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计算机兵棋的关键技术研究与实现

Research and Implementation of Key Techniques of Computer Wargame

【作者】 徐宁

【导师】 刘纪红;

【作者基本信息】 东北大学 , 计算机应用技术, 2009, 硕士

【摘要】 兵棋作为一种对战争过程进行逻辑推演研究和评估的军事科学工具,已有近两百年的历史。随着计算机科学技术的发展,利用现代化的工具模拟兵棋推演,已在各个重要战役中发挥了作用。但是,由于各种原因,我国的计算机兵棋发展才刚刚起步,仅有的民间流行的手工兵棋,无法替代计算机兵棋在军事科研以及普及国防教育中的重要性。因此,计算机兵棋相关技术的研究正引起军事、学术等各个领域的广泛关注。本文首先对计算机兵棋设计中所涉及的关于作战模拟的相关技术进行了阐述,计算机兵棋作为作战模拟的一个应用,所涉及的关键技术主要包括以下两个方面:(1)对仿真模型的定量描述,即将兵棋推演中作战环境与作战活动的主要方面抽象化和模型化,对要分析研究的问题进行“量化”并用数值表示。因此,本文首先对作战环境、作战局面进行合理了的量化描述,然后在深入研究的基础上,提出了使用栅格数据模型的游程编码方式对作战环境的复杂数据进行编码压缩,结果表明,压缩效果显著。最后并将栅格分层思想运用其中,为推演中不同层次的决策的制定提供了支持。(2)实现基于正六边形地形模型(Hexagon-Based Terrain Model, HBTM)对计算机兵棋的支持。通过对已有的HBTM战役级仿真地形环境建模方法进行研究,本文设计了适用于计算机兵棋的HBTM的区域划分方式与编码方式,充分发挥了HBTM在对作战模型的支持上的优势。并针对本文的编码方式,详细描述了3类具有代表性、且在作战模型中频繁使用的HBTM算法,较已有的算法,本文提出的算法,所需的判别信息量大大减少,实现思想也更加简洁。基于上述兵棋中关键技术的研究与实现,本文设计实现了计算机兵棋人一人对弈平台。主要通过人机交互子系统与兵棋逻辑引擎两个部分进行了分析介绍。并且,为了适应军事信息的快速变化,缩短指挥员在地形研究方面所耗费的时间,该平台还添加了兵棋地图地形自动识别功能,为推演的战前准备节省了时间。最后,通过实验结果分析表明,本文对计算机兵棋关键技术的研究与计算机兵棋人一人对弈平台的开发均达到了预期的目标。

【Abstract】 Wargame, as a military scientific tool in research on the logical gaming and in evaluating the course of war, has a history of nearly 200 years. With the rapid development of computer science and technology, taking advantage of modernized tools, we simulate war game, which has played a certain role in several important battles. However, in our country, the development of computer wargame just gets started because of various causes. The importance of computer wargame in the field of military scientific research and popularizing national defense education can never be replaced by the only traditional War game. So research on concerning war game techniques are extensively catching public’s eyes in military, academic and other fields.This paper, firstly, introduces relevant techniques of warfare simulation involved in the design of computer wargame. Computer wargame, as an application in warfare simulation, its concerning key techniques mainly includes two major respects:(1) Computer wargame needs quantitative description of simulation model:abstracts and models the major respects of operational environment and activities during gaming, and quantitative analyzes the subjects requiring research and represents by numeric expression. So at the beginning, this paper designs reasonable quantitative description of operational environment and activities. Then on the basis of further study, this paper puts forward the method of using the Run-Length coding method to compress coding of complicated operational environment. The results indicated that this method is more efficient. Finally, this paper presents a thought of combining complex data about operational environment with separate layer technique of raster data, which provides remarkable support to make decision on the basic of different phases in gaming.(2) Computer wargame needs to realize the support that hexagon-based terrain model to it. By research on existing modeling methods of Hexagon-Based Terrain Model for campaign level warfare simulation, this paper puts forwards the division and coding format of HBTM which apply to computer wargame and have full use of playing advantage of HBTM used in operation model. Then depending on the coding format aforementioned, this paper describes three representative HBTM algorithms, which frequently used in operation models. Comparing with existing algorithms, implementation of the algorithms presented by this paper is much simpler and cleaner.Based on the aforementioned work, the paper designs and implements the human-human computer wargame platform by mainly analyzing and introducing two parts:human-computer interaction subsystem and logic engine of computer wargam. To fit into the rapid development of military information and to shorten the time that be used into the research on topographic analysis by the commander, this paper adds the function of automatic wargame map recognition, so, saves the time used into pre-gaming.At last, the experimental results show that both the research on the key technologies in computer wargame and the human-human computer wargame platform have reached the expected goal.

  • 【网络出版投稿人】 东北大学
  • 【网络出版年期】2012年 06期
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