{"title":"用遗传算法表示冲突仿真模型中的高级规划","authors":"James Moffat, S. Fellows","doi":"10.1155/2010/701904","DOIUrl":null,"url":null,"abstract":"The focus of warfare has shifted from the Industrial Age to the Information Age, as encapsulated by the term Network Enabled Capability. This emphasises information sharing, command decision-making, and the resultant plans made by commanders on the basis of that information. Planning by a higher level military commander is, in most cases, regarded as such a difficult process to emulate, that it is performed by a real commander during wargaming or during an experimental session based on a Synthetic Environment. Such an approach gives a rich representation of a small number of data points. However, a more complete analysis should allow search across a wider set of alternatives. This requires a closed-form version of such a simulation. In this paper, we discuss an approach to this problem, based on emulating the higher command process using a combination of game theory and genetic algorithms. This process was initially implemented in an exploratory research initiative, described here, and now forms the basis of the development of a \"Mission Planner,\" potentially applicable to all of our higher level closed-form simulation models.","PeriodicalId":7253,"journal":{"name":"Adv. Artif. Intell.","volume":"109 1","pages":"701904:1-701904:11"},"PeriodicalIF":0.0000,"publicationDate":"2010-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Using Genetic Algorithms to Represent Higher-Level Planning in Simulation Models of Conflict\",\"authors\":\"James Moffat, S. Fellows\",\"doi\":\"10.1155/2010/701904\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The focus of warfare has shifted from the Industrial Age to the Information Age, as encapsulated by the term Network Enabled Capability. This emphasises information sharing, command decision-making, and the resultant plans made by commanders on the basis of that information. Planning by a higher level military commander is, in most cases, regarded as such a difficult process to emulate, that it is performed by a real commander during wargaming or during an experimental session based on a Synthetic Environment. Such an approach gives a rich representation of a small number of data points. However, a more complete analysis should allow search across a wider set of alternatives. This requires a closed-form version of such a simulation. In this paper, we discuss an approach to this problem, based on emulating the higher command process using a combination of game theory and genetic algorithms. This process was initially implemented in an exploratory research initiative, described here, and now forms the basis of the development of a \\\"Mission Planner,\\\" potentially applicable to all of our higher level closed-form simulation models.\",\"PeriodicalId\":7253,\"journal\":{\"name\":\"Adv. Artif. Intell.\",\"volume\":\"109 1\",\"pages\":\"701904:1-701904:11\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2010-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Adv. Artif. Intell.\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1155/2010/701904\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Adv. Artif. Intell.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1155/2010/701904","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Using Genetic Algorithms to Represent Higher-Level Planning in Simulation Models of Conflict
The focus of warfare has shifted from the Industrial Age to the Information Age, as encapsulated by the term Network Enabled Capability. This emphasises information sharing, command decision-making, and the resultant plans made by commanders on the basis of that information. Planning by a higher level military commander is, in most cases, regarded as such a difficult process to emulate, that it is performed by a real commander during wargaming or during an experimental session based on a Synthetic Environment. Such an approach gives a rich representation of a small number of data points. However, a more complete analysis should allow search across a wider set of alternatives. This requires a closed-form version of such a simulation. In this paper, we discuss an approach to this problem, based on emulating the higher command process using a combination of game theory and genetic algorithms. This process was initially implemented in an exploratory research initiative, described here, and now forms the basis of the development of a "Mission Planner," potentially applicable to all of our higher level closed-form simulation models.