750 research outputs found

    A Genetically Evolved Solution to the Firing Squad Problem

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    In 1957, J. Myhill presented the firing squad problem. A special case of k-color cellular automata (CA) synchronization, the firing squad problem offers more stringent rules allowing for a provable minimal running time. To date, CA solutions have been found that run in minimal time using as many as sixteen states and as few as six [5]. There have also been arguments against the existence of solutions using only 4 states [11]. Due to the extremely large search space involved with such problems, the existing solutions have all been analytic in nature. We attempt to apply genetic algorithms and genetic programming to create transition tables that solve the firing squad problem. Ideally, the solutions would run in minimal time. No generalized solutions were found, but progress was made towards determining the best strategies for an evolved solution

    Computational methods for tactical simulations

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    Tämä taktiikan tutkimus keskittyy tietokoneavusteisen simuloinnin laskennallisiin menetelmiin, joita voidaan käyttää taktisen tason sotapeleissä. Työn tärkeimmät tuotokset ovat laskennalliset mallit todennäköisyyspohjaisen analyysin mahdollistaviin taktisen tason taistelusimulaattoreihin, joita voidaan käyttää vertailevaan analyysiin joukkue-prikaatitason tarkastelutilanteissa. Laskentamallit keskittyvät vaikuttamiseen. Mallit liittyvät vahingoittavan osuman todennäköisyyteen, jonka perusteella vaikutus joukossa on mallinnettu tilakoneina ja Markovin ketjuina. Edelleen näiden tulokset siirretään tapahtumapuuanalyysiin operaation onnistumisen todennäköisyyden osalta. Pienimmän laskentayksikön mallinnustaso on joukkue- tai ryhmätasolla, jotta laskenta-aika prikaatitason sotapelitarkasteluissa pysyisi riittävän lyhyenä samalla, kun tulokset ovat riittävän tarkkoja suomalaiseen maastoon. Joukkueiden mies- ja asejärjestelmävahvuudet ovat jakaumamuodossa, eivätkä yksittäisiä lukuja. Simuloinnin integroinnissa voidaan käyttää asejärjestelmäkohtaisia predictor corrector –parametreja, mikä mahdollistaa aika-askelta lyhytaikaisempien taistelukentän ilmiöiden mallintamisen. Asemallien pohjana ovat aiemmat tutkimukset ja kenttäkokeet, joista osa kuuluu tähän väitöstutkimukseen. Laskentamallien ohjelmoitavuus ja käytettävyys osana simulointityökalua on osoitettu tekijän johtaman tutkijaryhmän ohjelmoiman ”Sandis”- taistelusimulointiohjelmiston avulla, jota on kehitetty ja käytetty Puolustusvoimien Teknillisessä Tutkimuslaitoksessa. Sandikseen on ohjelmoitu karttakäyttöliittymä ja taistelun kulkua simuloivia laskennallisia malleja. Käyttäjä tai käyttäjäryhmä tekee taktiset päätökset ja syöttää nämä karttakäyttöliittymän avulla simulointiin, jonka tuloksena saadaan kunkin joukkuetason peliyksikön tappioiden jakauma, keskimääräisten tappioiden osalta kunkin asejärjestelmän aiheuttamat tappiot kuhunkin maaliin, ammuskulutus ja radioyhteydet ja niiden tila sekä haavoittuneiden evakuointi-tilanne joukkuetasolta evakuointisairaalaan asti. Tutkimuksen keskeisiä tuloksia (kontribuutio) ovat 1) uusi prikaatitason sotapelitilanteiden laskentamalli, jonka pienin yksikkö on joukkue tai ryhmä; 2) joukon murtumispisteen määritys tappioiden ja haavoittuneiden evakuointiin sitoutuvien taistelijoiden avulla; 3) todennäköisyyspohjaisen riskianalyysin käyttömahdollisuus vertailevassa tutkimuksessa sekä 4) kokeellisesti testatut tulen vaikutusmallit ja 5) toimivat integrointiratkaisut. Työ rajataan maavoimien taistelun joukkuetason todennäköisyysjakaumat luovaan laskentamalliin, kenttälääkinnän malliin ja epäsuoran tulen malliin integrointimenetelmineen sekä niiden antamien tulosten sovellettavuuteen. Ilmasta ja mereltä maahan -asevaikutusta voidaan tarkastella, mutta ei ilma- ja meritaistelua. Menetelmiä soveltavan Sandis -ohjelmiston malleja, käyttötapaa ja ohjelmistotekniikkaa kehitetään edelleen. Merkittäviä jatkotutkimuskohteita mallinnukseen osalta ovat muun muassa kaupunkitaistelu, vaunujen kaksintaistelu ja maaston vaikutus tykistön tuleen sekä materiaalikulutuksen arviointi.Tactical level war gaming using computational simulation is used in military analysis. In this study, computational methods have been developed in order to simulate brigade level scenarios for comparative studies. The brigade level does not allow analysis of all individual soldiers, because of increased number of entities and small time stepping (one second or less). Thus minute-level time stepping was selected, with a platoon or squad as the smallest entity or agent. The computational models of a platoon level unit use Markov chains and state machines. The platoon level unit is considered as a distribution of unit strengths in order to model the stochastic nature of war. Probabilistic risk analysis is possible as fault tree analysis combines platoon level success probabilities with overall operation success probability. Weapon system effects in the simulation are based on earlier studies adjusted for platoon level targets. Adaptive integration is used in the artillery model and the weapon selective predictor-corrector method to model phenomena within the selected longer time step. Field tests were also used to study the goodness of models and parameters. The computational models were tested and their usability as part of the simulation tool was proved by programming them in the Sandis software. The coding team was led by the author at the Finnish Defence Forces Technical Research Center (PVTT). The Sandis tool is used for comparative combat analysis from platoon to brigade level. The input comprises weapon and communication characteristics, units and their weapons, fault logic for units and operation success, map and user actions for units at the platoon level. The output is the operation success probability, probability of each unit being defeated, unit strength distributions, average combat losses and the killer-victim scoreboard, ammunition consumption, radio network availability and medical evacuation logistics and treatment capacity analysis. During the game, the man in the loop is responsible for tactical decisions. The contribution of this dissertation is a novel war gaming model including a success probability tree for brigade level scenarios and the computational models needed for platoon level units. The integration methods for the artillery model and predictor-corrector method are improvements to previous methods used in Finland. Infantry loss models have been created and a field test conducted. The state machines model the action of soldiers under fire and the secondary effects of combat casualties are studied using the resources needed during the evacuation of casualties. These are used in break point analysis instead of a (constant) break point loss percentage. The study is limited to computational models for creating the probabilistic values for platoon level units and their probabilistic use. Air and naval warfare are not part of the study. As another limitation, only open sources are used. Future studies could examine urban warfare, vehicle duel models and analysis of logistics

    The influence of unpleasant emotional arousal on military performance: An experimental study using auditory stimuli during a shooting task

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    Due to the intrinsic difficulties associated with simulating extreme events, it remains unclear how unpleasant emotional arousal might affect shooting performance among well-trained high-risk operators. To address this issue, an infantry rifle squad performed two simulated shooting exercises of different complexity (low vs. high) while exposed to unpleasant emotionally charged sound clips. A control group underwent the same experimental procedure without the presence of any sound clips. To externally validate our method of emotional arousal inoculation, we collected infantrymen’s salivary cortisol and perceived arousal and valence levels over the experimental phases (i.e., baseline, shooting, and recovery). The dependent variables were their shooting performance (shot-to-hit ratio and instructor’s evaluation) and the perceived degree of task complexity. Furthermore, we explored the variations of participants’ nasal skin temperature during the shooting exercises. Salivary cortisol concentrations varied over time only for the squad exposed to emotionally charged stimuli. While emotional arousal had an effect on overall infantrymen performance (e.g., precision of movements while shooting), shooting accuracy was not affected. Emotional arousal did not influence nasal skin temperature. Overall, our results suggest that arousal inoculation based on emotionally charged sound clips could serve as a complementary (reliable and ethically appropriate) method to train high-risk operators to deal with emotional arousal. These findings may also contribute to a better understanding of the role of emotional arousal in operational effectiveness.Santander Bank - CEMIX UGR-MADOC grant PINS 2018-15 PIN 5/2/20 F2FGerman Research Foundation (DFG) RYC-2015-1748

    The Development Of A Dismounted Infantry Embedded Trainer With An Intelligent Tutor System

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    The dismounted infantry system is a man wearable system with intelligent tutoring tool used to assess training. The tasks used to assess training for the intelligent tutoring were: (1) move as a member of a fireteam, (2) enter and clear a room, and (3) report battlefield information. The soldier wearing the simulation system acts as a member of a fireteam to conduct a virtual mission. The soldier\u27s teammates are computer generated entities to conduct the mission. Soldiers were surveyed on the tasks assessed as well as the features of the system. Soldiers were also surveyed on tasks they felt needed to be added to the tutoring functions of the system. The intelligent tutor system and training in virtual reality was generally accepted by the participants. The general consensus was the technology needed additional refinement to provide a better training environment. Most felt that working with Semi-Automated Forces (SAF) entities made the scenario more difficult to execute. The parameters established for successful completion of the movement and reporting tasks were too strict and hindered the experience for the participant. Locomotion is another aspect that deserves further research. Moving the locomotion controls to the feet would free the soldier from having to accomplish multiple tasks with only two hands. Future research should concentrate on locomotion methods and controls, as well as only using human participants for all unit members
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