scholarly journals Research on Cooperative Combat for Integrated Reconnaissance-Attack-BDA of Group LAVs

2014 ◽  
Vol 2014 ◽  
pp. 1-6 ◽  
Author(s):  
Li Bing ◽  
Li Jie ◽  
He Guanglin ◽  
Li Dalin

LAVs (loitering air vehicles) are advanced weapon systems that can loiter autonomously over a target area, detect and acquire the targets, and then attack them. In this paper, by the theory of Itô stochastic differential, a group system was analyzed. The uniqueness and continuity of the solution of the system was discussed. Afterwards the model of the system based on the state transition was established with the finite state machine automatically. At last, a search algorithm was proposed for obtaining good feasible solutions for problems. And simulation results show that model and method are effective for dealing with cooperative combat of group LAVs.

Author(s):  
Mengxuan Zhang ◽  
Nan Li ◽  
Anouck Girard ◽  
Ilya Kolmanovsky

In this paper, we develop a finite state machine based automated highway driving controller. The controller is described by feedback control laws in each state and state transition conditions. We test the controller in a traffic simulator and evaluate its performance based on a metric function. Furthermore, we propose a stochastic gradient based optimization approach to achieve optimal calibration of the developed controller. We expect that this controller can serve as a baseline for automated driving algorithm developments.


2015 ◽  
Vol 734 ◽  
pp. 350-353
Author(s):  
Jian Jun Deng ◽  
Da Wu ◽  
Li Liu

The Computer Generated Force (CGF) system was introduced and the model structure of CGF system was discussed. The entities' model of missile was designed, it includes operator model and mobile controller and dynamic model of missile, different missile can be simulated by given different parameters of performance with the model. The behavior modeling based on Finite State Machine of CGF was studied, it could generate targeted behavior to the changing situation of combat environment. The simulation results show that the modeling method is reasonable and valid.


2016 ◽  
Vol 1 (2) ◽  
pp. 353-358 ◽  
Author(s):  
Li Bing ◽  
You Ning

AbstractIn this paper we focus on integrated Reconnaissance/Strike LAV, in order to reveal the evolution regularity when group LAVs combats cooperatively. The evolution of cooperative behavior of group LAVs, which is described with finite state machine, can be regarded as a conversion process of a LAV in different task states, using the rate equation for probability analysis. Then based on the missions of integration of reconnaissance, attack, and damage effectiveness evaluation, we build the model of finite state machine based on behavior state transition. Solved with Runge-Kutta method. We can analyze how the key technology quota of LAV impact on the operational effectiveness of Group LAVs.the fractional order control approach.


Author(s):  
N. V. Brovka ◽  
P. P. Dyachuk ◽  
M. V. Noskov ◽  
I. P. Peregudova

The problem and the goal.The urgency of the problem of mathematical description of dynamic adaptive testing is due to the need to diagnose the cognitive abilities of students for independent learning activities. The goal of the article is to develop a Markov mathematical model of the interaction of an active agent (AA) with the Liquidator state machine, canceling incorrect actions, which will allow mathematically describe dynamic adaptive testing with an estimated feedback.The research methodologyconsists of an analysis of the results of research by domestic and foreign scientists on dynamic adaptive testing in education, namely: an activity approach that implements AA developmental problem-solving training; organizational and technological approach to managing the actions of AA in terms of evaluative feedback; Markow’s theory of cement and reinforcement learning.Results.On the basis of the theory of Markov processes, a Markov mathematical model of the interaction of an active agent with a finite state machine, canceling incorrect actions, was developed. This allows you to develop a model for diagnosing the procedural characteristics of students ‘learning activities, including: building axiograms of total reward for students’ actions; probability distribution of states of the solution of the problem of identifying elements of the structure of a complex object calculate the number of AA actions required to achieve the target state depending on the number of elements that need to be identified; construct a scatter plot of active agents by target states in space (R, k), where R is the total reward AA, k is the number of actions performed.Conclusion.Markov’s mathematical model of the interaction of an active agent with a finite state machine, canceling wrong actions allows you to design dynamic adaptive tests and diagnostics of changes in the procedural characteristics of educational activities. The results and conclusions allow to formulate the principles of dynamic adaptive testing based on the estimated feedback.


2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


2013 ◽  
Vol 18 (2-3) ◽  
pp. 49-60 ◽  
Author(s):  
Damian Dudzńiski ◽  
Tomasz Kryjak ◽  
Zbigniew Mikrut

Abstract In this paper a human action recognition algorithm, which uses background generation with shadow elimination, silhouette description based on simple geometrical features and a finite state machine for recognizing particular actions is described. The performed tests indicate that this approach obtains a 81 % correct recognition rate allowing real-time image processing of a 360 X 288 video stream.


2013 ◽  
Vol 33 (1) ◽  
pp. 149-152
Author(s):  
Jianjun LI ◽  
Yixiang JIANG ◽  
Jie QIAN ◽  
Wei LI ◽  
Yu LI

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