scholarly journals Adaptive CGFs Based on Grammatical Evolution

2015 ◽  
Vol 2015 ◽  
pp. 1-11 ◽  
Author(s):  
Jian Yao ◽  
Qiwang Huang ◽  
Weiping Wang

Computer generated forces (CGFs) play blue or red units in military simulations for personnel training and weapon systems evaluation. Traditionally, CGFs are controlled through rule-based scripts, despite the doctrine-driven behavior of CGFs being rigid and predictable. Furthermore, CGFs are often tricked by trainees or fail to adapt to new situations (e.g., changes in battle field or update in weapon systems), and, in most cases, the subject matter experts (SMEs) review and redesign a large amount of CGF scripts for new scenarios or training tasks, which is both challenging and time-consuming. In an effort to overcome these limitations and move toward more true-to-life scenarios, a study using grammatical evolution (GE) to generate adaptive CGFs for air combat simulations has been conducted. Expert knowledge is encoded with modular behavior trees (BTs) for compatibility with the operators in genetic algorithm (GA). GE maps CGFs, represented with BTs to binary strings, and uses GA to evolve CGFs with performance feedback from the simulation. Beyond-visual-range air combat experiments between adaptive CGFs and nonadaptive baseline CGFs have been conducted to observe and study this evolutionary process. The experimental results show that the GE is an efficient framework to generate CGFs in BTs formalism and evolve CGFs via GA.

1988 ◽  
Vol 32 (18) ◽  
pp. 1207-1211
Author(s):  
Gary S. Thomas ◽  
David C. Miller

The purpose of this research was to formulate a unitary measure of performance for simulated one-versus-one, within visual range, air-to-air combat. The measure will serve as a criterion for the development and validation of specific measures of ACM skill that can be used to provide diagnostic performance feedback to pilots. Two experiments were conducted in which fighter pilots served as judges and rank-ordered, from most to least desirable, hypothetical ACM engagement outcomes. Outcome variables included (1) whether or not the hypothetical pilot achieved a “kill,” (2) whether or not he survived the mission, (3) the percent of time the pilot was in an offensive, defensive, or neutral posture, (4) length of engagement, and (5) posture at the beginning and end of the engagement (offensive, defensive, or neutral). In order to determine inter-rater agreement among judges in Experiment I, their rankings were correlated. Correlations ranged from .93 to .99. Pilots' rankings of engagement outcomes were subjected to linear regression analyses to derive equations that could be used as a unitary measure of ACM success. The regression equation in Experiment I accounted for 95% of the variance in rankings, and the composite regression model calculated in Experiment II accounted for more than 70% of the variance.


2021 ◽  
pp. 59-64
Author(s):  
Samer Al-Rabeei ◽  
Michal Hovanec ◽  
Peter Korba

The fighting in the air-to-air combat and air-to-surface combat represents a relatively new type of combat, happening for a period of only around seventy years. In these years a quick technological advancement took place and caused the development of very primitive weapons to the present beyond the visual range or point-to-shoot capabilities of nowadays aircraft. Though aerial combat fundamentals remained very similar to those in the past, seasoned only by actual combat and exercises for training purposes. Although these standards remained almost untouched, the technological advancement in aircraft design and weapon systems is immense. This applies also to the fighter jet aircraft called F-16. The F-16 is one of the most widespread fighter jets ever produced, if not the most. It is important to improve the aircraft design and its systems for navigation, orientation, and maybe most importantly, its ‘weaponry and surrounding accessories.


1992 ◽  
Vol 36 (17) ◽  
pp. 1331-1334
Author(s):  
Gary S. Thomas ◽  
Richard W. Obermayer ◽  
William B. Raspotnik ◽  
Wayne L. Waag

The purpose of this effort was to model expert pilot performance and decision making in one-versus-one (1v1) air-to-air combat. Several knowledge-elicitation techniques were used to extract air combat expertise from a former fighter pilot, who served as the subject-matter-expert (SME). Unstructured and then structured interviews were used to elicit the goals and sub-goals of air-to-air combat, plus some of the pilot behaviors necessary to accomplish the goals. The SME also flew a number of combat sorties against another former fighter pilot in the Simulator for Air-to-Air Combat (SAAC) to demonstrate pilot performance required to accomplish the goals of air combat. Based on the SME's verbal protocols, a group of air combat rules were developed. A rule-based production system was then designed to incorporate the resulting knowledge base. The production system was also designed to be capable of analyzing an existing data base of air combat engagements. Expert system development required additional input from the SME to identify specific values of flight parameters required by the production system. Upon completion and SME verification of the expert model, it will be validated by comparing its performance to that of our SME in simulated air-to-air combat. If the model can successfully describe expert pilot performance, the model will be used to provide diagnostic performance feedback in conjunction with SAAC training.


2021 ◽  
pp. 096834452110434
Author(s):  
Fabio De Ninno

During the interwar era, German naval history and naval doctrine exercised a profound influence on the development of the Italian Navy. The subject is relevant to understand how continental sea powers naval doctrines developed after the First World War, attempting to integrate new weapon systems to overcome the previous limits of the Fleet in being strategy. Italian naval thinkers incorporated the lessons offered by their German counterparts, preparing to repeat many of their mistakes, which explained in part the failures of Italian sea power in the early years of the Second World War.


2011 ◽  
pp. 159-174
Author(s):  
Gary A. Berg

I come to the subject of this book from a very different path than most of those thinking about the use of computers in educational environments. My formal education focused originally on literature and film studies, and film production at the University of California at Berkeley, San Francisco State University, and the University of California at Los Angeles. I became professionally involved in educational administration through the backdoor of continuing education focused first on the entertainment industry, and then more broadly. It was after this combined experience of studying film and television and working in adult education that I began research in education and earned a doctorate in the field of higher education from Claremont Graduate University, with a special emphasis on distance learning. I hope that the different point of view I have developed from my eclectic background gives me the ability to make something of a unique contribution to this evolving new field. What follows is an attempt to spark a discussion that will lead to answers to the question of what are the most effective techniques for the design of computer learning environments. This is not a how-to book—we are too early in the evolutionary process of the medium to give such specific guidance. Rather, my intention is to offer some theories to elevate the thinking bout computers in education. Because the subject is interdisciplinary, combining science with the humanities, the theoretical discussion draws from abroad range of disciplines: psychology, educational theory, film criticism, and computer science. The book looks at the notion of computer as medium and what such an idea might mean for education. I suggest that the understanding of computers as a medium may be a key to re-envisioning educational technology. Oren (1995) argues that understanding computers as a medium means enlarging human-computer interaction (HCI) research to include issues such as the psychology of media, evolution of genre and form, and the societal implications of media, all of which are discussed here. Computers began to be used in educational environments much later than film, and I would have to agree with others who claim that the use of computers instructionally is still quite unsophisticated.


2011 ◽  
pp. 28-38
Author(s):  
Gary A. Berg

I come to the subject of this book from a very different path than most of those thinking about the use of computers in educational environments. My formal education focused originally on literature and film studies, and film production at the University of California at Berkeley, San Francisco State University, and the University of California at Los Angeles. I became professionally involved in educational administration through the backdoor of continuing education focused first on the entertainment industry, and then more broadly. It was after this combined experience of studying film and television and working in adult education that I began research in education and earned a doctorate in the field of higher education from Claremont Graduate University, with a special emphasis on distance learning. I hope that the different point of view I have developed from my eclectic background gives me the ability to make something of a unique contribution to this evolving new field. What follows is an attempt to spark a discussion that will lead to answers to the question of what are the most effective techniques for the design of computer learning environments. This is not a how-to book—we are too early in the evolutionary process of the medium to give such specific guidance. Rather, my intention is to offer some theories to elevate the thinking bout computers in education. Because the subject is interdisciplinary, combining science with the humanities, the theoretical discussion draws from abroad range of disciplines: psychology, educational theory, film criticism, and computer science. The book looks at the notion of computer as medium and what such an idea might mean for education. I suggest that the understanding of computers as a medium may be a key to re-envisioning educational technology. Oren (1995) argues that understanding computers as a medium means enlarging human-computer interaction (HCI) research to include issues such as the psychology of media, evolution of genre and form, and the societal implications of media, all of which are discussed here. Computers began to be used in educational environments much later than film, and I would have to agree with others who claim that the use of computers instructionally is still quite unsophisticated.


Author(s):  
Haiyin Piao ◽  
Zhixiao Sun ◽  
Guanglei Meng ◽  
Hechang Chen ◽  
Bohao Qu ◽  
...  

Author(s):  
Jeffrey L. Crick ◽  
Stephen J. Selcon ◽  
Maddalena Piras ◽  
Craig Shanks ◽  
Chris Drewery ◽  
...  

A decision-support aid developed for use by pilots in air-to-air combat was evaluated in a simulated beyond-visual-range combat scenario in which military pilots competed against one another head-to-head. Combat performance was assessed on a range of operationally-valid measures with three different versions of a head-down display showing integrated information derived from data fusion. One version presented graphical, dynamic representations of both ownship's and the enemy's missile performance envelopes (launch success zones); another showed only the launch success zones of the enemy aircraft; and a third, control version showed neither form of graphical representation. Superior attacking performance was demonstrated with the display showing both ownship and enemy launch success zones, while more successful evasive performance was associated with the display showing only enemy launch success zones. Greater levels of situation understanding were associated with the display showing both ownship and enemy launch success zones. The results lend ecological validity to the use of explanatory graphical displays in providing decision support for pilots in air-to-air combat.


IEEE Access ◽  
2020 ◽  
Vol 8 ◽  
pp. 11624-11634
Author(s):  
Yingying Ma ◽  
Guoqiang Wang ◽  
Xiaoxuan Hu ◽  
He Luo ◽  
Xing Lei

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