Multi-resolution war chess chessboard generation method and system based on GIS data

Through the multi-resolution war chess board generation method based on GIS data, a hexagonal grid network is built and GIS data is matched, and the problems of insufficient accuracy, low efficiency and poor stability in the existing technology war chess board generation are solved, and high-precision and strong compatibility war chess board generation are achieved.

CN120235979AActive Publication Date: 2025-07-01NANJING UNIV OF INFORMATION SCI & TECH
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Patent Information

Application Number
CN202510725687.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-03
Publication Date
2025-07-01
Estimated Expiration
2045-06-03

AI Technical Summary

Technical Problem

The existing computer-assisted war chess boards have many challenges in data fusion, accuracy, efficiency and stability. It is difficult to present real terrain and road information in a complete and accurate manner. It is difficult for traditional single-resolution chess boards to take into account global situation expression and fine terrain analysis.

Method used

The multi-resolution war chess board generation method based on GIS data is adopted. By constructing a hexagonal grid network, a hexagonal grid network of different resolution levels is set, the road and terrain characteristics in the GIS data are matched, and the terrain fluctuation and average height are calculated based on the elevation data to generate a multi-resolution war chess board with complete geographical attributes.

Benefits of technology

It improves the generation accuracy and efficiency of the war chess board, ensures data compatibility and scalability, solves the deduction needs in complex terrain environments, reduces data storage space and improves the stability of data generation.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a multi-resolution war chess chessboard generation method and system based on GIS data. The method comprises the steps of obtaining GIS data of a to-be-generated war chess chessboard area; the method comprises the following steps: constructing hexagonal grids according to the range of a war chess board area to be generated, setting the unit hexagonal grid side length of the hexagonal grids of different resolution levels, and distributing a unique code for each hexagonal grid in the hexagonal grid of each resolution level, road features and topographic features in the GIS data are matched with hexagonal grids by the hexagonal grid network of each resolution hierarchy; calculating the topographic relief degree and the average height of each hexagonal grid of the hexagonal grid network in each resolution hierarchy according to the elevation data in the GIS data, and allocating a corresponding elevation grade value to the hexagonal grid according to a preset elevation grade interval judgment rule; and constructing a hierarchical index structure body model oriented to the hexagonal grid system, and generating a war chessboard with complete geographic attributes. And reliable technical support is provided for efficient wargame deduction.
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Description

Technical Field

[0001] The present invention relates to a method and system for generating a multi - resolution wargame board based on GIS data, belonging to the field of geographic information systems. Background Art

[0002] As the core carrier of geographical deduction, the wargame board needs to highly accurately restore real terrain features and efficiently support deduction to ensure the scientific rigor and geographical adaptability of decision - making analysis.

[0003] However, current computer - aided wargame boards still face many challenges in technical implementation. In terms of data fusion, existing systems are difficult to completely and accurately present real terrain and road information, resulting in some differences between the deduction environment and the actual environment. Their generation technologies have problems such as insufficient accuracy, low efficiency, and poor stability. In terms of elevation data processing, it is difficult to balance the expression accuracy of different terrain features, restricting the deduction effect under complex terrain conditions such as mountains and hills. Traditional single - resolution boards use a fixed - scale grid division method, which is difficult to simultaneously consider the expression of the overall situation and fine terrain analysis, and high - precision grids easily lead to problems such as a sharp increase in data volume, significant storage, and I / O overhead, severely limiting the real - time simulation ability of large - scale geographical environments. It is urgent to solve these problems through technological innovation. Summary of the Invention

[0004] The present invention provides a method and system for generating a multi - resolution wargame board based on GIS data, which solves the problems disclosed in the background art.

[0005] In order to solve the above - mentioned technical problems, the technical solutions adopted by the present invention are as follows:

[0006] A method for generating a multi - resolution wargame board based on GIS data:

[0007] Obtain the GIS data of the area where the wargame board to be generated is located;

[0008] Construct a hexagonal grid according to the range of the area where the wargame board to be generated is located, set the side length of a unit hexagon of the hexagonal grid at different resolution levels, and sequentially generate a hexagonal grid system;

[0009] Assign a unique code to each hexagon in the hexagonal grid of each resolution level, and establish a mapping relationship between the code and the geographical coordinates within the area where the wargame board to be generated is located;

[0010] Each hexagonal grid of each resolution level matches the road features and terrain features in the GIS data with the hexagons according to the mapping relationship;

[0011] Calculate the topographic undulation degree and average height of each hexagon in the hexagon grid at each resolution level based on the elevation data in the GIS data, and assign the corresponding elevation level value to the hexagon according to the preset elevation level interval judgment rule;

[0012] Construct a hierarchical index structure model for the hexagon grid system to generate a multi-resolution wargame chessboard with complete geographical attributes.

[0013] Further, the method for constructing the hexagon grid includes:

[0014] Turn the cusp of each hexagon upwards and offset the even rows to the left , where represents the side length of the unit hexagon, and the lower left corner of the network is the starting point, i.e., the coordinate origin;

[0015] First, calculate the rectangular coordinates of the center point of each hexagon through offset coordinate coding ; ; ;

[0016] Then determine the rectangular coordinates of the six vertices according to the center point coordinates , and the formulas for calculating the rectangular coordinates of the six vertices in counterclockwise order are:

[0017] ;

[0018] where and The subscript of represents the vertex index, and the vertex numbers are defined according to the following rules: starting from the lower vertex of the right side of the hexagon, number them in counterclockwise order , until a full circle is completed.

[0019] Further, the method for matching the road features in the GIS data with the hexagons includes:

[0020] Calculate the initial row and column indices through the geometric projection formula :

[0021] ;

[0022] where represents the side length of the hexagon, represents the pixel point coordinates of the road in the rectangular coordinate system; generate two candidate hexagon codes and through the row and column parity discrimination rules, calculate their Euclidean distances from the original coordinates in the rectangular coordinate system respectively, and select the hexagon with the closest distance as the mapping result;

[0023] Through piecewise linear interpolation optimization, intermediate hexagonal grids are dynamically inserted along the road alignment to eliminate the risk of path breaks caused by coordinate rounding. For the verification of adjacency relationships, a bidirectional graph traversal verification mechanism is proposed. Forward, the road continuity is verified based on the local adjacency rules of hexagonal grids, and backward, the abnormal breakpoints are traced back through the adjacency matrix to generate a hexagonal grid road network that meets the maneuver constraints.

[0024] Furthermore, the method of matching the terrain features in GIS data with hexagonal grids includes:

[0025] Precisely identify the terrain boundaries of polygon features through line feature quantization, and record the hexagonal grid codes passed by the boundary lines;

[0026] Merge the shorter sides with less impact on filling; calculate the actual length of each polygon side , when is less than the standard width of the hexagonal grid at the current resolution level, edge merging optimization based on the principle of minimum perturbation is adopted, a priority queue is dynamically maintained, and the current shortest edge and its adjacent edges , are continuously tracked. By solving the minimum merging cost function:

[0027] ;

[0028] Among them, is the length difference weight, is the change rate of the polygon area before and after merging. The optimal merged polygon is selected based on the minimum merging cost;

[0029] Arrange the vertices in ascending order according to coordinates to construct a vertex array ; During the scanning process, dynamically manage the active edge table from bottom to top along the axis, and embed the terrain attributes in the active edge table data structure. Its complete expression is:

[0030] ;

[0031] Among them, represents the minimum coordinate of the edge, respectively represent the maximum coordinates of the edge, records the intersection point of the current scan line and the edge coordinate, represents the reciprocal of the edge slope, represents the terrain classification code;

[0032] When the active edge node satisfies , a sequential exchange operation is triggered. Among them, and represent the values of adjacent two points respectively, is the rounding error threshold set by the system;

[0033] Judge the terrain type of the unit hexagonal grid by comparing the weighted area, and read the Fill the intermediate terrain, and the weighted area formula is:

[0034] ;

[0035] wherein, represents the weighted area, represents the number of polygon vertices, represents the th vertex coordinate, represents the terrain weight.

[0036] Furthermore, it also includes preprocessing the elevation data in the GIS data to fill the elevation values of the missing areas. The preprocessing method uses the Kriging interpolation formula:

[0037] ;

[0038] wherein, represents the elevation value of the point to be predicted, represents the elevation value of the known data point , represents the Kriging weight coefficient, represents the number of known data points;

[0039] According to the preset elevation level interval judgment rule, the method for assigning the corresponding elevation level value to the hexagonal grid is: determine the range of the average elevation in the whole domain , the range of the undulation degree , divide the average height into equal-width intervals, divide the undulation degree into equal-width intervals, and the spans are respectively , , and determine the elevation level value through the following formula : .

[0040] Furthermore, the method for constructing a hierarchical index structure model for the hexagonal grid system includes:

[0041] Establish a mathematically complete system of cross-level coordinate mapping, and the mathematically complete system is constructed based on the subdivision ratio factor between adjacent levels, wherein, represents the side length of the unit hexagonal grid in the parent layer, represents the side length of the unit hexagonal grid in the child layer;

[0042] For the bidirectional conversion of the coordinates of the parent layer and the child layer, the horizontal compensation amount for odd rows is defined , the coordinates of the parent layer are , and the coordinates of the child layer are ;

[0043] When performing the coordinate aggregation from the child layer to the parent layer, the following formula is used to calculate the coordinates of the parent layer :

[0044] ;

[0045] When performing the coordinate subdivision from the parent layer to the child layer, the following formula is used to calculate the starting row and column coordinates of the child layer :

[0046] ;

[0047] The generation range of the child layer coordinates is:

[0048] .

[0049] Furthermore, it also includes reading the generated multi-resolution wargame board data, performing visualization operations on its high-resolution level board data, generating a complete hexagonal grid wargame board including terrain and roads, and a hexagonal grid elevation map.

[0050] The second aspect of the present invention provides a wargame board generation system based on GIS data, including:

[0051] A GIS data module for obtaining GIS data of the area where the wargame board is to be generated;

[0052] A hexagonal grid system module for constructing a hexagonal grid network according to the range of the area where the wargame board is to be generated, setting the side length of the unit hexagonal grid of the hexagonal grid network at different resolution levels, and sequentially generating a hexagonal grid system;

[0053] An encoding module for assigning a unique code to each hexagonal grid in the hexagonal grid network at each resolution level and establishing a mapping relationship between the code and the geographical coordinates within the area where the wargame board is to be generated;

[0054] A road and terrain element module for matching the road features and terrain features in the GIS data with the hexagonal grids according to the mapping relationship for each resolution level of the hexagonal grid network;

[0055] An elevation element module for calculating the terrain undulation degree and average height of each hexagonal grid in the hexagonal grid network at each resolution level according to the elevation data in the GIS data, and assigning a corresponding elevation grade value to the hexagonal grid according to the preset elevation grade interval judgment rule;

[0056] A multi - resolution wargame board generation module, which is used to construct a hierarchical index structure model for a hexagonal grid system and generate a wargame board with complete geographical attributes.

[0057] In a third aspect of the present invention, there is provided a computer - readable storage medium storing one or more programs, where the one or more programs include instructions that, when executed by a computing device, cause the computing device to execute any one of the above - mentioned methods.

[0058] In a fourth aspect of the present invention, there is provided a computing device, including:

[0059] One or more processors, one or more memories, and one or more programs, where the one or more programs are stored in the one or more memories and are configured to be executed by the one or more processors, and the one or more programs include instructions for executing any one of the above - mentioned methods.

[0060] The beneficial effects achieved by the present invention are as follows: By standardizing the structure and coding system of the wargame board, the compatibility and scalability of the board data are ensured; By optimizing the quantization process of roads and terrain, the problems of weak continuity in the quantization results of roads or polygon boundaries and poor filling integrity when dealing with complex polygons are solved, and the effectiveness of quantization is improved; By improving the pre - processing operation of elevation data, the geomorphic features are accurately reflected, supporting the deduction requirements in complex terrain environments; By using a structured format storage method and constructing a multi - resolution hierarchical index structure of the wargame board for the hexagonal grid system, the requirements of high - precision simulation and efficient planning are taken into account, reducing the data storage space, improving the efficiency and stability of data generation, and providing reliable technical support for efficient wargame deduction. BRIEF DESCRIPTION OF THE DRAWINGS

[0061] Figure 1 It is a schematic flowchart of a method for generating a wargame board based on GIS data provided by an embodiment of the present invention;

[0062] Figure 2 It is a schematic structural diagram of a hexagonal grid network provided by an embodiment of the present invention;

[0063] Figure 3 It is a schematic structural diagram of a multi - resolution hierarchical wargame board data provided by an embodiment of the present invention;

[0064] Figure 4 It is a map of the area of the wargame board to be generated provided by an embodiment of the present invention;

[0065] Figure 5 It is an elevation map of the area of the wargame board to be generated provided by an embodiment of the present invention;

[0066] Figure 6 It is a schematic diagram of a quantified wargame board provided by an embodiment of the present invention;

[0067] Figure 7 It is a schematic diagram of quantified elevation provided by an embodiment of the present invention;

[0068] Figure 8 It is a schematic diagram of the mapping relationship between adjacent resolution levels of the wargame board provided by an embodiment of the present invention. Detailed implementation manners

[0069] The present invention will be further described below with reference to the accompanying drawings. The following embodiments are only used to more clearly illustrate the technical solution of the present invention, and cannot be used to limit the protection scope of the present invention.

[0070] As Figure 1 shown, the present invention provides a method for generating a multi-resolution wargame board based on GIS data. The core concept of the invention is to optimize the processing flow of GIS data, standardize the structure and coding system of the wargame board, improve the accuracy, efficiency and stability of wargame board generation, so that it can accurately reflect road, terrain and elevation landform features. By constructing a multi-resolution wargame board hierarchical index structure body facing the hexagonal grid system, the requirements of high-precision simulation and efficient planning are taken into account, the data storage space is reduced, and the efficiency and stability of data generation are improved.

[0071] The generation of the wargame board includes the following steps:

[0072] Step 1, obtain GIS data of the area where the wargame board to be generated is located, including vector data and raster data - vector data is used to represent geographical elements, including terrain, road data, etc.; raster data is used to represent the ground undulation form, including elevation data (DEM).

[0073] In this embodiment, vector data is downloaded through QGIS software, and raster data is downloaded through Water Map software.

[0074] Step 2, according to the range of the area where the wargame board to be generated is located and set the side length of the unit hexagonal grid, construct a single-resolution level hexagonal grid network, and perform coding operations on each hexagonal grid in the hexagonal grid network;

[0075] As Figure 2 shown, the structural design of the hexagonal grid network of the present invention is as follows: the apex of each hexagonal grid faces upward, and the even rows are offset to the left , where represents the side length of the unit hexagonal grid, and the lower left corner of the network is the starting point (i.e., the coordinate origin).

[0076] First, calculate the rectangular coordinates of the center point of each hexagonal grid through offset coordinate coding ​; ;

[0077] Then, determine the rectangular coordinates of the six vertices according to the center point coordinates. , and the formulas for calculating the rectangular coordinates of the six vertices in counterclockwise order are as follows:

[0078] ;

[0079] Among them, and The subscript represents the vertex index, and the vertex numbers are defined according to the following rules: starting from the lower vertex on the right side of the hexagonal grid, number them in counterclockwise order , until a full circle is completed.

[0080] Step 3: Match the roads and terrain features in the vector data with the hexagonal grid network generated in Step 2, and assign corresponding road and terrain attribute features to the unit hexagonal grid.

[0081] For the linear feature representing the road, it can be abstractly represented as a straight line segment connecting the center points of one hexagonal grid to the center points of another hexagonal grid. The present invention uses a high-precision boundary tracking method of hexagonal grid mapping and adjacency relationship for quantification.

[0082] First, by establishing a geometric projection relationship and a dynamic compensation mechanism of the hexagonal grid, achieve a high-precision conversion from rectangular coordinates to the hexagonal grid. Calculate the initial row and column indices through the geometric projection formula :

[0083] ;

[0084] Among them, represents the side length of the hexagonal grid, represents the pixel point coordinates of the road in the rectangular coordinate system. Generate two candidate hexagonal grid codes and through the row and column parity discrimination rules, and calculate their Euclidean distances from the original coordinates in the rectangular coordinate system respectively, and select the hexagonal grid with the closest distance as the mapping result.

[0085] Secondly, through piecewise linear interpolation optimization, dynamically insert intermediate hexagonal grids along the road direction to eliminate the risk of path breakage caused by coordinate rounding. For the verification of the adjacency relationship, a two-way graph traversal verification mechanism is proposed. Forward, verify the road continuity based on the local adjacency rules of the hexagonal grid, and backward, backtrack the abnormal breakpoints through the adjacency matrix, so as to generate a hexagonal grid road network that meets the maneuver constraints.

[0086] For the planar elements representing terrain, the present invention uses a technical solution that combines boundary tracing with the area dominance principle, that is, after obtaining the hexagonal grid codes where each terrain boundary is located, by calculating the geometric intersection area between a unit hexagonal grid and the original planar element, the terrain to which the current hexagonal grid belongs is determined according to the optimized area dominance criterion.

[0087] First, accurately identify the terrain boundary of the planar element through the method of line element quantization, and record the hexagonal grid codes passed by the boundary line.

[0088] Secondly, select an effective edge table filling algorithm that combines military terrain rules with an adaptive optimization mechanism to fill the internal hexagonal grids.

[0089] After obtaining the polygon data, the polygon needs to be preprocessed to merge the shorter edges that have less impact on filling. Calculate the actual length of each polygon edge , when is less than the standard width of the hexagonal grid at the current level, adopt edge merging optimization based on the principle of minimum perturbation, dynamically maintain a priority queue, and continuously track the current shortest edge and its adjacent edges , , by solving the minimum merging cost function:

[0090] ;

[0091] Among them, is the length difference weight, is the change rate of the polygon area before and after merging, and based on this, select the optimal merged polygon.

[0092] After preprocessing, arrange the vertices in ascending order according to coordinates to construct a vertex array . During the scanning process, dynamically manage the active edge table from bottom to top along the axis. At the same time, embed the terrain attributes in the active edge table data structure, and its complete expression is:

[0093] ;

[0094] Among them, and respectively represent the minimum and maximum coordinates of the edge, records the intersection point coordinate of the current scan line and the edge coordinate, represents the reciprocal of the edge slope, represents the terrain classification code.

[0095] For self-intersecting polygons, an error-tolerant intersection detection mechanism is proposed. When the active edge node satisfies Trigger the order exchange operation when, where, and respectively represent the values of adjacent two points, is the rounding error threshold set by the system.

[0096] Finally, use the improved area dominance judgment method to judge the terrain type of the unit hexagonal grid by comparing the weighted areas, and read the in the active edge table to fill the intermediate terrain. The weighted area formula is:

[0097] ;

[0098] where, represents the weighted area, represents the number of polygon vertices, represents the th vertex coordinate, represents the terrain weight.

[0099] Step 4: Process and interpolate the elevation data by Kriging Interpolation, fill the elevation values of the missing areas, calculate the terrain undulation degree and average height of each hexagonal grid for the processed elevation data, and assign the corresponding elevation level value to the hexagonal grid according to the preset elevation level interval judgment rule.

[0100] For the preprocessing of the elevation data, use the Kriging interpolation formula:

[0101] ;

[0102] where, represents the elevation value of the point to be predicted, represents the known data point 's elevation value, represents the Kriging weight coefficient, represents the number of known data points.

[0103] According to the preset elevation level interval judgment rule, the method for assigning the corresponding elevation level value to the hexagonal grid is: determine the range of the average elevation in the whole domain, the undulation degree range , divide the average height into equal-width intervals, divide the undulation degree into equal-width intervals, with spans of , , and determine the elevation level value through the following formula :

[0104] .

[0105] For the formulation of geomorphic attributes, the average height is the mean value of elevation points within the grid, reflecting the overall terrain; the terrain undulation degree is the difference between the maximum and minimum elevation points, and this indicator determines the geomorphic type. The greater the undulation degree, the more complex the terrain.

[0106] Step 5: Integrate the multi-level grid structure with global parameters such as "Spatial Reference and Grid Definition Data" and "Geographic Feature Data" to construct a hierarchical index structure model for multi-resolution wargame chessboards.

[0107] The specific steps are as follows: First, obtain the GIS data of the area where the wargame chessboard to be generated is located based on Step 1; second, generate a hexagonal grid network system by setting the side lengths of unit hexagonal cells at different resolution levels in Step 2; then, pass each independent resolution level through Steps 3 and 4 to obtain the terrain, road, and elevation characteristic values on each hexagonal cell, forming a single-resolution chessboard data layer with complete geographic attributes; finally, perform hierarchical integration on all resolution levels to construct a hierarchical index structure for multi-resolution wargame chessboards, supporting efficient storage and reading.

[0108] The present invention constructs a multi-resolution wargame chessboard data model through a hierarchical recursive subdivision engine, and its core lies in establishing a mathematically complete system for cross-level coordinate mapping. This system is based on the subdivision scale factor between adjacent levels constructed, where represents the side length of the unit hexagonal cell in the parent layer (low-resolution level), and represents the side length of the unit hexagonal cell in the child layer (high-resolution level). During the coordinate mapping process, integer division and odd-row offset compensation rules are adopted to ensure the accurate conversion between the coordinates of the parent layer and the child layer, while maintaining the geometric continuity of the hexagonal cell honeycomb topology.

[0109] For the bidirectional conversion of the coordinates of the parent layer and the child layer, an odd-row horizontal compensation amount is defined. The coordinates of the parent layer are , and the coordinates of the child layer are .

[0110] When performing coordinate aggregation from the child layer to the parent layer, the following formula is used to calculate the coordinates of the parent layer :

[0111] ;

[0112] When performing coordinate subdivision from the parent layer to the child layer, first use the following formula to calculate the starting row and column coordinates of the child layer coordinates :

[0113] ;

[0114] The sub-layer coordinate generation domain is:

[0115] ;

[0116] In addition, each level integrates core geographical elements such as hexagonal grid coding, geomorphic attributes, road coding, and elevation classification, and uses a six-direction neighbor coding vector index to maintain the grid spatial relationship. As Figure 3 shown in the hierarchical structure diagram of multi-resolution checkerboard data.

[0117] Step 6: Read the generated wargame checkerboard data, and perform visualization operations on its high-resolution hierarchical checkerboard data to generate a complete hexagonal grid wargame checkerboard containing terrain and roads, as well as a hexagonal grid elevation map.

[0118] Example:

[0119] Taking the GIS data within the range of 5x5km of the wargame checkerboard area to be generated as a test sample, the systematic technical effects of the generated multi-resolution wargame checkerboard data are verified.

[0120] The specific implementation process is as follows:

[0121] Obtain high-precision GIS data of the test area, including elevation data (spatial resolution of about 0.6 meters / pixel), vector road network data (including ordinary roads, road connecting roads, small roads, etc.), and vector terrain network data (including forests, waters, building areas, etc.). All data are uniformly registered using the WGS84 coordinate system (EPSG:4326); process the road, terrain, and elevation data to generate wargame checkerboard structures with three resolutions including the side length of a unit hexagonal grid , and , containing key information such as hexagonal grid coding, terrain type, elevation value, geomorphic attributes, etc. at different resolutions, ensuring that the data can be directly used in the wargame deduction system.

[0122] As Figure 4 shown is the real map of the 5x5km wargame checkerboard area to be generated, Figure 5 shown is the elevation map of this area, Figure 6 shown is the hexagonal grid wargame checkerboard when reading the multi-resolution checkerboard data and filling it with roads and terrain, and Figure 7 shown is the elevation map generated in the same area and at the same resolution.

[0123] As Figure 8 shown is the mapping relationship diagram of the checkerboard structure among the three levels, generating a wargame checkerboard structure containing three resolutions, and the technical parameters of each level are shown in the following table:

[0124]

[0125] The above are only the preferred embodiments of the present invention. It should be noted that for those of ordinary skill in the art, without departing from the technical principle of the present invention, several improvements and modifications can be made, and these improvements and modifications should also be regarded as the protection scope of the present invention.

[0126] A computer-readable storage medium storing one or more programs, the one or more programs including instructions that, when executed by a computing device, cause the computing device to execute a method for generating a wargame board based on GIS data.

[0127] A computing device, comprising one or more processors, one or more memories, and one or more programs, wherein the one or more programs are stored in the one or more memories and configured to be executed by the one or more processors, and the one or more programs include instructions for executing a method for generating a wargame board based on GIS data.

[0128] Those skilled in the art should understand that the embodiments of the present invention can be provided as a method, a system, or a computer program product. Therefore, the present invention can take the form of a complete hardware embodiment, a complete software embodiment, or an embodiment combining software and hardware aspects. Moreover, the present invention can take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0129] The present invention is described with reference to the flowcharts and / or block diagrams of methods, apparatuses (systems), and computer program products according to the embodiments of the present invention. It should be understood that each flow and / or block in the flowcharts and / or block diagrams, and the combination of flows and / or blocks in the flowcharts and / or block diagrams, can be realized by computer program instructions. These computer program instructions can be provided to the processor of a general-purpose computer, a special-purpose computer, an embedded processor, or other programmable data processing devices to generate a machine, so that the instructions executed by the processor of the computer or other programmable data processing devices generate means for realizing the functions specified in Figure 1 one flow or multiple flows and / or blocks Figure 1 one block or multiple blocks.

[0130] These computer program instructions can also be stored in a computer-readable memory that can direct a computer or other programmable data processing device to work in a specific manner, so that the instructions stored in the computer-readable memory generate a manufactured article including instruction means, and the instruction means realizes the functions specified in Figure 1 one flow or multiple flows and / or blocks Figure 1 one block or multiple blocks.

[0131] These computer program instructions may also be loaded onto a computer or other programmable data processing apparatus, so that a series of operation steps are performed on the computer or other programmable apparatus to generate a computer-implemented process, thereby providing instructions for implementing the steps of the function specified in one process or a plurality of processes and / or blocks Figure 1 one process or a plurality of processes and / or blocks Figure 1 in one block or a plurality of blocks.

[0132] The above are only embodiments of the present invention and are not intended to limit the present invention. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present invention are included in the scope of the claims of the present invention pending approval of the application.

Claims

1. A method for generating a multi - resolution wargame board based on GIS data, characterized in that: Obtain the GIS data of the area where the wargame board to be generated is located; Construct a hexagonal grid network according to the range of the area where the wargame board to be generated is located, set the side length of the unit hexagon of the hexagonal grid network at different resolution levels, and generate a hexagonal grid system in sequence; Assign a unique code to each hexagon in the hexagonal grid network at each resolution level, and establish a mapping relationship between the code and the geographical coordinates within the area where the wargame board to be generated is located; For each hexagonal grid network at each resolution level, match the road features and terrain features in the GIS data with the hexagons according to the mapping relationship; Calculate the terrain undulation degree and average height of each hexagon in the hexagonal grid network at each resolution level according to the elevation data in the GIS data, and assign a corresponding elevation level value to the hexagon according to the preset elevation level interval judgment rule; Construct a hierarchical index structure model for the hexagonal grid system to generate a multi - resolution wargame board with complete geographical attributes.

2. The method for generating a multi - resolution wargame board based on GIS data according to claim 1, characterized in that: The method for constructing the hexagonal grid network includes: Orient the apex of each hexagonal cell upwards and offset the even rows to the left , where represents the side length of a unit hexagonal cell, and the lower left corner of the network is the starting point, i.e., the coordinate origin; By offset coordinate encoding Calculate the rectangular coordinates of the center point of each hexagonal cell ; ; Determine the rectangular coordinates of six vertices based on the central point coordinates , and the formulas for calculating the rectangular coordinates of the six vertices in counterclockwise order are respectively: ; Among them, and the subscript of represents the vertex index, and the vertex numbers are defined according to the following rules: starting from the lower vertex on the right side of the hexagonal lattice, number them in counterclockwise order , until a full circle is completed.

3. The method for generating a multi - resolution wargame board based on GIS data according to claim 1, characterized in that: The method for matching the road features in the GIS data with the hexagons includes: Calculate the initial row and column indices through the geometric projection formula ; ; Among them, represents the side length of the hexagonal grid, represents the pixel coordinates of the road in the rectangular coordinate system; two candidate hexagonal grid codes are generated through the row-column parity discrimination rule and , and their Euclidean distances from the original coordinates in the rectangular coordinate system are calculated respectively, and the hexagonal grid with the closest distance is selected as the mapping result; Through piece - wise linear interpolation optimization, dynamically insert intermediate hexagons along the road direction to eliminate the risk of path breakage caused by coordinate rounding; for adjacency relationship verification, propose a two - way graph traversal verification mechanism. Forward, verify the road continuity based on the local adjacency rules of the hexagons, and backward, backtrack abnormal breakpoints through the adjacency matrix to generate a hexagonal grid road network that meets the maneuver constraints.

4. The method for generating a multi - resolution wargame board based on GIS data according to claim 1, characterized in that: The method for matching the terrain features in the GIS data with the hexagons includes: Precisely identify the terrain boundary of the planar feature through the method of line feature quantization, and record the hexagon codes passed by the boundary line; Merge the shorter sides that have less impact on filling; calculate the actual length of each polygon side , when is less than the standard width of the hexagonal grid at the current resolution level, edge merging optimization based on the principle of minimum perturbation is adopted, a priority queue is dynamically maintained, and the current shortest edge is continuously tracked and its adjacent edges , , by solving the minimum merging cost function: ; Among them, is the length difference weight, is the change rate of the polygon area before and after merging. The optimal merged polygon is selected based on the minimum merging cost; Arrange the vertices in ascending order according to the coordinates to construct a vertex array ; During the scanning process, dynamically manage the active edge table from bottom to top along the axis, and embed the terrain attributes in the active edge table data structure. Its complete expression is: ; Among them, represents the minimum coordinate of the edge, respectively represents the maximum coordinate of the edge, records the intersection point coordinate of the current scan line and the edge, represents the reciprocal of the edge slope, represents the terrain classification code; When the active edge node satisfies a sequential exchange operation is triggered, where and represent the values of two adjacent points respectively, and is the rounding error threshold set by the system. Judging the terrain type of a unit hexagonal grid by comparing the weighted area, and reading the Filling the intermediate terrain, and the weighted area formula is: ; in, represents the weighted area, Represents the number of polygon vertices, Indicates The coordinates of the vertices, Represents the terrain weight.

5. The method for generating a multi - resolution wargame board based on GIS data according to claim 1, characterized in that: It also includes pre - processing the elevation data in the GIS data to fill the elevation values of the missing areas, and the pre - processing method uses the Kriging interpolation formula: ; Among them, represents the elevation value of the point to be predicted, represents the known data point 's elevation value, represents the Kriging weight coefficient, represents the number of known data points; The method for assigning corresponding elevation level values to hexagonal grids according to the preset elevation level interval judgment rule is as follows: Determine the range of the average elevation within the entire area , the range of undulation , divide the average height into equal-width intervals, and divide the undulation into equal-width intervals, with spans of , respectively. Determine the elevation level value through the following formula : .

6. The method for generating a multi - resolution wargame board based on GIS data according to claim 1, characterized in that: The method for constructing a hierarchical index structure model for the hexagonal grid system includes: Establish a mathematically complete system for cross - level coordinate mapping, where the mathematical completeness system is based on the subdivision scale factor between adjacent levels Constructed, where represents the side length of the unit hexagonal grid of the parent layer, represents the side length of the unit hexagonal grid of the child layer; For the two-way conversion of the coordinates of the parent layer and the child layer, the horizontal compensation amount for odd rows is defined , the coordinates of the parent layer are , the coordinates of the child layer are ; When performing coordinate aggregation from the child layer to the parent layer, the following formula is used to calculate the parent layer coordinates ; ; When performing coordinate subdivision from the parent layer to the child layer, the following formula is used to calculate the starting row and column coordinates of the child layer coordinates ; ; The sub - layer coordinate generation domain is: 。 7. The method for generating a multi - resolution wargame board based on GIS data according to claim 1, characterized in that: It also includes reading the generated multi - resolution wargame board data, and performing a visualization operation on the high - resolution level board data to generate a complete hexagonal grid wargame board including terrain and roads, and a hexagonal grid elevation map.

8. A multi-resolution wargame board generation system based on GIS data, characterized in that, Including: A GIS data module for obtaining the GIS data of the area where the wargame board to be generated is located; A hexagonal grid system module for constructing a hexagonal grid network according to the range of the area of the wargame board to be generated, setting the side length of the unit hexagonal grid of the hexagonal grid network at different resolution levels, and sequentially generating a hexagonal grid system; An encoding module for assigning a unique code to each hexagonal grid in the hexagonal grid network at each resolution level and establishing a mapping relationship between the code and the geographical coordinates within the area of the wargame board to be generated; A road and terrain element module for matching the road features and terrain features in the GIS data with the hexagonal grids according to the mapping relationship for each resolution level of the hexagonal grid network; An elevation element module for calculating the terrain undulation degree and average height of each hexagonal grid in the hexagonal grid network at each resolution level according to the elevation data in the GIS data, and assigning a corresponding elevation level value to the hexagonal grid according to the preset elevation level interval judgment rule; A multi-resolution wargame board generation module for constructing a hierarchical index structure model for the hexagonal grid system and generating a wargame board with complete geographical attributes.

9. A computer-readable storage medium storing one or more programs, characterized in that: The one or more programs include instructions that, when executed by a computing device, cause the computing device to perform any of the methods according to claims 1 to 7.

10. A computing device, characterized in that, Comprising: One or more processors, one or more memories, and one or more programs, wherein the one or more programs are stored in the one or more memories and configured to be executed by the one or more processors, and the one or more programs include instructions for performing any of the methods according to claims 1 to 7.

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