A visual simulation system, method and medium under a multi-domain confrontation environment

By using a visualization simulation system in a multi-domain adversarial environment, the problem of the single dimension of the existing simulation system architecture is solved. Cross-domain real-time simulation and efficient rendering are achieved, the credibility of simulation results and the real-time nature of user interaction are improved, and intuitive visual feedback and strategy optimization suggestions are provided.

CN120850608BActive Publication Date: 2025-12-09SICHUAN AOSSCI TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202511349754.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-09-22
Publication Date
2025-12-09
Estimated Expiration
2045-09-22

AI Technical Summary

Technical Problem

Existing simulation system architectures are too simplistic and cannot meet the application needs of complex cross-domain environments. They also have limitations in entity modeling, performance evaluation, and visualization, and cannot achieve real-time, dynamic, intelligent, and highly immersive simulation effects.

Method used

A visualization simulation system in a multi-domain adversarial environment is adopted. The scenario generation module converts user input into structured data packets, and the entity modeling module performs physical attribute and behavioral logic modeling. The simulation engine performs event queue processing and real-time updates, and the visualization module performs 3D rendering. The performance evaluation module performs dynamic evaluation, realizing cross-domain entity collaboration and efficient rendering.

Benefits of technology

It achieves real-time simulation and efficient rendering in cross-domain environments, supports multi-threaded synchronous updates, improves the credibility of simulation results and the real-time nature of user interaction, and provides intuitive visual feedback and strategy optimization suggestions.

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Abstract

The application provides a visual simulation system, method and medium in a multi-domain confrontation environment, the system comprises: a scenario generation module, which is used for converting confrontation environment parameters input by a user into a structured scene data packet; an entity modeling module, which is used for modeling according to physical properties and behavior logic of an entity, obtaining an entity model, and providing a cross-domain interaction interface, so that different domain entities are coordinated; a simulation engine module, which is used for determining an event queue and an environment state according to the scene data packet, and processing entity events according to event priorities in the event queue, and then synchronously updating corresponding entity states and environment states; and a visual simulation module, which is used for performing three-dimensional rendering according to a data stream provided by the simulation engine module, and obtaining a three-dimensional picture reflecting the entity states and the environment states. The simulation logic is closely coupled with user interaction through a low-delay data synchronization mechanism, and the simulation efficiency and reliability are improved.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of system simulation, and in particular to a visual simulation system and method in a multi-domain confrontation environment and a medium. BACKGROUND

[0002] In recent years, with the evolution of complex systems such as military, industry, and transportation towards multi-domain fusion (such as sea, land, air, space, electromagnetic, and network space), traditional simulation systems face significant challenges in dynamic environment modeling, real-time deduction, and intelligent decision support. Existing technical frameworks, such as AFSIM and STK, although widely used in specific fields, are based on a single dimension in their core design philosophy, making them inadequate in dealing with cross-domain complex interactions. SUMMARY

[0003] The present application provides a visual simulation system and method in a multi-domain confrontation environment to solve the technical problem of existing simulation system architecture being single-dimensional and difficult to meet the application requirements of cross-domain environments.

[0004] The present application provides a visual simulation system in a multi-domain confrontation environment, which includes: a scenario generation module for converting user input confrontation environment parameters into structured scenario data packets, wherein the confrontation environment parameters include geographic environment data, combat entity types, multi-domain combat rules, and confrontation targets; an entity modeling module for modeling based on physical properties and behavior logic of entities to obtain entity models and provide cross-domain interaction interfaces for collaboration between different domain entities; a simulation engine module for loading the entity models to determine event queues and environment states based on the scenario data packets, and processing entity events based on event priorities in the event queues to update corresponding entity states and environment states synchronously; and a visual simulation module for three-dimensional rendering based on data streams provided by the simulation engine module to obtain three-dimensional pictures reflecting entity states and environment states.

[0005] In an embodiment of the present application, the system further includes an effectiveness evaluation module for adjusting evaluation weights based on environmental changes to evaluate effectiveness indicators of current combat tasks based on the evaluation weights.

[0006] In an embodiment of the present application, the effectiveness indicators include combat task achievement rate, resource consumption ratio, and survival probability.

[0007] In an embodiment of the present application, the simulation engine module comprises: an event scheduler configured to generate an event queue according to the scenario data packet and perform entity event processing based on the priority of events in the event queue; an environment simulator configured to calculate environment parameters in real time according to the scenario data packet and derive a corresponding environment background based on the environment parameters; and a real-time adversarial reasoning unit configured to perform multi-thread concurrent calculation and synchronously update the corresponding entity state and environment state.

[0008] In an embodiment of the present application, the entity modeling module comprises: a physical attribute modeling unit configured to define a kinematic model of an entity; and a behavior logic modeling unit configured to perform fusion decision based on a finite state machine and deep reinforcement learning and determine the behavior logic of the entity.

[0009] In an embodiment of the present application, the visualization simulation module communicates with the simulation engine module through a distributed communication framework.

[0010] In an embodiment of the present application, the visualization simulation module comprises: a data interface unit configured to convert the entity state output by the simulation engine module into preset format data for analysis and processing by a three-dimensional rendering engine; a rendering engine adaptation unit configured to generate environment special effect rendering according to the environment state output by the simulation engine module; and an interactive control unit configured to adjust the perspective of the three-dimensional picture or generate a disturbance event injection instruction and transmit the same to the simulation engine module in response to the interactive operation of a user.

[0011] The present application also provides a visualization simulation method in a multi-domain adversarial environment, which comprises: loading adversarial environment parameters and converting the same into a structured scenario data packet, wherein the adversarial environment parameters comprise geographical environment data, combat entity types, multi-domain combat rules and adversarial targets; loading an entity model to determine an event queue and an environment state according to the scenario data packet and perform entity event processing according to the priority of events in the event queue, thereby synchronously updating the corresponding entity state and environment state, wherein the entity model is modeled according to the physical attributes and behavior logic of an entity; and performing three-dimensional rendering according to the entity state and the environment state to obtain a three-dimensional picture reflecting the entity state and the environment state.

[0012] In an embodiment of the present application, the method further comprises: receiving an interference event injection, determining the priority of the interference event, and writing the interference event into the event queue; and updating the corresponding entity state and environment state according to the execution result of the interference event.

[0013] The present application also provides a computer readable storage medium having a computer program stored thereon, wherein the computer program is executed by a processor to implement the steps of the visualization simulation method in a multi-domain adversarial environment.

[0014] The beneficial effects of the present application: the multi-domain confrontation environment visualization simulation system, method and medium provided by the present application convert discrete user input data into structured scene data packets through the scenario generation module, avoiding the problem that the traditional discrete event-driven architecture is prone to efficiency bottleneck; multi-level modeling is performed based on physical properties and behavior logic, ensuring the intelligence of entity behavior decision-making, and flexible autonomous collaboration between different entities can be realized; event processing is performed based on event queues, and multi-threaded synchronous updating of entity states and environment states can be realized, improving the real-time performance and efficiency of event processing, and timely responding to new injected events, meeting the needs of dynamic environment changes; intuitive visual feedback can be provided through three-dimensional rendering, and the deduction of each entity and the corresponding environment in the multi-domain confrontation scene can be understood in a timely manner, facilitating user intervention in the complex confrontation process. BRIEF DESCRIPTION OF DRAWINGS

[0015] The accompanying drawings, which are incorporated into and form a part of the specification, illustrate one embodiment consistent with the present application and, together with the description, serve to explain the principles of the application. Obviously, the drawings in the following description are only some embodiments of the present application, and other drawings can be obtained from these drawings without creative labor for those skilled in the art.

[0016] In the drawings:

[0017] Figure 1 The architecture schematic diagram of the multi-domain confrontation environment visualization simulation system provided by an embodiment of the present application is shown in the figure.

[0018] Figure 2 The architecture schematic diagram of the interaction between the simulation engine module and the Unity engine in an embodiment of the present application is shown in the figure.

[0019] Figure 3 The internal architecture schematic diagram of the simulation engine and the Unity visualization module in an embodiment of the present application is shown in the figure.

[0020] Figure 4 The execution flow schematic diagram of the energy efficiency evaluation module in an embodiment of the present application is shown in the figure.

[0021] Figure 5 The architecture schematic diagram of the entity modeling module in an embodiment of the present application is shown in the figure.

[0022] Figure 6 The overall execution flow schematic diagram of the system in an embodiment of the present application is shown in the figure.

[0023] Figure 7 The flow schematic diagram of the multi-domain confrontation environment visualization simulation method in an embodiment of the present application is shown in the figure.

[0024] Figure 8 Fig. 1 is a schematic diagram of the overall flow of the simulation method according to an embodiment of the present application. DETAILED DESCRIPTION

[0025] The present application is described in greater detail by way of specific examples. Other advantages and benefits of the present application will become apparent to those skilled in the art upon consideration of the disclosure herein. The present application can be implemented or applied in other different embodiments and the details of the description can be modified based on different views and applications without departing from the spirit of the present application. The following examples and features in the examples can be combined with each other in the case of no conflict.

[0026] It should be noted that the diagrams provided in the following examples only schematically illustrate the basic concept of the present application and the figures only show the components related to the present application and not the number, shape and size of the components when actually implemented. The actual implementation of the components can be randomly changed in terms of shape, number and proportion and the layout of the components can be more complex.

[0027] In the following description, a large number of details are discussed to provide a more thorough explanation of the embodiments of the present application. However, it is obvious to those skilled in the art that the embodiments of the present application can be implemented without these specific details and in other embodiments, the well-known structures and devices are shown in the form of block diagrams rather than in the form of details to avoid making the embodiments of the present application difficult to understand.

[0028] Terminology:

[0029] Assumption refers to the assumption of the basic situation of the two parties to the war, the war intention and the war development.

[0030] Multi-domain refers to sea, land, air, sky, electricity, and network, and here sea refers to the ocean; land refers to land, air refers to space in the earth's atmosphere, sky refers to space outside the earth's atmosphere, electricity refers to electromagnetic space, and network refers to network space.

[0031] The inventors have found through in-depth analysis of related technologies that: the related solutions usually use fixed scripts and pre-defined behavior models to manipulate simulated entities. This rigid design method severely limits the deduction results to preset conditions and cannot truly reflect the impact of sudden interference events on system effectiveness, such as signal suppression, network attacks, or sudden weather changes commonly seen in actual combat. This limitation greatly reduces the credibility of the simulation results and cannot provide reliable basis for strategy optimization in complex environments. In addition, the existing technology also has deficiencies in the granularity of entity modeling, lacking the ability to express the multi-level coupling of physical characteristics, behavior logic and decision-making ability. This means that the behavior of entities in the simulation is often programmed and lacks autonomy, and cannot effectively simulate intelligent countermeasures such as evading reconnaissance or autonomous cooperation.

[0032] In terms of technical architecture, the mainstream discrete event-driven architecture is prone to efficiency bottlenecks when dealing with large-scale entity concurrent deduction. When it is necessary to dynamically adjust rules or inject new events according to the deduction process, traditional systems are difficult to respond quickly, seriously affecting the flexibility and practicality of the simulation process. In terms of performance evaluation, existing modules rely on static indicators (such as damage rate, task completion time), and fail to associate evaluation weights with dynamically changing environmental factors (such as electromagnetic environment, terrain obstacles). The limitations of this static evaluation result in insufficient adaptability of the generated strategy optimization recommendations to actual scenarios, making it difficult to produce effective decision guidance.

[0033] In addition, in terms of visual presentation, traditional systems usually rely on dedicated rendering engines, which have problems such as long development cycle, poor compatibility of three-dimensional models, and insufficient support for dynamic special effects. This technical gap between simulation logic and visual presentation results in poor situational awareness intuitiveness and immersion, making it difficult for users to efficiently understand and intervene in complex confrontation processes. In summary, the core problem of related technologies is the rigidity of their design philosophy and the fragmentation of their technical implementation, which fundamentally contradicts the real-time, dynamic, intelligent, and highly immersive requirements of modern multi-domain joint operations on simulation systems.

[0034] Based on the above problems existing in the related art, the present application provides a visual simulation system in a multi-domain confrontation environment, a method and a medium, which will be described in detail below in conjunction with specific embodiments.

[0035] Please refer to Figure 1 , Figure 1 The architecture schematic diagram of the visual simulation system in a multi-domain confrontation environment provided by an embodiment of the present application is shown in Figure 1As shown, the system comprises a scenario generation module 10, an entity modeling module 11, a simulation engine module 12, and a visual simulation module 13. The modules are cooperated through data interfaces. The scenario generation module 10 is used to convert the user inputted confrontation environment parameters into structured scene data packets, wherein the confrontation environment parameters include geographic environment data, combat entity types, multi-domain combat rules, and confrontation targets, etc. The entity modeling module 11 is used to model according to the physical properties and behavior logic of the entities to obtain entity models and provide cross-domain interaction interfaces to enable the cooperation between different domain entities. The simulation engine module 12 is used to load the entity models to determine the event queue and the environment state according to the scene data packets, and to process the entity events according to the event priority in the event queue, and then to synchronously update the corresponding entity state and environment state. The visual simulation module 13 is used to perform three-dimensional rendering according to the data stream provided by the simulation engine module to obtain a three-dimensional picture reflecting the entity state and the environment state.

[0036] In an embodiment, the data stream provided by the simulation engine module 12 contains the related information of the entities and the environment, the visual simulation module 13 can be connected with the simulation engine module 12 through a distributed communication framework (such as DDS protocol, MQTT, TCP / IP, etc.) to obtain the data stream, and convert the simulation data in the data stream into a three-dimensional simulation situation picture in real time. In addition, the simulation engine module 12 can be provided with a data interface unit, a rendering engine adaptation unit, and an interaction control unit. The data interface unit is used to convert the entity state output by the simulation engine module 12 into a preset format data for analysis and processing by a three-dimensional rendering engine. The rendering engine adaptation unit is used to generate environment special effect rendering according to the environment state output by the simulation engine module 12. The interaction control unit is used to adjust the perspective of the three-dimensional picture or generate a disturbance event injection instruction and transmit it to the simulation engine module 12 in response to the user's interaction operation. The three-dimensional rendering engine here can be Unity, UnrealEngine, or other open source engines. Taking Unity as an example, the data interface unit can provide an interface to access Unity, and convert the entity state output by the simulation engine module into a format that can be parsed by Unity through the data interface unit. The rendering engine adaptation unit can realize environment special effect rendering, such as dynamically generating signal interference ripple and electromagnetic spectrum distribution, etc. The interaction control unit supports the user to adjust the perspective in real time, and to inject control instructions (such as injecting explosion, electromagnetic interference, etc. interference events). The user can also click on the entities in the three-dimensional picture rendered to view the related information of the entities (such as entity type, current state, etc.) in real time. For details, please refer to Figure 2 , Figure 2This is a schematic diagram illustrating the architecture of the simulation engine module interacting with the Unity engine in one embodiment of the present invention. The data interface unit of the simulation engine module can convert simulation data into JSON / Protobuf format, and then transmit the data to the Unity visualization module (i.e., the aforementioned visualization simulation module) via the DDS protocol. The rendering engine adaptation unit in the Unity visualization module can parse entity state data, call shaders to render dynamic effects, and send user operation commands back to the simulation engine module. By calling Unity for real-time rendering, the rendering latency can be controlled to be less than 50ms, ensuring the real-time performance of the simulation response.

[0037] Please see Figure 3 , Figure 3 This is a schematic diagram of the internal architecture of the simulation engine and the Unity visualization module in one embodiment of the present invention. The simulation engine module may include an event scheduler, an environment simulator, and a real-time adversarial simulation unit. The Unity visualization module includes a data interface, a rendering engine, and an interaction controller. The event scheduler is used to generate an event queue based on the scene data package and process entity events based on the priority of events in the event queue. The environment simulator is used to calculate environment parameters in real time based on the scene data package and deduce the corresponding environment background based on the environment parameters. The real-time adversarial simulation unit is used to perform multi-threaded concurrent calculations and synchronously update the corresponding entity states and environment states. Specifically, the event scheduler can generate an event queue by sorting various events according to a set priority and execute the corresponding events sequentially. At the same time, it calls the environment simulator to render environment effects. The real-time adversarial simulation unit provides multi-threaded synchronous calculation capabilities and can synchronously update the states of each entity and environment. The simulation engine module sends the updated data to the Unity visualization module through the DDS protocol. This module converts the data provided by the simulation engine module into a format that Unity can parse through the data interface, and then calls the Unity rendering engine to render effects to obtain a 3D image. Users can adjust the angle of the 3D screen and click on entities within the screen in real time using the interactive controller to view related information. Furthermore, users can intervene in the simulation by injecting events. The interactive controller can then send user-injected events and related user commands back to the event scheduler. Based on the priority of the injected events, the event scheduler writes them into the event queue, ensuring that the injected events can be executed in the next simulation cycle.

[0038] In one embodiment, the system may further include a performance evaluation module, used to adjust evaluation weights according to environmental changes, so as to evaluate the performance indicators of the current combat mission based on the evaluation weights. The performance evaluation module combines a dynamic weight allocation algorithm with three-dimensional visualization to quantitatively evaluate the mission's achievement rate, resource consumption ratio, and generation probability, etc. Please refer to [link to relevant documentation]. Figure 4 , Figure 4An execution flow diagram of the energy efficiency evaluation module in an embodiment of the present application is shown. The energy efficiency evaluation module presents the evaluation results such as the task achievement rate, resource consumption ratio, and survival probability in the form of a heat map rendering, where the red area represents low efficiency and optimization strategy or configuration is needed, and the green area represents high efficiency and the strategy is feasible. The module can adaptively adjust the evaluation weight according to the dynamic changes of the environment, and generate more targeted strategy optimization suggestions.

[0039] Referring to Figure 5 , Figure 5 An architecture diagram of the entity modeling module in an embodiment of the present application is shown. In an embodiment, the entity modeling module 11 can include a physical property modeling unit 11a for defining the kinematic model of the entity, and a behavior logic modeling unit 11b for making a fusion decision based on a finite state machine and deep reinforcement learning to determine the behavior logic of the entity. The entity modeling module also provides a cross-domain interaction interface 11c that can connect entities in multiple domains such as sea, land, air, space, electricity, and network, and realize cooperation between different domain entities through a standardized interface protocol. The entity modeling module 11 performs multi-level modeling of physical behavior and decision-making of the adversarial entity to realize intelligent entity behavior simulation. The physical property modeling unit 11a can define the kinematic model of the entity, such as the speed of an aircraft and the heading of a ship. The behavior logic modeling unit 11b can define the behavior logic of the entity, the core of which is a fusion decision based on a finite state machine (FSM) and deep reinforcement learning (DRL), for example, generating an autonomous decision-making path to evade radar detection based on a DRL model.

[0040] In an embodiment, the system can also include a rule customization module that can store the behavior rules of each entity and the dynamic change rules of the environment, etc. in the module. For details, please refer to Figure 6 , Figure 6 An overall execution flow diagram of the system in an embodiment of the present application is shown. The scenario generation module can input the battlefield parameters into the entity modeling module, which updates the rules and generates the entity model according to the input battlefield parameters. The simulation engine module loads the entity model and realizes node synchronization of each entity through a distributed architecture interface. The simulation engine module also sends real-time data streams to the Unity visualization module for three-dimensional rendering through a distributed communication framework, and performs battlefield deduction based on the entity model to obtain deduction data, which is sent to the energy efficiency evaluation module to obtain evaluation results such as the task achievement rate, resource consumption ratio, and survival probability of the combat task. The Unity visualization module can intuitively present the evaluation results through heat map rendering.

[0041] The workflow of the visual simulation system in the multi-domain adversarial environment of the present application can be represented as follows:

[0042] 1. Loading and Initialization: The system first loads the dynamic scenario data provided by the scenario generation module and initializes the initial state and position of all entities.

[0043] 2. Event Injection and Scheduling: During the deduction process, the system continuously detects dynamic interference events injected by the user through the visual simulation module, such as network attack instructions or resource deployment adjustments. After these instructions are identified, they will update the event priority queue to ensure they are processed in the next deduction cycle.

[0044] 3. State Deduction and Calculation: The simulation engine module updates the kinematic state, behavior logic, and environmental parameters of all entities in real time through multi-threaded concurrent calculation, including electromagnetic interference and weather conditions. This step is the core calculation link of the entire simulation.

[0045] 4. Data Synchronization and Rendering: After the deduction calculation is completed, the simulation engine synchronously transmits the updated entity state and environmental data to the visual simulation module through the DDS protocol.

[0046] After receiving the data, the visual simulation module immediately drives the Unity engine to perform three-dimensional rendering, generating a dynamic and visually appealing picture of the confrontation environment in real time, ensuring the timing consistency of simulation logic and visual presentation.

[0047] 5. Human-Computer Interaction and Feedback: Users can directly interact with the Unity interface, such as pausing the deduction, adjusting resource deployment, etc. These interactive instructions will be fed back to the simulation engine module in real time, affecting the subsequent deduction process, thus forming a closed-loop real-time interaction system.

[0048] The technical solution of the present invention is not isolated to solve a certain technical problem, but through a highly integrated modular architecture, it seamlessly combines dynamic environment modeling, intelligent behavior simulation, and high-precision visualization, and through a low-latency data synchronization mechanism, it tightly couples simulation logic and user interaction, thus achieving real-time, credibility, and practicality that traditional systems cannot achieve.

[0049] Based on the technical scheme of the application, the user can directly intervene in the deduction process through the Unity interface, for example, adjust the resource deployment or modify the entity behavior logic in real time, thereby enhancing the flexibility and practicality of the deduction process; through the standardized cross-domain interaction interface and the dynamic rule engine, the multi-domain confrontation environment such as sea, land, air, sky, electromagnetic, network and the like can be quickly constructed and deduced, and the limitation of the single dimension design of the traditional system is solved; the intelligent entity modeling and real-time confrontation interaction make the simulation result closer to the real scene, thereby improving the simulation credibility and providing a more efficient and reliable basis for strategy decision; through the integration of the Unity engine, high-precision three-dimensional dynamic rendering is realized, the visualization of complex special effects is supported, the situation awareness is more intuitive and efficient; the cross-platform characteristics and rich resource library of Unity are fully utilized, the third-party three-dimensional models (such as equipment and terrain) can be quickly imported, the development cycle of the simulation system is greatly shortened, and the research and development cost is reduced.

[0050] Referring to Figure 7 , Figure 7 is a flowchart of the visualization simulation method in the multi-domain confrontation environment according to an embodiment of the application. The method comprises the following steps:

[0051] In step S700, the confrontation environment parameters are loaded, and the confrontation environment parameters are converted into structured scene data packets, wherein the confrontation environment parameters comprise geographical environment data, combat entity types, multi-domain combat rules and confrontation targets;

[0052] In step S710, the entity model is loaded to determine the event queue and the environment state according to the scene data packet, and the entity event processing is performed according to the event priority in the event queue, and then the corresponding entity state and environment state are synchronously updated, wherein the entity model is obtained by modeling according to the physical properties and behavior logic of the entity;

[0053] In step S720, the three-dimensional rendering is performed according to the entity state and the environment state, and the three-dimensional picture reflecting the entity state and the environment state is obtained.

[0054] Referring to Figure 8 , Figure 8 is a schematic diagram of the overall flow of the simulation method according to an embodiment of the application. First, the scenario data is loaded, it is judged whether there is dynamic interference based on the scenario data, in the case that there is no dynamic interference, the event queue is generated directly according to the scenario data, the event scheduling is performed through the event scheduler according to the event priority, and the environment parameters are updated, and the Unity data is synchronously transmitted to the visualization simulation module for three-dimensional rendering and visualization display.

[0055] Another aspect of the present application also provides a computer readable storage medium having stored thereon a computer program, which, when executed by a processor of a computer, causes the computer to perform the method for visual simulation in a multi-domain adversarial environment as described above. The computer readable storage medium can be included in the electronic device described in the above embodiments, or can exist separately and not be assembled into the electronic device.

[0056] The above embodiments are only illustrative of the principles and effects of the present application, and are not intended to limit the present application. Any person skilled in the art can modify or change the above embodiments without departing from the spirit and scope of the present application. Therefore, all equivalent modifications or changes made by those skilled in the art without departing from the spirit and technical ideas disclosed by the present application should be covered by the claims of the present application.

Claims

1. A visual simulation system under a multi-domain adversarial environment, characterized in that, The system comprises: a scenario generation module configured to convert user-inputted confrontation environment parameters into structured scenario data packets, wherein the confrontation environment parameters comprise geographical environment data, combat entity types, multi-domain combat rules, and confrontation targets; an entity modeling module configured to model entities according to physical properties and behavior logic of the entities, to obtain entity models, and to provide cross-domain interaction interfaces to enable collaboration between different domain entities; a simulation engine module configured to load the entity models, to determine an event queue and an environment state according to the scenario data packets, and to perform entity event processing according to event priorities in the event queue, and to synchronously update corresponding entity states and environment states; the simulation engine module comprises: an event scheduler configured to generate an event queue according to the scenario data packets, and to perform entity event processing based on event priorities in the event queue; an environment simulator configured to calculate environment parameters in real time according to the scenario data packets, and to deduce corresponding environment backgrounds based on the environment parameters; and a real-time confrontation deduction unit configured to perform multi-threaded concurrent calculation, and to synchronously update corresponding entity states and environment states; a visual simulation module configured to perform three-dimensional rendering according to data streams provided by the simulation engine module, to obtain three-dimensional pictures reflecting the entity states and the environment states; the visual simulation module communicates with the simulation engine module through a distributed communication framework; the visual simulation module comprises: a data interface unit configured to convert entity states output by the simulation engine module into preset format data for analysis and processing by a three-dimensional rendering engine; a rendering engine adaptation unit configured to generate environment special effect rendering according to environment states output by the simulation engine module; and an interaction control unit configured to adjust a perspective of the three-dimensional pictures, or to generate perturbation event injection instructions and transmit the perturbation event injection instructions to the simulation engine module, in response to user interaction operations. 2.The visual simulation system in a multi-domain adversarial environment according to claim 1, wherein, The system further comprises an effectiveness evaluation module configured to adjust evaluation weights according to environment changes, and to evaluate effectiveness indicators of a current combat task based on the evaluation weights.

3. The visual simulation system under multi-domain adversarial environment according to claim 2, characterized in that, The effectiveness indicators comprise: a combat task achievement rate, a resource consumption ratio, and a survival probability.

4. The visual simulation system under multi-domain adversarial environment according to claim 1, characterized in that, The entity modeling module comprises: a physical property modeling unit configured to define kinematic models of entities; a behavior logic modeling unit configured to determine behavior logic of entities based on fusion decision-making of finite state machines and deep reinforcement learning.

5. A method for visual simulation in a multi-domain adversarial environment, applied to the visual simulation system in a multi-domain adversarial environment according to any one of claims 1-4, characterized in that, The method comprises: loading confrontation environment parameters, and converting the confrontation environment parameters into structured scenario data packets, wherein the confrontation environment parameters comprise geographical environment data, combat entity types, multi-domain combat rules, and confrontation targets; loading entity models to determine an event queue and an environment state according to the scenario data packets, and performing entity event processing according to event priorities in the event queue, and synchronously updating corresponding entity states and environment states, wherein the entity models are obtained by modeling entities according to physical properties and behavior logic of the entities; performing three-dimensional rendering according to the entity states and the environment states, to obtain three-dimensional pictures reflecting the entity states and the environment states.

6. The method of visual simulation in a multi-domain adversarial environment according to claim 5, wherein, The method further comprises: receiving an interference event injection and determining a priority of the interference event to write the interference event into an event queue; updating a corresponding entity state and environment state according to an execution result of the interference event.

7. A computer readable storage medium having stored thereon a computer program, characterized in that The computer program, when executed by a processor, implements the steps of the visual simulation method in a multi-domain adversarial environment according to any one of claims 5 or 6.

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