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最佳決策預測模式實現雙機對抗模擬

Implement the One-On-One Air Combat Simulation Using Prediction of Optimal Maneuver

摘要


現代飛行模擬器的發展趨勢,除了朝向模擬出逼真的單架飛機動態外,實現雙機對抗的模擬是另一個很重要的目標,其關鍵在於建立能自動做出最佳空戰決策的模擬敵機。 本文除了闡述具有最佳空戰決策的模擬機原理外,並建立敵我兩機皆採此最佳決策的空戰模擬環境,以觀察不同決策及不同性能下的飛機空戰勝負情形。 空戰之飛行決策,本文係以飛機能做的最大極限動作爲考量;決策的最佳化,採用遊戲理論來作爲依據;並參酌飛行員實際的空戰經驗及策略,定義足以反應空戰局勢的計分函數,以期能模擬兩機真實作戰情形。 整個理論的架構包括預測兩機未來位置的預測模式;計算彼此方位、距離、速度及高度分數的計分模式;利用遊戲理論求得彼此最佳策略的決策模式;爲了提高計算效率,提供三種計分時間方式的計分時間模式;兩機空戰時,爲了適應不同之作戰需求,其總分之計算由總分模式決定;而兩機勝負及攻擊得分,則由勝負模式裁判與計算。 本文的結果,除了在Matlab模擬環境獲得驗證外,並初步成功地整合在先進戰機的飛行模擬器中。

並列摘要


One of the most important goals in developing a modern flight simulator is to simulate the air-to-air combat. Generating an automatic adversary that can make optimal maneuvering decisions is the crux. In this paper we will explain the theory of the automated maneuvering and demonstrate the simulation environment, which can analysis and supply the one-on-one air combat. Seven elemental maneuvers that are maximum-performance turns, climbs, etc. will be selected during aft combat for each aircraft. The optimal strategy is determined in accordingly with the theory of zero-sum two-player games. There are six modes in the simulation system. The prediction mode is to predict the positions and orientations for each combatant. The resultant scoring function that is used to provide a combined score in scoring mode is composed of contributions consisting of an orientation score, a relative range score, a velocity score and terrain score. In maneuver-selection mode we will compute the entire scoring matrix and select the maneuver corresponding to the max-min score. There are three look-ahead methods to determine the forward projection time to adjust the simulation speed and adequate maneuver-selection capability. Umpiring the winner is made in the arbitrament mode. The software has been installed and demonstrated successfully in advanced aircraft flight simulator at Chung Shan Institute of Science and Technology.

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