the lowest-level units (such as squads, companies, etc.) until a complete tree structure is formed, with the root node being the highest command headquarters. Through this structure, the system ensures that each unit can access the data of its superior and subordinate units, providing an organizational framework for subsequent battle report calculations.

[0043] This module directly extracts the unit list from the database and constructs the hierarchical structure based on the unit ID in the unit list and the ID of the superior unit it references. Compared with the traditional recursive query for the database, which requires multiple and frequent accesses to the database, it will not cause great database pressure and bottlenecks.

[0044] The event aggregation module aggregates the data of the sub-units of each unit using a recursive algorithm to generate battle report data according to the hierarchical structure; in an embodiment of this application, multiple strike events during the battle are also aggregated according to a predetermined rule. For example, multiple strike events with an interval time not greater than 20 minutes are regarded as a continuous combat action for data aggregation. By reducing the frequency of subtitle updates, it avoids overly frequent data display during the battle and ensures that users can intuitively grasp the overall combat situation of each strike.

[0045] A message generation module is used to convert battle report data into dynamic subtitles for display. This module will convert the aggregated battle report data into dynamic subtitles for display. These subtitles can include information such as the number of casualties, the number of strikes, and the weapon usage, and be combined with the actual map. That is, the subtitles can be set at a position convenient for observation and without affecting the viewing of other information, such as the bottom of the interface; or the subtitles can be placed next to each unit to facilitate timely understanding of the combat situation of the current unit. The color and contrast of the subtitles are dynamically adjusted according to the map color to ensure the clarity of the subtitles.

[0046] Dynamically generate subtitles according to time and the combat process, enabling real-time display of key data during the combat process. This module ensures that the commander can intuitively understand the key events of the battle through the subtitles, providing timely battlefield information feedback for decision-making.

[0047] This system uses a recursive algorithm to construct and process the hierarchical structure of the army, and performs recursive data accumulation during the battle report calculation process.

[0048] Through the recursive algorithm, the system can start from the single combat unit at the lowest level, layer by layer summarize its combat data to the superior unit until the highest command headquarters, simplifying the processing flow of complex data. Especially in the wargame involving multiple levels and multiple units, the recursive algorithm can automatically traverse the entire army structure to ensure that the battle report of each unit can be accurately transmitted to its superior unit.

[0049] Another advantage of this system using the recursive algorithm is to ensure the integrity of the hierarchical relationship and ensure that the superior-subordinate relationship of each unit will not be disrupted, which is particularly important for the command and control of large-scale combat units. The efficiency of the recursive algorithm is reflected in its depth-first traversal method. The system can accurately recurse each sub-unit when calculating the battle report, avoiding redundant calculations or data loss that may occur in the traditional flat processing method.

[0050] When dealing with a large amount of data, this system uses the recursive algorithm to reduce the complexity of the system, effectively controlling both the time and space complexity of the battle report calculation. This design ensures the data processing speed and accuracy in large-scale wargames, enabling the system to quickly generate combat results and feedback them to the user.

[0051] As Figure 2 shown, in an embodiment of this application, the display method of the large-scale data real-time display system for wargame as described above includes the following steps:

[0052] Step 1: Obtain the subordination relationship of each unit in the unit list, and use the recursive algorithm to summarize and form a hierarchical structure;

[0053] In this step, a list of units is obtained from the database at once. Since the database does not directly store the complete hierarchical relationship, in this step, the subordination relationship of each unit is directly deduced from the basic fields of each unit to form a complete tree structure representing the hierarchical system of the military. The basic fields of the unit are shown in Table 1:

[0054] Table 1 Explanation of Unit Basic Fields in This Embodiment

[0055] Basic Field Description ID INDEX ID of the current unit PARENTINDEX ID of the unit to which the current unit belongs LATITUDE Latitude LONGITUDE Longitude TOTAL Establishment number

[0056] By parsing the reference of the unit ID and the number of the superior unit, a clear superior-subordinate relationship tree is generated, which is convenient for subsequent data aggregation and display. Each unit has a unique index identifier (ID_INDEX) and the parent index (PARENT_INDEX) of its corresponding superior unit. Through the relationship between the two, the hierarchical position of each unit can be determined and the integrity of the entire military structure can be ensured.

[0057] This step uses a recursive algorithm to construct the hierarchical structure of the military to ensure that the superior-subordinate relationship of each unit is clearly defined. The input of this recursive algorithm is a set of unit data, and each unit contains a unique unit ID and the ID of its superior unit. Through this algorithm, a tree structure can be constructed. The root node of the tree is the highest command headquarters, and all subordinate units belonging to this headquarters are included below. The specific method is as follows:

[0058] Initialize the hash table: Create a hash table hashMap, whose key is the ID of the unit and the value is an object that contains unit information and an empty list of subordinate units, and this list will be used to store the subordinate units of each unit.

[0059] Initialize the set of units with superior units: Create a set hasSuperior, which is used to store the unit IDs that have appeared as subordinates in the unit list.

[0060] Establish the hierarchical relationship for each unit: Traverse the unit list. For each unit: If its ID is not yet in the hash table, add a new item to the hash table, with the key being the unit ID and the value being an object containing unit information and an empty subordinate unit list. If the unit has a superior unit (i.e., superiorId is not empty), add the unit to the subordinate unit list of its superior unit and add the ID of the unit to the set of units with superior units.

[0061] Determine the root node: Traverse the unit list. For each unit: If the ID of a certain unit does not appear in the set of units with superior units, it means that it is not referenced as a subordinate by any other unit, so this unit is the root node, that is, the highest command headquarters.

[0062] Return to the root node: Return the object corresponding to the root node ID in the hash table. This object is the entry point of the constructed hierarchical structure of military units.

[0063] This step also includes, after the hierarchical structure of military units is constructed, continuously monitoring whether there are new units added to the unit list, or after new units are added, forming conditions that trigger the update of the hierarchical structure, adding the IDs of the new units to the hash table, and repeating the above steps until the addition of new units and the update of the hierarchical structure are completed.

[0064] Step 2: According to the hierarchical structure, converge the data of the sub-units of each unit to generate battle report data;

[0065] In this step, after the military hierarchical structure is constructed, a recursive algorithm needs to be used to calculate the battle report data of each unit.

[0066] This algorithm starts from the lowest-level units in the tree structure, gradually accumulates the combat data of each unit (such as casualties, kills, weapon usage times, etc.), and reports these data to the superior units until the highest command. Eventually, each superior unit will contain the comprehensive battle reports of all its subordinate units. The specific method is as follows:

[0067] Define the function to calculate the battle report: Define a recursive function calculateWarReports, with the input being the node of the military unit: If the node is empty, return a battle achievement of 0. If the node is a leaf node (has no sub-units), that is, the node represents the most basic military unit, then return its battle report. Otherwise, initialize a variable total_warReports to 0, which is used to accumulate the battle reports of all sub-units.

[0068] Recursively calculate the battle achievement: For each sub-unit of the node, call the above recursive function calculateWarReports to calculate its battle report, and accumulate the result to the variable total_warReports.

[0069] Update the battle report of the superior unit: When the battle reports of all sub-units are calculated, update the battle report of the current node to total_warReports.

[0070] Return the battle report: Return total_warReports as the final battle report of the current node.

[0071] Calculate the battle reports of all units: Starting from the root node of the tree, that is, the highest command, call the recursive function calculateWarReports to trigger a depth-first traversal of the entire tree, thereby calculating and updating the battle reports for each unit.

[0072] Because in actual operations, multiple attacks in a battle may occur in a short period of time, generating subtitles separately to show each attack may cause the subtitles to be updated too frequently, affecting the user's perception and understanding.

[0073] Therefore, this step also includes: aggregating several strike events according to the rule that the time interval is no more than 20 minutes, treating these events as a complete strike action, and generating corresponding subtitles for display. Combat events that are close in time and space are merged to avoid too frequent refresh of subtitle information. This not only simplifies the process of subtitle generation, but also improves the clarity of information display, and avoids users being disturbed by frequently updated subtitles.

[0074] For example, if a unit conducts artillery bombardments, missile launches, and air strikes multiple times within 20 minutes, these events will be combined into one strike operation, and a unified subtitle will be generated to display the combat effects, such as casualties, weapons firing, etc.

[0075] This step effectively reduces the resource consumption of frequent subtitle generation, while allowing users to clearly see the overall effect of each key strike and avoid the interference of redundant information. This event aggregation mechanism not only improves performance, but also enhances the simplicity and coherence of subtitle information, ensuring that commanders can quickly grasp the battle situation.

[0076] Step 3: Convert the battle report data into dynamic subtitles for display.

[0077] In this step, the subtitle generation results dynamically display the combat status of each unit. The dynamic display design is not limited to the display of static information, but can also be updated in real time as the combat process progresses.

[0078] In order to increase the information carrying capacity of subtitles, dynamic subtitles include current battle report data and historical battle report data. The current battle report data is displayed at the top layer. After clicking the dynamic subtitles, the historical battle report data is arranged in chronological order to the bottom of the current battle report data.

[0079] The timeliness and flexibility of subtitles are enhanced. Users can not only view the current combat status of a unit through the current subtitles, but also understand the historical combat performance of the unit through the subtitles. Through this dynamic display method, the present invention provides users with powerful information visualization capabilities, greatly improving the effect of war game simulation and user experience.

[0080] In other embodiments, the dynamic subtitles may also adopt traditional symbols such as points, lines, and planes. Among them, the point - state symbols are used to mark different levels of combat units and other military entities, and are distinguished by changing colors, shapes, or sizes; the line - state symbols represent combat intentions or military facilities extending along a specific direction, and convey information by using different colors, styles, or arrow directions; the plane - state symbols are used to present entities with control points, such as positions, minefields, and combat areas, and are shown by drawing polygons or regions; the text - state symbols are mainly used to label locations and facilities that need to be emphasized and explained.

[0081] According to the type and size of the battle report data, it is converted into point, line, or plane symbols of different sizes and depths, which can be more intuitively viewed on the corresponding map.

[0082] Such as Figure 3 As shown, a server in an embodiment of the present application includes: a memory and at least one processor;

[0083] The memory stores a computer program, and the at least one processor executes the computer program stored in the memory to implement the above - mentioned method for real - time display of large - scale data in war gaming.

[0084] In summary, the method for real - time display of large - scale data in this war gaming can automatically construct the hierarchical structure of the military and adjust the superior - subordinate relationships of each unit in real time when the combat data is updated. The system generates a tree - shaped structure in a recursive manner based on the ID and parentID information of each unit, with the highest command headquarters as the root node. This method utilizes an efficient recursive data - processing mechanism, reduces the dependence on database queries, and greatly improves the speed and efficiency of hierarchical structure construction. In addition, the algorithm in the present invention has the ability of dynamic adjustment and can quickly update the structure when the command relationship or combat status changes, ensuring the real - time performance and response ability of the system in complex combat scenarios.

[0085] It should be noted that the above - detailed description is exemplary and is intended to provide further explanation of the present application. Unless otherwise specified, all technical and scientific terms used herein have the same meaning as commonly understood by those of ordinary skill in the technical field to which this application belongs.

[0086] It should be noted that the terms used herein are only for describing specific embodiments and are not intended to limit the exemplary embodiments according to the present application. As used herein, unless the context clearly indicates otherwise, the singular form is also intended to include the plural form. In addition, it should also be understood that when the terms "comprise" and / or "include" are used in this specification, they indicate the presence of features, steps, operations, devices, components, and / or their combinations.

[0087] It should be noted that the terms "first", "second", etc. in the description, claims and the above-mentioned drawings of the present application are used to distinguish similar objects, and do not necessarily describe a specific order or sequence. It should be understood that such terms can be interchanged under appropriate circumstances so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein.

[0088] In addition, the terms "comprising" and "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product or device that comprises a series of steps or units need not be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products or devices.

[0089] For ease of description, spatial relative terms such as "above", "over", "on the upper surface", "upper" etc. may be used herein to describe the spatial positional relationship of one device or feature to other devices or features as shown in the figures. It should be understood that the spatial relative terms are intended to encompass different orientations in use or operation in addition to the orientation depicted in the figures. For example, if the device in the figures is inverted, a device described as "above" or "over" other devices or structures will then be oriented "below" or "under" the other devices or structures. Thus, the exemplary term "above" can include both orientations of "above" and "below". The device may also be otherwise oriented, such as rotated 90 degrees or at other orientations, and the corresponding explanations for the spatial relative descriptions used herein will be made.

[0090] In the detailed description above, reference has been made to the drawings which form a part hereof. In the drawings, like symbols typically identify like components, unless the context indicates otherwise. The illustrated embodiments described in the detailed description, the drawings and the claims are not meant to be limiting. Other embodiments may be used and other changes may be made without departing from the spirit or scope of the subject matter presented herein.

[0091] The above are only the preferred embodiments of the present invention and are not used to limit the present invention. For those skilled in the art, the present invention may have various changes and modifications. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present invention shall be included within the protection scope of the present invention.

Claims

1. A large-scale real-time data display system for war game simulation, characterized by: It includes a hierarchical structure building module, an event aggregation module, and a message generation module, among which: The hierarchical structure building module is used to obtain the affiliation of each unit from the unit list in real time, summarize it to form a hierarchical structure, and insert the unit newly added to the unit list into the existing hierarchical structure; The event aggregation module is used to aggregate the data of the sub-units of each unit according to the hierarchical structure to generate battle report data; The message generation module is used to convert the battle report data into dynamic subtitles for display.

2. The large-scale data real-time display system for war game simulation according to claim 1 is characterized in that: The hierarchical structure building module obtains the index identifier and the parent index of each unit, determines the affiliation of each unit according to the index identifier and the parent index, and then summarizes to form a hierarchical structure.

3. The large-scale real-time display system for war game simulation according to claim 2 is characterized in that: The specific method of summarizing to form a hierarchical structure is: Get each unit from the unit list and add it to the hash table, where the key of the hash table is the index identifier of the unit and the value is an object, which includes unit information and a sub-unit list, and the sub-unit list is used to store the subordinate units of each unit; Create a hasSuperior collection for storing index identifiers of subordinate units in the unit list; According to the sub-unit list and the set hasSuperior, the superior-subordinate relationship of the units is determined to form a hierarchical structure, wherein the unit corresponding to the root node in the hash table is the entry of the hierarchical structure.

4. The large-scale real-time display system for war game simulation according to claim 1 is characterized in that: The event aggregation module uses a recursive algorithm to generate battle report data, and the battle report data includes the number of strikes, the number of enemies killed, and the number of casualties of the current unit.

5. The large-scale real-time display system for war game simulation according to claim 4 is characterized in that: The specific method of the event aggregation module using a recursive algorithm to generate battle report data is: Define a recursive function, with the input being the node of the unit. If the node is empty, the combat merit is zero; if the node is a leaf node, the node is the most basic unit, and its combat report is returned directly; The final battle report of each node is calculated step by step, specifically: the recursive function is called to calculate the battle report of each sub-unit, and the battle reports of the sub-units are accumulated to obtain the final battle report of the node.

6. The large-scale real-time display system for war game simulation according to claim 1 is characterized in that: The event aggregation module also includes: generating the battle report data after aggregating the data of each unit within a unit time.

7. The large-scale data real-time display system for war game simulation according to claim 6 is characterized in that: After the event aggregation module generates dynamic subtitles according to the battle report data, it dynamically displays them with the unit time as a period.

8. The large-scale real-time display system for war game simulation according to claim 1 is characterized in that: The dynamic subtitles include current battle report data and historical battle report data, and the current battle report data is displayed at the top layer; after clicking the dynamic subtitles, the historical battle report data is arranged in chronological order to the bottom of the current battle report data.

9. A display method using the large-scale data real-time display system of war game simulation according to any one of claims 1 to 8, characterized in that: The steps include: Step 1: Obtain the affiliation of each unit in the unit list, and use a recursive algorithm to summarize and form a hierarchical structure; Step 2: According to the hierarchical structure, the data of the sub-units of each unit are aggregated to generate battle report data; Step 3: Convert the battle report data into dynamic subtitles for display.

10. A server, characterized in that: include: memory and at least one processor; The memory stores a computer program, and the at least one processor executes the computer program stored in the memory to implement the method for real-time display of large-scale data of war game simulation as described in claim 9.

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