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Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Jeffrey Strickland, Ph.D., CMSP
1
DISTRIBUTION STATEMENT A. Approved for
public release; distribution is unlimited.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Learning Objectives
1. Describe the scope of mathematical and heuristic
combat models.
2. Compare and contrast different representations of
combat phenomenon.
3. List combat behaviors that can be represented by
mathematical & heuristic models.
4. State the various types of mathematical and
heuristic combat models.
5. Identify examples of mathematical and heuristic
combat models.
2Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Tutorial Outline
 Environmental modeling
 how to model the
environment
 level of detail
 entity interaction
 Physical modeling
 how to move
 how to sense or detect
 how to shoot (or create
other effects)
 how to communicate
 Simulation scenario
development
 what are the elements of a
scenario
 how to develop scenarios
 Missile Flight Modeling
 Missile dynamics
 Sensor dynamics
 Racking error
 Coordinate systems
 Simulation
 Results
 Simulation scenario
development
 what are the elements of a
scenario
 how to develop scenarios
3Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Level of Detail
Conceptual Reference Model
Data Collection
Data Processing
Static Environment
Dynamic Environment
Standardization
4Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Level of Detail
 Perceived details
 bitmaps over data points
 hills, trees, rivers, rocks
 No interaction
 simulated system does not
interact directly with terrain
details.
 Visual detail
 polygon color & lighting
 bit mapped surfaces
 hard surfaces
 Modeling detail
 surface trafficability
 foliage density
 tree trunk diameter
5
Air Combat Terrain Ground Combat Terrain
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Conceptual Reference Model
6
Component
Models
Environmental
State
Behavior
Models
Environmental
Models
Synthetic Natural Environment
Behaviors (e.g.)
• Maneuver
• Sustainment
• Force
Protection
• Intelligence
• Command &
Control
• Fires
Military System Model
Effects (e.g.)
• Attenuation
• Propagation
• Mobility
Internal Dynamics
Impacts (e.g.)
• Obscurants/
Energy (smoke,
chaff, spectral,..)
• Damage
(engrg, craters,..)
Data (e.g.)
• Terrain
(surface, hydro,..)
• Atmosphere
(aerosols, clouds,..)
• Ocean
(sea state, SVP,..)
• Space
(particle flux,..)
• Cultural
(roads, structures,..)
• Military
(engrg. works,..)
Passive
Sensors
Active
Sensors
Weapons &
Countermeasures
Units/Platforms
SOURCE: Paul A. Birkel, "SNE Conceptual Reference Model", 1999 Fall SIW Conference, September 1999.
http://www.sisostds.org/siw/98Fall/view-papers.htm
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Data Processing
7
 Collection
• survey the
environment
(satellite, maps, etc.)
• store the results
• vector, grid, and
model data
 Cleaning
• remove collection
process
discontinuities
• synchronize vector
and grid data
 Organizing
• index and archive
 Integration
• merge vector, grid,
model
• generate terrain
skin with embedded
features and
surface data
 Transmission
• move data to the
host system
 Compilation
• create
performance-
optimized runtime
databases
• cut into sheets
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Landclass Terrain in AVSIM FSX
 The scenery engine in FSX, as with previous versions, uses the Olson Global Ecosystem
Legend, a table of terrain coverage types created by the USGS Earth Resources
Observation and Science Center (EROS). This data, called landclass data, is used by the
simulator to associate up to 255 types of terrain to map the entire surface of the globe. The
smallest level of detail is 1.2 square kilometers (0.46 square miles).
 The landclass data is used by the simulator to select textures and objects to render the
scenery. The table below shows an example of the Olson classes used in FSX:
8
0 Ocean, Sea, Large Lake 40 Cool Grasses And Shrubs 131 Dirt
1 Large City Urban Grid Wet 41 Hot And Mild Grasses And Shrubs 132 Coral
2 Low Sparse Grassland 42 Cold Grassland 133 Lava
3 Coniferous Forest 43 Savanna (Woods) 134 Park
4 Deciduous Conifer Forest 44 Mire Bog Fen 135 Golf Course
5 Deciduous Broadleaf Forest 45 Marsh Wetland 136 Cement
20 Cool Rain Forest 46 Mediterranean Scrub 137 Tan Sand Beach
27 Conifer Forest 53 Barren Tundra 143 Glacier Ice
29 Seasonal Tropical Forest 54 Cool Southern Hemisphere Mixed Forests 144 Evergreen Tree Crop
33 Tropical Rainforest 60 Small Leaf Mixed Woods 146 Desert Rock
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Storing Environmental Data
9
Triangulated Irregular Network (TIN)
Data point correlation
Surface tiled with hexagons
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Static Environment
10
Trafficability
Terrain Type
Visibility
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Landclass Terrain in EADSIM
 Name: Desert (radiobutton)
 Description: If selected, the LANDCL model will assume desert
terrain.
 Restrictions: Ghosted unless LANDCL Reflectivity is selected.
 Name: Farmland (radiobutton)
 Description: If selected, the LANDCL model will assume farmland
terrain.
 Restrictions: Ghosted unless LANDCL Reflectivity is selected.
 Name: Wooded Hills (radiobutton)
 Description: If selected, the LANDCL model will assume wooded hill
terrain.
 Restrictions: Ghosted unless LANDCL Reflectivity is selected.
 Name: Mountains (radiobutton)
 Description: If selected, the LANDCL model will assume
mountainous terrain.
 Restrictions: Ghosted unless LANDCL Reflectivity is selected.
11Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Dynamic Environment
12
 Independent
• weather movement –
clouds, rain, wind
• sea state – storms, daily
tide
• daylight – sunrise, sunset,
dark
• smoke & dust – clouds,
raising, dispersing
 Interaction
• holes – artillery craters,
engineering artifacts
• tank treads – tracks,
destruction
• terrain morphing –
engineering, construction
• feature modification –
building damage, trees
burned
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Classic Problems in Interpretation
13
1
2
3a 3b
1
2a 2b
Terrain Points Building Corners
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Environmental Standardization
14Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Physical Modeling
15
Detect/Acquire
Engage
(other major
combat functions)
Communicate
Move
Start Cycle Here
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Movement Points Movement
Bald Earth Movement
Terrain and Feature Movement
Physics-based Movement
Automated Route Planning
A* Search
Topology Smart
Grid Registration
Behavioral
16Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Movement Points Movement
17
2
3
6
1
2 6 2
1
Movement
Points =
20
Movement
Points
Remaining =
20 – 11 = 9
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Bald Earth Movement
18
Set heading, speed, start time
Rate*Time = Distance
20 km/hr * 30 min = 10 km
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Terrain and Feature Movement
19
Set Objective: position or vector
Terrain & features modify instantaneous heading & speed
Speed = min(order_speed, max_speed*trafficability*slope_factor)*
weather_factor*lighting_factor*fatigue_factor*supression_factor
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Physics-based Movement
20
Proportional Force
Calculation
Resistive Force
Calculation
Braking Force
Calculation
main force calculations
Dynamic
Equation
Calculations
net force
new vehicle state
(pos, vel, acc)
Vehicle type, terrain
type, slope, controls,
current platform state
 The CCTT ground vehicle mobility
model is based on a general first-
principle dynamics model.
 The model integrates explicit
driver inputs (e.g., throttle, brake)
with vehicle class-specific velocity,
resistance force, and deceleration
pre-computed curves.
Simple View of a Dynamic
Movement Model
CCTT Vehicle Dynamics Block Diagram
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Automatic Route Planning
 CONCEPT: provide an algorithm by which units
can automatically find their own routes.
 allows the analyst to focus on higher issues such as the
overall scheme of maneuver
 reduces the intrusion of the analyst into C2
 units can still be given explicit routes if desired, or closely
grouped intermediate objectives
 ALGORITHMS: based on graph theory
 could be a satisfying algorithm (not guaranteed to find an
optimal route)
 might be an optimal algorithm
 “optimal" may mean fastest, or shortest, or safest, etc.
 EXAMPLES
 A* search, Johnson’s algorithm, Dijkstra's algorithm, hill
climbing
21Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Topology Smart
22
Set Objective: Position or Vector
Movement model selects path from topological map
Maintain objective
Route traveled is function of topology
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Beyond 2-D Movement
 3 Dimensional—aircraft rotation axes
 yaw - vertical axis rotation
 roll - longitudinal axis rotation
 pitch- lateral axis rotation
 3-D Mathematics
 Euler angles
 axis angle
 rotation matrices
 quaternions
 Other degrees of freedom: 3+3 DOF, 6
DOF
23
Pitch
Yaw
Roll
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Behavioral—Agent Based
 Behavioral evolution
and extrapolation
 Each avatar generates
(a) a stream of ghosts
samples the personality
space of its entity.
 They evolve (b, c) against
the entity’s recent observed
behavior.
 The fittest ghosts run into the
future (d),
 and the avatar analyzes their
behavior (e) to generate
predictions.
24
a
b
e
d
Prediction Horizon
Observe Ghost prediction
Insertion Horizon
Measure Ghost fitness t=τ
(Now)
Ghost time τ
c
Real-World
Entity
Avatar
Ghosts
    





  1nRThreat
nn
nn
n
DistGNest
TargetGTargetR
F
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Perfect Detection
Gridded Probability Areas
Detection Range
3D Detection Range
Target Acquisition Process
Line-of-Sight
NVEOL Model
25Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Perfect Detection
26
 Every object knows the true location of every other
object.
 There are no models of sensors or processors.
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Gridded Probability Areas
27
 Perfect detection within the
same grid area
• (Pdet = 1.0)
 Probability of detection
within adjacent areas
• Adjacent Pdet =F(terrain)
• Non-Adjacent Pdet = 0.0
60%
30%
100%
0%
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Detection Range
28
 Complete circle—no field of view/field of regard
 Terrain line-of-sight (LOS) is separate
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
3D Detection Range
29
 Probability of detection
based on range of spheres
 Concentric areas
• Different Pdet for each ring
• For some sensors, Pdet of
inner ring is 0.00
𝜓 = 𝜓0
sin
𝜋𝑎
𝜆
sin 𝜃
𝜋𝑎
𝜆
sin 𝜃
sin
𝑁
2
2𝜋𝑑
𝜆
sin 𝜃 + 𝜙
sin
𝜋𝑑
2
sin 𝜃 + 𝜙
𝐼 = 𝐼0
sin
𝜋𝑎
𝜆
sin 𝜃
𝜋𝑎
𝜆
sin 𝜃
2
sin
𝑁
2
2𝜋𝑑
𝜆
sin 𝜃 + 𝜙
sin
𝜋𝑑
2
sin 𝜃 + 𝜙
2
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
ALARM—Advanced Low
Altitude Radar Model—4.2
 ALARM is a generic digital computer simulation designed to evaluate the performance of a
ground based radar system attempting to detect low altitude aircraft.
 The purpose of ALARM is to provide a radar analyst with a software simulation tool to evaluate
the detection performance of a ground-based radar system against the target of interest in a
realistic environment.
 Used in EADSIM
 ALARM can simulate
 pulsed/Moving Target Indicator (MTI)
 pulse Doppler (PD) type radar systems
 limited capability to model continuous
wave (CW) radar.
 Radar detection calculations are based on the
signal-to-noise (S/N) radar range equations
commonly used in radar analysis.
 ALARM has four simulation modes:
 Flight Path Analysis (FPA) mode,
 Horizontal Detection Contour (HDC) mode
 Vertical Coverage Envelope (VCE) mode
 Vertical Detection Contour (VDC) mode
30Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Target Acquisition
Glimpse models
 Intermittent glimpses: E[N] = Σn np(n)
 Continuous looking model = PROBDETECT in time t = 1 - e-Dt
 DYNTACS curve fit model = D = PFOV (α/(β + t(δ + ζR2 – ξVc)))
 NVEOL acquisition algorithm
 Factors
 Sensor
characteristics
 Target characteristics
 Line-of-sight
31
Glance/
Glimpse
Target
Found?
No
Yes
tg tg tg
Pacq Pacq Pacq
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
NVEOL Acquisition Algorithm
32
Joint
Conflicts
And
Tactical
Simulation
Developed by US Army's Night Vision
and Electro-Optical Laboratories
In Time-Stepped Model:
PROBDETECT in time T = PINF (1 - e -CT)
Use this as success probability for a Bernoulli trial.
In Event-Stepped Model:
Compute PINF and draw a random number to determine if
detection would occur in infinite amount of time
Sample from an exponential distribution with mean C to
determine time till detection given that a detection will occur.
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Line-of-Sight Models
 EXPLICIT: combat model stores a terrain representation and uses it
to compute line-of-sight
 Grid: covers the battlefield with regular polygonal grid, each grid having
associated terrain attributes (e.g., elevation, vegetation, etc.)
○ Look at intervening grids between observer and target to see if any grid is higher than the
line between them.
○ Discontinuity is a disadvantage in high-res models.
○ Simplicity and speed are advantages.
 Surface
○ Triangulate the terrain data grids, then interpolate for a point between grid points.
○ Greater accuracy is an advantage in high-res models.
 IMPLICIT: combat model stores expected results of line-of-sight and
looks up the result when required
 probability of LOS
 intervisibilty segment length
33
. . . . . . . . . . . . . . . . .Primary Direction of
view (white)
Max Range
of view
LOS does not
exist
LOS exists
Orange lines
Left Limit
of View (white)
Right Limit
of View (white)
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Line-of-Sight Elevation
Calculation in EADSIM
34
 The equation known as the law of cosines can be written for the
triangle ABC as:
 b = a2 + c2 − 2ac * cos(∂) . (1)
 This equation can be solved as:
 Cosψ=(a2+c2-b2)/2ac (2)
 The law of cosines equation can also be written for the triangle BCQ as:
 b’2=a2+c’2-2ac’*cosψ (3)
 Substituting equation (2) into (3) and simplifying yields:
 b’2=c’2+(((b2-a2-c2)*c’)/c)+a2
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Comms Model Effects
Perfect Communications
Direct Message Passing
Broadcast Messages
Virtual Cell Layout
Physics Modeling
35Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Comms Model Effects
 Information exchange
 process info
 process data
 Intelligence collection
 ISR sensors
 target sensors
 fire control sensors
 Comms system overload
 network, sender, receiver
 Interference
 environment, electronic
warfare
 Time delay
36
Evaluate Target's Intent
Evaluate Target's Geometry
Recognize Target
Update Target's Knowledge
Notify Knowledge Processing
Activity Diagram: Process Info Use Case
Process Info
Get Data from Fire
Control Sensor
Get Data from
Target Sensor
Get Info from Data
Processing
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Perfect Communications
37
Targets
~~~~~
Orders
~~~~~
Reports
~~~~~
Shared information, no representation of comms
Software-to-software message delivery
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Direct Message Passing
 Consult command
status
 If sender and receiver
are alive, then pass
message.
 If sender health is
degraded, add error to
target location.
38
… …
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Broadcast Messages
 Receiver determines
whether signal is accessible
to them based on
 range
 terrain degradation
 earth curvature
 jamming environment
 communications contention
 quality of receipt
 etc.
39
…
…Success
Lost
Degraded
Delayed
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Communications
Connectivity Modeling by
Propagation Network Types and their number of
participating platforms are as follows:
 Duplex communication occurs in both
directions and is limited to two
participants.
 Simplex communication occurs in
only one direction between two
participants. The first platform on list
is the transmitter.
 Broadcast communication occurs
from one platform to several other
platforms. The first platform on the
list is the transmitter.
 N-to-N serial communication occurs
between all the participant platforms.
 N-Broadcast simultaneous
communication occurs between all
the participant platforms.
 Land Line communication occurs
between two participants (not affected
by Jamming).
 Links Exist if two Conditions are met:
 Receiver signal power level must be
equal to or greater than user-specified
minimum discernible signal level
 Signal-to-noise level (received signal
power level received jam power level)
must be equal to or greater than user-
specified signal-to-noise threshold
40Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Point System
Markov Pk Tables
Random Numbers
Pk’s and Random Numbers
Precision Engagements
Linear Target Phit
Rectangular Target Phit
Circular Target Phit
Kill Categories
41Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Point System
42
New Health = (Health + Armor) – (Weapon Power – Path Degrade)
New Health = (18 + 8) – (20 – 4) = 10
New Armor = Armor – ABS[( Weapon Power – Path Degrade) *0.25]
18
4
20
8
Weapon Power
Path Degradation
(range, shelters, obstructions)
Health
Armor
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Markov Pk Table
43
Pk
Weapon
W1 W2 W3 W4 …
T1 0.5 0.7 0.8 0.92
T2 0.4 0.45 0.76 0.99
T3 0.31 0.34 0.56 0.85
T4 0.27 0.55 0.67 0.81
Target
…
Phit is rolled into the overall Pkill
Damage = 1, where Random Number <= Pk
= 0, where Random Number > Pk
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Random Numbers
44
0.002589 0.709121 0.688907 0.23241 0.248291 0.279792 0.099733
0.672374 0.177176 0.5124 0.253238 0.885889 0.08127 0.337699
0.967582 0.11894 0.917944 0.691778 0.377643 0.167685 0.23337
0.821207 0.775446 0.94055 0.916313 0.342373 0.494679 0.83171
0.76565 0.300179 0.081692 0.212297 0.323383 0.088898 0.976731
0.826355 0.633324 0.390983 0.559808 0.032313 0.337002 0.429531
0.284963 0.978167 0.177686 0.39425 0.729517 0.196937 0.053272
0.537055 0.753125 0.189256 0.790979 0.437795 0.757163 0.953741
0.714325 0.899821 0.139968 0.139168 0.803138 0.274158 0.226658
0.151101 0.555232 0.533085 0.327454 0.753654 0.268759 0.307099
0.21175 0.644434 0.011707 0.809213 0.3742 0.38085 0.412449
0.425525 0.346873 0.490443 0.397201 0.114504 0.831309 0.291209
0.157902 0.994106 0.22623 0.215775 0.503133 0.544428 0.05825
0.173804 0.322742 0.984154 0.512732 0.340096 0.626067 0.746717
0.391907 0.168648 0.606554 0.280939 0.804009 0.290058 0.550802
0.743599 0.108666 0.557355 0.850634 0.908114 0.209818 0.600702
0.682586 0.265387 0.792137 0.241523 0.077536 0.282332 0.244388
0.688018 0.607142 0.296545 0.583956 0.652407 0.773843 0.801856
0.037354 0.516678 0.27669 0.360097 0.700107 0.821834 0.912564
0.914889 0.18311 0.164431 0.880446 0.527801 0.887302 0.209683
 Generated by a recursive function
 Evenly distributed between 0 and 1 ~ Unif(0,1)
 Perfect for Pk evaluations
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Pk’s and Random Numbers
45
Kill Area No-Kill Area
0% 75% 100%
Random Number = 0.63
Pk = 75% = 0.75
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Precision Engagements
46
Round Impact Point
 PROBLEM: Find point of impact (if any) of round on its target.
 ASSUMPTION: The projectile impact point is a random variable with a
normal probability distribution (empirically shown to be a good assumption).
Actual Target Location
Doctrinal Aim Point
Aim Point
“Bias” : Systematic Errors
“Dispersion” : Round-to-Round
Independent Errors
Perceived Doctrinal
Aim Point
Perceived Target Location
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Linear Target Phit
47
 Normal parameters for 1D target:
• “Front view" (i.e., direct-fire weapon)
○ Deflection error
• "Top view" (i.e., indirect-fire weapon)
○ Range error
• DEFINE:
○ Bias = μ
○ Dispersion = σ
 Error Probable - distance in deflection (for x) within
which half of rounds will land.
 Linear Error Probable (LEP) - linear distance from aim
point within which half of rounds will land, based on the
error probable (details to follow).
x
p(x)
25 m
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Single-Shot Accuracy
1D Target Example 1
 Assume no systematic error.
48
    2126.03937.06063.0  zzPSSH
NOTE: “” is available in
tabular form in any Statistics
text: see Normal Distribution.
 
  3937.00644.37010
6064.00644.37010
then,m,10m,0664.376745.0250,



z
z
x
PSSH
0

-z +z
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Rectangular Target Phit
 Normal parameters for 2D target:
 "Side view" (i.e., direct-fire weapon)
○ Elevation error
○ Deflection error
 "Top view" (i.e., indirect-fire weapon)
○ Range error
○ Deflection error
 DEFINE:
 Bias = μx , μy
 Dispersion = σx , σy
 Range Error Probable (REP) – linear distance from aim
point within which half of rounds will land, x-coordinate
 Cross-range Error Probable (CREP) – linear distance
from aim point within which half of rounds will land, y-
coordinate
49
x
y
p(y)
p(x)
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Circular Target Phit
 P(destruction of a point target) = P(hit within a circle of radius
R), i.e., Pd = P.
 When x0 = y0 = 0 and x2 = y2 = 2,
 If R0 is the radius of a circle for which
then 50% of all impacts points for the probability distribution P(r) will fall
within this radius r ≤ R0.
 R0 is called the circular error probable (CEP), and R0 =
1.1774.
50












2
2
2
exp1

RR
Pd
 
2
1
2
exp1 2
2
0
0 







R
RP
Target
Simplified Vehicle
Assembly Area
Cluster of Soldiers
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Kill Categories
K-Kill: catastrophic kill
F-Kill: firepower kill
M-Kill: mobility kill
MF-Kill: mobility & firepower kill, usually => K-Kill
P-Kill: personnel kill (crew and passengers)
No-Kill: no damage due to hit.
51
ranx = random(seed)
if (ranx < PkN)
{No Kill}
else if (ranx < PkN + PkM)
{Mobility Kill}
else if (ranx < PkN + PkM + PkF)
{Firepower Kill}
else if (ranx < PkN + PkM + PkF + PkMF)
{Mobility & Firepower Kill}
else
{Catastrophic Kill}
Single random number draw can result
in more than just “Miss/Hit”
Engagement outcome has at least 5
states
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Direct-Fire Accuracy Example (1)
 An infantry fighting vehicle (IFV) has the following frontal profile:
 A hit in area 1 will
produce a firepower kill.
 A hit in area 2 will
produce a catastrophic kill.
 A hit in area 3 will
produce a mobility kill.
 A hit in other areas will
produce no permanent effect.
 Assess the IFV’s vulnerability when engaged with a frontal shot whose impact
point is modeled as a random variable pair (X,Y) ~ BVN(0,0,.5,.5,0).
 Using the below list of pseudo random numbers as needed, simulate the first
round to determine which type of kill, if any, occurs (.8554, .2287, .6659, .8243,
.6840, .0430, .8598, .2381, .5035, .2723).
52
2
1 44
3
0.6
1.6
1.0
1.4 2.6
0.6
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Direct-Fire Accuracy Example (2)
1) Do a Monte Carlo simulation of impact
point with origin centered on the target,
then compare impact point with target
profile to calculate where it hit.
2) Determine X coordinate of impact point:
 Enter the Normal Table with 0.8554
 Find Z-1 = 1.06
 Note that Z-1 = ((x − x)/x
 Solve for x in 1.06 = (x − 0)/0.5
 x = 0.53
3) Determine the Y coordinate of the impact point (using RN .2287):
 Normal Table goes from 0.5000 to 0.9999, but Normal Dist. is symmetric,
so compute 1.0 − 0.2287 = 0.7713, and change sign of resulting Y
coordinate.
 Interpolating between 0.77 and 0.78, gives Z-1 = 0.743.
 Solve for y in −0.743=(y − 0)/0.5 gives y=−0.3715
4) Round hits area 4, so no kill is assessed.
53
2
1 44
3
0.6
1.6
1.0
1.4 2.6
0.6
Y
X
−0.3715
. 53
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Lanchester Equations
Aggregated Combat Groups
Epstein’s Equations
Quantified Judgment Model (QJM)
Force Ratio Approach
54Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Lanchester Equations
   
dx
dt
f x y
dy
dt
f x y 1 2, ,... , ,...
55
CONCEPT: describe the rate at which a force loses
systems as a function of the size of the force and
the size of the enemy force. This results in a system
of differential equations in force sizes x and y.
The solution to these equations as functions of x(t)
and y(t) provide insights about battle outcome.
ay
dt
dx

bx
dt
dy

Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Aggregated Combat Groups
 Contiguous
pistons
 Aggregated force
attrition
 Distance from
middle affects
power and attrition
 Units accumulate
as piston moves
 Explicit withdrawal
required
56Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Force Ratio Attrition Models
 CONCEPT:
 Summarize effectiveness in combat with a single scalar
measure of combat power for each unit.
 When combat occurs, use the ratio of attacker's to defender's
measures to determine the outcome.
 Assign a firepower score to each weapon system and sum these
scores for each weapon system on hand in a unit.
 DEFINITIONS:
 n = number of distinct types of weapon systems in a unit
 Xi = number of systems of type i (I =1,2,...,n) in a unit
 Si = firepower score for each weapon of type i
57
  unitofindexfirepowerFPI
1
 
n
i
iisx
battleainforce
FPI
FPI
FR
defender
attacker

Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Other Aggregated Models
 Epstein equations
 Defender’s withdrawal rate:
 Attacker’s Prosecution rate:
 Quantified Judgment Model (QJM)
 T.N. Dupuy created the QJM to transform Clausewitz’s Law of Number to
a combat power formula.
 Multi-agent models
 The environment takes the form of a distributed network of place agents.
 Aggregate state-space models
 Represented by aggregate state variables, rather than the locations and
current behaviors of individual entities
58
        
   
 
  aTa
aT
gaT
gg
dTd
dT
t
t
tt
t
tWW
tWtW











 










1
1
1
1
1
1
1 max
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Missile Dynamics
Sensor Dynamics
Coordinate Systems
Missile Flight Simulation
59Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Components of Missile Flight
Simulation
 MISSILE SYSTEM DESCRIPTION
 MISSILE
 GUIDANCE
 LAUNCHER
 MISSILE DYNAMICS
 MISSILE AERODYNAMICS
 MISSILE PROPULSION
 MISSILE AND TARGET MOTION
 GUIDANCE AND CONTROL MODELING
 SCENE SIMULATION
 IMPLEMENTATION
60Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Missile Dynamics
Axis
Force
Along
Axis
Moment
About
Axis
Linear
Velocity
Angular
Displacement
Angular
Velocity
Moment
of Inertia
𝑥 𝐹𝑥 𝐿 𝑢 𝜙 𝑝 𝐼 𝑥
𝑦 𝐹𝑦 𝑀 𝑣 𝜃 𝑞 𝐼 𝑦
𝑥 𝐹𝑧 𝑁 𝑤 𝜓 𝑟 𝐼𝑧
61
𝑀, 𝑞
𝑦 𝑏
𝑥 𝑏
𝑧 𝑏
𝑁, 𝑟
𝐿, 𝑝
𝐹𝑥, 𝑢
𝐹𝑦, 𝑣
𝐹𝑧, 𝑤
𝑢 =
𝐹𝑥 𝑏
𝑚
− 𝑞𝑤 − 𝑟𝑣 , m/s2
𝑣 =
𝐹𝑦 𝑏
𝑚
− 𝑟𝑢 − 𝑝𝑤 , m/s2
𝑤 =
𝐹𝑧 𝑏
𝑚
− 𝑝𝑣 − 𝑞𝑢 , m/s2
𝑝 = 𝐿 − 𝑞𝑟 𝐼𝑧 − 𝐼 𝑦 𝐼 𝑥 , m/s2
𝑞 = 𝑀 − 𝑝𝑟 𝐼 𝑥 − 𝐼𝑧 𝐼 𝑦 , m/s2
𝑟 = 𝑁 − 𝑝𝑞 𝐼 𝑦 − 𝐼 𝑥 𝐼𝑧 , m/s2
ROTATIONAL EQUATIONS
TRANSLATIONAL EQUATIONS
Copyright© 2010 Jeffrey Strickland, Ph.D.
Sensor Dynamics
 Pseudo-imaging
 Imaging
 Radio Frequency
Seekers
 Pulse Radar
 Continuous Wave
Radar
 Pulse Doppler Radar
62Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Projection of Tracking
Error on Reticle Plane
63
Boresight
Axis
Angular
Tracking Error
Tracking Error Vector
Field of View
Plane of Reticle
Detector
Arbitrary
Reference
Target Projection on Reticle
Line of
Sight
Target
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Coordinate Systems
64
Target Coordinate System (𝑥 𝑡, 𝑦𝑡, 𝑧𝑡)
Body Coordinate System (𝑥 𝑏, 𝑦 𝑏, 𝑧 𝑒)
Earth Coordinate System (𝑥 𝑒, 𝑦𝑒, 𝑧 𝑒)
Guidance Coordinate System (𝑥 𝑔, 𝑦 𝑔, 𝑧 𝑔)
Tracker Coordinate System (𝑥 𝑠, 𝑦𝑠, 𝑧 𝑠)
Wind Coordinate System (𝑥 𝑤, 𝑦 𝑤, 𝑧 𝑤)
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Missile Simulation
65
𝑋 1 = 𝑃 𝑀 𝑖
𝑋 2 = 𝑃 𝑀 𝑗
𝑋 3 = 𝑃 𝑀 𝑖𝑘
𝑋 4 = 𝑢
𝑋 5 = 𝑣
𝑋 6 = 𝑤
𝑋 7 = 𝑢
𝑋 8 = 𝑣
𝑋(9) = 𝑤
Read and Initialize
Input Data
Atmosphere,
Mach Number,
Dynamic Pressure
Relative Velocity,
Range,
Range Rate
Closest
Approach
?
Guidance and Control
Forces on Missile
Missile Accelerations
Update Missile and Target
Positions and Velocities
Update Time, Missile
Mass, CM Location, and
Moments of Inertia
T > Tmax
Or
Crash?
End
Miss Distance
Yes
YesNo
No
𝑃 𝑀 𝑖 = 𝑋𝑂𝑈𝑇 1
𝑃 𝑀 𝑗 = 𝑋𝑂𝑈𝑇 2
𝑃 𝑀 𝑘 = 𝑋𝑂𝑈𝑇 3
𝑢 = 𝑋𝑂𝑈𝑇 4
𝑣 = 𝑋𝑂𝑈𝑇 5
𝑤 = 𝑋𝑂𝑈𝑇 6
𝑢 = 𝑋𝑂𝑈𝑇 7
𝑣 = 𝑋𝑂𝑈𝑇 8
𝑤 = 𝑋𝑂𝑈𝑇(9)
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
FlatEarthMissileEqns(u)
% Define Control Variables from Inputs
T = u(1); % thrust along missile velocity
wel = u(2); % turn rate in elevation
waz = u(3); % turn rate in azimuth
% Define State Variables from Inputs
x = u(4:12);
% Location Variables
Px = x(1); % Position in Direction of North Pole
Py = x(4); % Position At Equator in y
Pz = x(7); % Position At Equator in z
% Body_Axes Velocities
U = x(2); % velocity in Px direction
V = x(5); % velocity in Py direction
W = x(8); % velocity in Pz direction ("Up")
% Body Axes Acceleration
%Accx = x(3);
%Accy = x(6);
%Accz = x(9);
% Speed, Atmospheric Density and Drag
Vxy2 = U^2 + V^2;
Vxy = sqrt(Vxy2);
Vxz2 = U^2 + W^2;
Vt2 = Vxz2 + V^2;
Vt = sqrt(Vt2);
az = atan2(V, U);
el = atan2(W, Vxy);%
Atmospheric Density in kg/meterA3
if Pz < 0 % Travel inside the Earth is Viscous
rho = 10^2;
elseif Pz < 9144 % Altitudes below 9144 meters
rho = 1.22557*exp(-Pz/9144);
else % Altitudes above 9144 meters
rho = 1.75228763*exp(-Pz/6705.6);
end
beta = cfric*rho;
Tacc = T/Vt;
% Compute the Derivatives
dPx = U;
dPy = V;
dPz = W;
66Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Simulation Results
67
-500 0 500 1000 1500010002000
-100
0
100
200
300
400
500
600
X (km)
Three Dimensional Missile Trajectory in kilometers
Y (km)
-500 0 500 1000 1500
0
200
400
600
800
1000
1200
1400
X (km)
Three Dimensional Missile Trajectory in kilometers
Y(km)
0 50 100 150 200 250 300 350
0
1000
2000
3000
4000
5000
6000
7000
8000
MissileSpeed(m/s)
Time (seconds)
Missile Speed vs Time
0 50 100 150 200 250 300 350
-200
-150
-100
-50
0
50
100
150
200
Missile Azimuth Heading vs Time
Tome (seconds)
Missile Azimuth Heading
vs. Time
Missile Speed vs. TimeY vs. X in kmZ vs. X in km
-500
0
500
1000
0
500
1000
1500
0
100
200
300
400
X (km)
Intercept Time = 209.2 seconds
Miss Distance = 0.54057 meters
Y (km)
Z(km)
Blue Interceptor
Red TBM
Blue Launch Pt.
Red Launch Pt.
Intercept Pt.
Sensor Track w/o noise
-500
0
500
1000
1500
0
500
1000
1500
-200
0
200
400
600
X (km)
Bal1istic Missile Base Trajectory with Measurement Noise
Y (km)
Z(km)
Threat TBM
Threat TBM Noise
Launch Position
Interceptor
EFK Sensor
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Elements of a Scenario
Scenario Development
Scenario Generation Tools
68Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Elements of a Scenario
 Settings
 environment, terrain, etc.
 Actors
 Blue/Red forces, weapons, sensors, etc.
 Task Goals
 missions, objectives, etc.
 Plans
 overlays, control measures, etc.
 Actions
 move, shoot, communicate, etc.
 Events
 contact, engagements, etc.
69Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Scenario Considerations
 Resolution (high or low)
 Aggregated-disaggregated
 Terrain data
 Weapon/Sensor data
 Virtual or constructive
 Interfaces
 Distributed/federated
70Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Scenarios in EADSIM
71
ELEMENT DATA
LAYDOWN
SCENARIOS
PLATFORMPLATFORMPLATFORMPLATFORM
NETWORKS
ROUTES
AOIs
MAP
ENVIRON
OBJECT REF
PROTOCOLS
SYSTEMS
WEAPONS
EMP
COMM DEV
JAMMERS
SENSORS
RULESETS
MANEUVERS
FORMATIONS
PP TABLES
FLYOUT
TABLES
PK TABLES
ICONS
IR SIG
RADAR SIG
AIRFRAMES
SPECIFICATION OF A SCENARIO
SCENARIOS ARE THEN A
FURTHER COMBINATION
OF LOWER LEVEL DATA
SYSTEMS ARE DEPLOYED
ELEMENTS
COMBINE TO MAKE
SYSTEM ELEMENTS
INDIVIDUAL
COMPONENTS ARE
SPECIFIED AS
ELEMENTS
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011) 72
Provide users the ability to:
• Create, modify, and verify
scenario files.
• Specify entities,
tactical overlays,
and environment
parameters.
Scenario Generation Tools are typically developed to be utilized as an off-
line pre-runtime tool that can be run on a laptop and provide a modular
scenario development environment
Ability to translate legacy scenario files
into the new scenario file format & able to
translate the new scenario files back into
the legacy format
Simulation
System
Scenario Generation Tools (SGTs)
Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
Summary
 The are several types of combat models driving
simulations for combat training, research &
development, and advanced concepts requirements:
 Environmental models
 Physical models (engagement, target acquisition,
communications, etc.)
 Behavioral models
 In addition, simulations require some means of
scenario development, and these are often separate
components.
 Understanding the underlying concepts and methods of
combat models embedded in simulations, enhances
our ability to choose the right simulations for our
training or analysis requirements.
73Copyright© 2010 Jeffrey Strickland, Ph.D.
Approved for Public Release
Simulation Educators, LLC (29 June 2011)
References
Ancker, C.J., Jr. and Gafarian, A.V., Modern Combat Models: A Critique of Their Foundations, Operations Research
Society of America, 1992.
Bracken, J., Kress, M. and Rosenthal, R.E., Eds., Warfare Modeling, MORS, 1995.
Caldwell, B, Hartman, J., Parry, S., Washburn, A., and Youngren, M., Aggregated Combat Models. NPS ORD, 2000.
Davis, P.K., Aggregation, Disaggregation, and the 3:1 Rule in Ground Combat. MR-638
DuBois, E.L., Hughes, W.P., Jr., Low, L.J., A Concise Theory of Combat, Institute for Joint Warfare Analysis, NPS, 2000.
Dupuy, T.N., Understanding War: History and Theory of Combat, Falls Church, VA.: Nova 1987.
Epstein, J.M., The Calculus of Conventional War: Dynamic Analysis without Lanchester Theory, Washington, D.C.,
Brookings Institute, 1985.
Fowler, B.W., De Physica Beli: An Introduction to Lanchestrial Attrition Mechanics, 3 Vols. IIT Research
Institute/DMSTTIAC, Rept. SOAR 96-03, Sep. 1996.
Hillestad, R.J., and Moore, L., The Theater-Level Campaign Model: A New Research Prototype for a New Generation of
Combat Analysis Model, RAND, 1996. MR-388
Koopman, B.O., Search and Screening, MORS, 1999.
Reece, D.A., Movement behavior for soldier agents on a virtual battlefield, Teleoperators and Virtual Environments ,
Volume 12 , Issue 4 (August 2003). MIT Press Cambridge, MA, USA
Smith, R. Military Simulation, http://www.modelbenders.com/
Strickland, J. S. Missile Fight Simulation. Lulu.com, 2011.
Strickland, J. S. Using Math to Defeat the Enemy. Lulu.com, 2011.
Strickland, J. S., Fundamentals of Combat Modeling, Lulu.com, 2010.
Taylor, J.G., Lanchester Models of Warfare, 2 Vols, Defense Technological Information Center (DTIC), ADA090843 (Naval
Post Graduate School, Monterey, CA), October 1980.
Taylor, J.G., Force-on-Force Attrition Modeling, Operations Research Society of America, Military Applications Section,
1981.
Washburn, A.R., Search and Detection, 4th Ed., Operations Research Section, INFORMS, Baltimore, MD, 2002.
Washburn, A., Lanchester Systems, NPS, April 2000.
74Copyright© 2010 Jeffrey Strickland, Ph.D.

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Using math to defeat the enemy (7 7-2011)

  • 1. Approved for Public Release Simulation Educators, LLC (29 June 2011) Jeffrey Strickland, Ph.D., CMSP 1 DISTRIBUTION STATEMENT A. Approved for public release; distribution is unlimited.
  • 2. Approved for Public Release Simulation Educators, LLC (29 June 2011) Learning Objectives 1. Describe the scope of mathematical and heuristic combat models. 2. Compare and contrast different representations of combat phenomenon. 3. List combat behaviors that can be represented by mathematical & heuristic models. 4. State the various types of mathematical and heuristic combat models. 5. Identify examples of mathematical and heuristic combat models. 2Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 3. Approved for Public Release Simulation Educators, LLC (29 June 2011) Tutorial Outline  Environmental modeling  how to model the environment  level of detail  entity interaction  Physical modeling  how to move  how to sense or detect  how to shoot (or create other effects)  how to communicate  Simulation scenario development  what are the elements of a scenario  how to develop scenarios  Missile Flight Modeling  Missile dynamics  Sensor dynamics  Racking error  Coordinate systems  Simulation  Results  Simulation scenario development  what are the elements of a scenario  how to develop scenarios 3Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 4. Approved for Public Release Simulation Educators, LLC (29 June 2011) Level of Detail Conceptual Reference Model Data Collection Data Processing Static Environment Dynamic Environment Standardization 4Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 5. Approved for Public Release Simulation Educators, LLC (29 June 2011) Level of Detail  Perceived details  bitmaps over data points  hills, trees, rivers, rocks  No interaction  simulated system does not interact directly with terrain details.  Visual detail  polygon color & lighting  bit mapped surfaces  hard surfaces  Modeling detail  surface trafficability  foliage density  tree trunk diameter 5 Air Combat Terrain Ground Combat Terrain Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 6. Approved for Public Release Simulation Educators, LLC (29 June 2011) Conceptual Reference Model 6 Component Models Environmental State Behavior Models Environmental Models Synthetic Natural Environment Behaviors (e.g.) • Maneuver • Sustainment • Force Protection • Intelligence • Command & Control • Fires Military System Model Effects (e.g.) • Attenuation • Propagation • Mobility Internal Dynamics Impacts (e.g.) • Obscurants/ Energy (smoke, chaff, spectral,..) • Damage (engrg, craters,..) Data (e.g.) • Terrain (surface, hydro,..) • Atmosphere (aerosols, clouds,..) • Ocean (sea state, SVP,..) • Space (particle flux,..) • Cultural (roads, structures,..) • Military (engrg. works,..) Passive Sensors Active Sensors Weapons & Countermeasures Units/Platforms SOURCE: Paul A. Birkel, "SNE Conceptual Reference Model", 1999 Fall SIW Conference, September 1999. http://www.sisostds.org/siw/98Fall/view-papers.htm Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 7. Approved for Public Release Simulation Educators, LLC (29 June 2011) Data Processing 7  Collection • survey the environment (satellite, maps, etc.) • store the results • vector, grid, and model data  Cleaning • remove collection process discontinuities • synchronize vector and grid data  Organizing • index and archive  Integration • merge vector, grid, model • generate terrain skin with embedded features and surface data  Transmission • move data to the host system  Compilation • create performance- optimized runtime databases • cut into sheets Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 8. Approved for Public Release Simulation Educators, LLC (29 June 2011) Landclass Terrain in AVSIM FSX  The scenery engine in FSX, as with previous versions, uses the Olson Global Ecosystem Legend, a table of terrain coverage types created by the USGS Earth Resources Observation and Science Center (EROS). This data, called landclass data, is used by the simulator to associate up to 255 types of terrain to map the entire surface of the globe. The smallest level of detail is 1.2 square kilometers (0.46 square miles).  The landclass data is used by the simulator to select textures and objects to render the scenery. The table below shows an example of the Olson classes used in FSX: 8 0 Ocean, Sea, Large Lake 40 Cool Grasses And Shrubs 131 Dirt 1 Large City Urban Grid Wet 41 Hot And Mild Grasses And Shrubs 132 Coral 2 Low Sparse Grassland 42 Cold Grassland 133 Lava 3 Coniferous Forest 43 Savanna (Woods) 134 Park 4 Deciduous Conifer Forest 44 Mire Bog Fen 135 Golf Course 5 Deciduous Broadleaf Forest 45 Marsh Wetland 136 Cement 20 Cool Rain Forest 46 Mediterranean Scrub 137 Tan Sand Beach 27 Conifer Forest 53 Barren Tundra 143 Glacier Ice 29 Seasonal Tropical Forest 54 Cool Southern Hemisphere Mixed Forests 144 Evergreen Tree Crop 33 Tropical Rainforest 60 Small Leaf Mixed Woods 146 Desert Rock Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 9. Approved for Public Release Simulation Educators, LLC (29 June 2011) Storing Environmental Data 9 Triangulated Irregular Network (TIN) Data point correlation Surface tiled with hexagons Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 10. Approved for Public Release Simulation Educators, LLC (29 June 2011) Static Environment 10 Trafficability Terrain Type Visibility Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 11. Approved for Public Release Simulation Educators, LLC (29 June 2011) Landclass Terrain in EADSIM  Name: Desert (radiobutton)  Description: If selected, the LANDCL model will assume desert terrain.  Restrictions: Ghosted unless LANDCL Reflectivity is selected.  Name: Farmland (radiobutton)  Description: If selected, the LANDCL model will assume farmland terrain.  Restrictions: Ghosted unless LANDCL Reflectivity is selected.  Name: Wooded Hills (radiobutton)  Description: If selected, the LANDCL model will assume wooded hill terrain.  Restrictions: Ghosted unless LANDCL Reflectivity is selected.  Name: Mountains (radiobutton)  Description: If selected, the LANDCL model will assume mountainous terrain.  Restrictions: Ghosted unless LANDCL Reflectivity is selected. 11Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 12. Approved for Public Release Simulation Educators, LLC (29 June 2011) Dynamic Environment 12  Independent • weather movement – clouds, rain, wind • sea state – storms, daily tide • daylight – sunrise, sunset, dark • smoke & dust – clouds, raising, dispersing  Interaction • holes – artillery craters, engineering artifacts • tank treads – tracks, destruction • terrain morphing – engineering, construction • feature modification – building damage, trees burned Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 13. Approved for Public Release Simulation Educators, LLC (29 June 2011) Classic Problems in Interpretation 13 1 2 3a 3b 1 2a 2b Terrain Points Building Corners Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 14. Approved for Public Release Simulation Educators, LLC (29 June 2011) Environmental Standardization 14Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 15. Approved for Public Release Simulation Educators, LLC (29 June 2011) Physical Modeling 15 Detect/Acquire Engage (other major combat functions) Communicate Move Start Cycle Here Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 16. Approved for Public Release Simulation Educators, LLC (29 June 2011) Movement Points Movement Bald Earth Movement Terrain and Feature Movement Physics-based Movement Automated Route Planning A* Search Topology Smart Grid Registration Behavioral 16Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 17. Approved for Public Release Simulation Educators, LLC (29 June 2011) Movement Points Movement 17 2 3 6 1 2 6 2 1 Movement Points = 20 Movement Points Remaining = 20 – 11 = 9 Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 18. Approved for Public Release Simulation Educators, LLC (29 June 2011) Bald Earth Movement 18 Set heading, speed, start time Rate*Time = Distance 20 km/hr * 30 min = 10 km Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 19. Approved for Public Release Simulation Educators, LLC (29 June 2011) Terrain and Feature Movement 19 Set Objective: position or vector Terrain & features modify instantaneous heading & speed Speed = min(order_speed, max_speed*trafficability*slope_factor)* weather_factor*lighting_factor*fatigue_factor*supression_factor Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 20. Approved for Public Release Simulation Educators, LLC (29 June 2011) Physics-based Movement 20 Proportional Force Calculation Resistive Force Calculation Braking Force Calculation main force calculations Dynamic Equation Calculations net force new vehicle state (pos, vel, acc) Vehicle type, terrain type, slope, controls, current platform state  The CCTT ground vehicle mobility model is based on a general first- principle dynamics model.  The model integrates explicit driver inputs (e.g., throttle, brake) with vehicle class-specific velocity, resistance force, and deceleration pre-computed curves. Simple View of a Dynamic Movement Model CCTT Vehicle Dynamics Block Diagram Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 21. Approved for Public Release Simulation Educators, LLC (29 June 2011) Automatic Route Planning  CONCEPT: provide an algorithm by which units can automatically find their own routes.  allows the analyst to focus on higher issues such as the overall scheme of maneuver  reduces the intrusion of the analyst into C2  units can still be given explicit routes if desired, or closely grouped intermediate objectives  ALGORITHMS: based on graph theory  could be a satisfying algorithm (not guaranteed to find an optimal route)  might be an optimal algorithm  “optimal" may mean fastest, or shortest, or safest, etc.  EXAMPLES  A* search, Johnson’s algorithm, Dijkstra's algorithm, hill climbing 21Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 22. Approved for Public Release Simulation Educators, LLC (29 June 2011) Topology Smart 22 Set Objective: Position or Vector Movement model selects path from topological map Maintain objective Route traveled is function of topology Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 23. Approved for Public Release Simulation Educators, LLC (29 June 2011) Beyond 2-D Movement  3 Dimensional—aircraft rotation axes  yaw - vertical axis rotation  roll - longitudinal axis rotation  pitch- lateral axis rotation  3-D Mathematics  Euler angles  axis angle  rotation matrices  quaternions  Other degrees of freedom: 3+3 DOF, 6 DOF 23 Pitch Yaw Roll Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 24. Approved for Public Release Simulation Educators, LLC (29 June 2011) Behavioral—Agent Based  Behavioral evolution and extrapolation  Each avatar generates (a) a stream of ghosts samples the personality space of its entity.  They evolve (b, c) against the entity’s recent observed behavior.  The fittest ghosts run into the future (d),  and the avatar analyzes their behavior (e) to generate predictions. 24 a b e d Prediction Horizon Observe Ghost prediction Insertion Horizon Measure Ghost fitness t=τ (Now) Ghost time τ c Real-World Entity Avatar Ghosts             1nRThreat nn nn n DistGNest TargetGTargetR F Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 25. Approved for Public Release Simulation Educators, LLC (29 June 2011) Perfect Detection Gridded Probability Areas Detection Range 3D Detection Range Target Acquisition Process Line-of-Sight NVEOL Model 25Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 26. Approved for Public Release Simulation Educators, LLC (29 June 2011) Perfect Detection 26  Every object knows the true location of every other object.  There are no models of sensors or processors. Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 27. Approved for Public Release Simulation Educators, LLC (29 June 2011) Gridded Probability Areas 27  Perfect detection within the same grid area • (Pdet = 1.0)  Probability of detection within adjacent areas • Adjacent Pdet =F(terrain) • Non-Adjacent Pdet = 0.0 60% 30% 100% 0% Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 28. Approved for Public Release Simulation Educators, LLC (29 June 2011) Detection Range 28  Complete circle—no field of view/field of regard  Terrain line-of-sight (LOS) is separate Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 29. Approved for Public Release Simulation Educators, LLC (29 June 2011) 3D Detection Range 29  Probability of detection based on range of spheres  Concentric areas • Different Pdet for each ring • For some sensors, Pdet of inner ring is 0.00 𝜓 = 𝜓0 sin 𝜋𝑎 𝜆 sin 𝜃 𝜋𝑎 𝜆 sin 𝜃 sin 𝑁 2 2𝜋𝑑 𝜆 sin 𝜃 + 𝜙 sin 𝜋𝑑 2 sin 𝜃 + 𝜙 𝐼 = 𝐼0 sin 𝜋𝑎 𝜆 sin 𝜃 𝜋𝑎 𝜆 sin 𝜃 2 sin 𝑁 2 2𝜋𝑑 𝜆 sin 𝜃 + 𝜙 sin 𝜋𝑑 2 sin 𝜃 + 𝜙 2 Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 30. Approved for Public Release Simulation Educators, LLC (29 June 2011) ALARM—Advanced Low Altitude Radar Model—4.2  ALARM is a generic digital computer simulation designed to evaluate the performance of a ground based radar system attempting to detect low altitude aircraft.  The purpose of ALARM is to provide a radar analyst with a software simulation tool to evaluate the detection performance of a ground-based radar system against the target of interest in a realistic environment.  Used in EADSIM  ALARM can simulate  pulsed/Moving Target Indicator (MTI)  pulse Doppler (PD) type radar systems  limited capability to model continuous wave (CW) radar.  Radar detection calculations are based on the signal-to-noise (S/N) radar range equations commonly used in radar analysis.  ALARM has four simulation modes:  Flight Path Analysis (FPA) mode,  Horizontal Detection Contour (HDC) mode  Vertical Coverage Envelope (VCE) mode  Vertical Detection Contour (VDC) mode 30Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 31. Approved for Public Release Simulation Educators, LLC (29 June 2011) Target Acquisition Glimpse models  Intermittent glimpses: E[N] = Σn np(n)  Continuous looking model = PROBDETECT in time t = 1 - e-Dt  DYNTACS curve fit model = D = PFOV (α/(β + t(δ + ζR2 – ξVc)))  NVEOL acquisition algorithm  Factors  Sensor characteristics  Target characteristics  Line-of-sight 31 Glance/ Glimpse Target Found? No Yes tg tg tg Pacq Pacq Pacq Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 32. Approved for Public Release Simulation Educators, LLC (29 June 2011) NVEOL Acquisition Algorithm 32 Joint Conflicts And Tactical Simulation Developed by US Army's Night Vision and Electro-Optical Laboratories In Time-Stepped Model: PROBDETECT in time T = PINF (1 - e -CT) Use this as success probability for a Bernoulli trial. In Event-Stepped Model: Compute PINF and draw a random number to determine if detection would occur in infinite amount of time Sample from an exponential distribution with mean C to determine time till detection given that a detection will occur. Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 33. Approved for Public Release Simulation Educators, LLC (29 June 2011) Line-of-Sight Models  EXPLICIT: combat model stores a terrain representation and uses it to compute line-of-sight  Grid: covers the battlefield with regular polygonal grid, each grid having associated terrain attributes (e.g., elevation, vegetation, etc.) ○ Look at intervening grids between observer and target to see if any grid is higher than the line between them. ○ Discontinuity is a disadvantage in high-res models. ○ Simplicity and speed are advantages.  Surface ○ Triangulate the terrain data grids, then interpolate for a point between grid points. ○ Greater accuracy is an advantage in high-res models.  IMPLICIT: combat model stores expected results of line-of-sight and looks up the result when required  probability of LOS  intervisibilty segment length 33 . . . . . . . . . . . . . . . . .Primary Direction of view (white) Max Range of view LOS does not exist LOS exists Orange lines Left Limit of View (white) Right Limit of View (white) Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 34. Approved for Public Release Simulation Educators, LLC (29 June 2011) Line-of-Sight Elevation Calculation in EADSIM 34  The equation known as the law of cosines can be written for the triangle ABC as:  b = a2 + c2 − 2ac * cos(∂) . (1)  This equation can be solved as:  Cosψ=(a2+c2-b2)/2ac (2)  The law of cosines equation can also be written for the triangle BCQ as:  b’2=a2+c’2-2ac’*cosψ (3)  Substituting equation (2) into (3) and simplifying yields:  b’2=c’2+(((b2-a2-c2)*c’)/c)+a2 Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 35. Approved for Public Release Simulation Educators, LLC (29 June 2011) Comms Model Effects Perfect Communications Direct Message Passing Broadcast Messages Virtual Cell Layout Physics Modeling 35Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 36. Approved for Public Release Simulation Educators, LLC (29 June 2011) Comms Model Effects  Information exchange  process info  process data  Intelligence collection  ISR sensors  target sensors  fire control sensors  Comms system overload  network, sender, receiver  Interference  environment, electronic warfare  Time delay 36 Evaluate Target's Intent Evaluate Target's Geometry Recognize Target Update Target's Knowledge Notify Knowledge Processing Activity Diagram: Process Info Use Case Process Info Get Data from Fire Control Sensor Get Data from Target Sensor Get Info from Data Processing Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 37. Approved for Public Release Simulation Educators, LLC (29 June 2011) Perfect Communications 37 Targets ~~~~~ Orders ~~~~~ Reports ~~~~~ Shared information, no representation of comms Software-to-software message delivery Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 38. Approved for Public Release Simulation Educators, LLC (29 June 2011) Direct Message Passing  Consult command status  If sender and receiver are alive, then pass message.  If sender health is degraded, add error to target location. 38 … … Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 39. Approved for Public Release Simulation Educators, LLC (29 June 2011) Broadcast Messages  Receiver determines whether signal is accessible to them based on  range  terrain degradation  earth curvature  jamming environment  communications contention  quality of receipt  etc. 39 … …Success Lost Degraded Delayed Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 40. Approved for Public Release Simulation Educators, LLC (29 June 2011) Communications Connectivity Modeling by Propagation Network Types and their number of participating platforms are as follows:  Duplex communication occurs in both directions and is limited to two participants.  Simplex communication occurs in only one direction between two participants. The first platform on list is the transmitter.  Broadcast communication occurs from one platform to several other platforms. The first platform on the list is the transmitter.  N-to-N serial communication occurs between all the participant platforms.  N-Broadcast simultaneous communication occurs between all the participant platforms.  Land Line communication occurs between two participants (not affected by Jamming).  Links Exist if two Conditions are met:  Receiver signal power level must be equal to or greater than user-specified minimum discernible signal level  Signal-to-noise level (received signal power level received jam power level) must be equal to or greater than user- specified signal-to-noise threshold 40Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 41. Approved for Public Release Simulation Educators, LLC (29 June 2011) Point System Markov Pk Tables Random Numbers Pk’s and Random Numbers Precision Engagements Linear Target Phit Rectangular Target Phit Circular Target Phit Kill Categories 41Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 42. Approved for Public Release Simulation Educators, LLC (29 June 2011) Point System 42 New Health = (Health + Armor) – (Weapon Power – Path Degrade) New Health = (18 + 8) – (20 – 4) = 10 New Armor = Armor – ABS[( Weapon Power – Path Degrade) *0.25] 18 4 20 8 Weapon Power Path Degradation (range, shelters, obstructions) Health Armor Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 43. Approved for Public Release Simulation Educators, LLC (29 June 2011) Markov Pk Table 43 Pk Weapon W1 W2 W3 W4 … T1 0.5 0.7 0.8 0.92 T2 0.4 0.45 0.76 0.99 T3 0.31 0.34 0.56 0.85 T4 0.27 0.55 0.67 0.81 Target … Phit is rolled into the overall Pkill Damage = 1, where Random Number <= Pk = 0, where Random Number > Pk Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 44. Approved for Public Release Simulation Educators, LLC (29 June 2011) Random Numbers 44 0.002589 0.709121 0.688907 0.23241 0.248291 0.279792 0.099733 0.672374 0.177176 0.5124 0.253238 0.885889 0.08127 0.337699 0.967582 0.11894 0.917944 0.691778 0.377643 0.167685 0.23337 0.821207 0.775446 0.94055 0.916313 0.342373 0.494679 0.83171 0.76565 0.300179 0.081692 0.212297 0.323383 0.088898 0.976731 0.826355 0.633324 0.390983 0.559808 0.032313 0.337002 0.429531 0.284963 0.978167 0.177686 0.39425 0.729517 0.196937 0.053272 0.537055 0.753125 0.189256 0.790979 0.437795 0.757163 0.953741 0.714325 0.899821 0.139968 0.139168 0.803138 0.274158 0.226658 0.151101 0.555232 0.533085 0.327454 0.753654 0.268759 0.307099 0.21175 0.644434 0.011707 0.809213 0.3742 0.38085 0.412449 0.425525 0.346873 0.490443 0.397201 0.114504 0.831309 0.291209 0.157902 0.994106 0.22623 0.215775 0.503133 0.544428 0.05825 0.173804 0.322742 0.984154 0.512732 0.340096 0.626067 0.746717 0.391907 0.168648 0.606554 0.280939 0.804009 0.290058 0.550802 0.743599 0.108666 0.557355 0.850634 0.908114 0.209818 0.600702 0.682586 0.265387 0.792137 0.241523 0.077536 0.282332 0.244388 0.688018 0.607142 0.296545 0.583956 0.652407 0.773843 0.801856 0.037354 0.516678 0.27669 0.360097 0.700107 0.821834 0.912564 0.914889 0.18311 0.164431 0.880446 0.527801 0.887302 0.209683  Generated by a recursive function  Evenly distributed between 0 and 1 ~ Unif(0,1)  Perfect for Pk evaluations Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 45. Approved for Public Release Simulation Educators, LLC (29 June 2011) Pk’s and Random Numbers 45 Kill Area No-Kill Area 0% 75% 100% Random Number = 0.63 Pk = 75% = 0.75 Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 46. Approved for Public Release Simulation Educators, LLC (29 June 2011) Precision Engagements 46 Round Impact Point  PROBLEM: Find point of impact (if any) of round on its target.  ASSUMPTION: The projectile impact point is a random variable with a normal probability distribution (empirically shown to be a good assumption). Actual Target Location Doctrinal Aim Point Aim Point “Bias” : Systematic Errors “Dispersion” : Round-to-Round Independent Errors Perceived Doctrinal Aim Point Perceived Target Location Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 47. Approved for Public Release Simulation Educators, LLC (29 June 2011) Linear Target Phit 47  Normal parameters for 1D target: • “Front view" (i.e., direct-fire weapon) ○ Deflection error • "Top view" (i.e., indirect-fire weapon) ○ Range error • DEFINE: ○ Bias = μ ○ Dispersion = σ  Error Probable - distance in deflection (for x) within which half of rounds will land.  Linear Error Probable (LEP) - linear distance from aim point within which half of rounds will land, based on the error probable (details to follow). x p(x) 25 m Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 48. Approved for Public Release Simulation Educators, LLC (29 June 2011) Single-Shot Accuracy 1D Target Example 1  Assume no systematic error. 48     2126.03937.06063.0  zzPSSH NOTE: “” is available in tabular form in any Statistics text: see Normal Distribution.     3937.00644.37010 6064.00644.37010 then,m,10m,0664.376745.0250,    z z x PSSH 0  -z +z Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 49. Approved for Public Release Simulation Educators, LLC (29 June 2011) Rectangular Target Phit  Normal parameters for 2D target:  "Side view" (i.e., direct-fire weapon) ○ Elevation error ○ Deflection error  "Top view" (i.e., indirect-fire weapon) ○ Range error ○ Deflection error  DEFINE:  Bias = μx , μy  Dispersion = σx , σy  Range Error Probable (REP) – linear distance from aim point within which half of rounds will land, x-coordinate  Cross-range Error Probable (CREP) – linear distance from aim point within which half of rounds will land, y- coordinate 49 x y p(y) p(x) Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 50. Approved for Public Release Simulation Educators, LLC (29 June 2011) Circular Target Phit  P(destruction of a point target) = P(hit within a circle of radius R), i.e., Pd = P.  When x0 = y0 = 0 and x2 = y2 = 2,  If R0 is the radius of a circle for which then 50% of all impacts points for the probability distribution P(r) will fall within this radius r ≤ R0.  R0 is called the circular error probable (CEP), and R0 = 1.1774. 50             2 2 2 exp1  RR Pd   2 1 2 exp1 2 2 0 0         R RP Target Simplified Vehicle Assembly Area Cluster of Soldiers Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 51. Approved for Public Release Simulation Educators, LLC (29 June 2011) Kill Categories K-Kill: catastrophic kill F-Kill: firepower kill M-Kill: mobility kill MF-Kill: mobility & firepower kill, usually => K-Kill P-Kill: personnel kill (crew and passengers) No-Kill: no damage due to hit. 51 ranx = random(seed) if (ranx < PkN) {No Kill} else if (ranx < PkN + PkM) {Mobility Kill} else if (ranx < PkN + PkM + PkF) {Firepower Kill} else if (ranx < PkN + PkM + PkF + PkMF) {Mobility & Firepower Kill} else {Catastrophic Kill} Single random number draw can result in more than just “Miss/Hit” Engagement outcome has at least 5 states Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 52. Approved for Public Release Simulation Educators, LLC (29 June 2011) Direct-Fire Accuracy Example (1)  An infantry fighting vehicle (IFV) has the following frontal profile:  A hit in area 1 will produce a firepower kill.  A hit in area 2 will produce a catastrophic kill.  A hit in area 3 will produce a mobility kill.  A hit in other areas will produce no permanent effect.  Assess the IFV’s vulnerability when engaged with a frontal shot whose impact point is modeled as a random variable pair (X,Y) ~ BVN(0,0,.5,.5,0).  Using the below list of pseudo random numbers as needed, simulate the first round to determine which type of kill, if any, occurs (.8554, .2287, .6659, .8243, .6840, .0430, .8598, .2381, .5035, .2723). 52 2 1 44 3 0.6 1.6 1.0 1.4 2.6 0.6 Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 53. Approved for Public Release Simulation Educators, LLC (29 June 2011) Direct-Fire Accuracy Example (2) 1) Do a Monte Carlo simulation of impact point with origin centered on the target, then compare impact point with target profile to calculate where it hit. 2) Determine X coordinate of impact point:  Enter the Normal Table with 0.8554  Find Z-1 = 1.06  Note that Z-1 = ((x − x)/x  Solve for x in 1.06 = (x − 0)/0.5  x = 0.53 3) Determine the Y coordinate of the impact point (using RN .2287):  Normal Table goes from 0.5000 to 0.9999, but Normal Dist. is symmetric, so compute 1.0 − 0.2287 = 0.7713, and change sign of resulting Y coordinate.  Interpolating between 0.77 and 0.78, gives Z-1 = 0.743.  Solve for y in −0.743=(y − 0)/0.5 gives y=−0.3715 4) Round hits area 4, so no kill is assessed. 53 2 1 44 3 0.6 1.6 1.0 1.4 2.6 0.6 Y X −0.3715 . 53 Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 54. Approved for Public Release Simulation Educators, LLC (29 June 2011) Lanchester Equations Aggregated Combat Groups Epstein’s Equations Quantified Judgment Model (QJM) Force Ratio Approach 54Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 55. Approved for Public Release Simulation Educators, LLC (29 June 2011) Lanchester Equations     dx dt f x y dy dt f x y 1 2, ,... , ,... 55 CONCEPT: describe the rate at which a force loses systems as a function of the size of the force and the size of the enemy force. This results in a system of differential equations in force sizes x and y. The solution to these equations as functions of x(t) and y(t) provide insights about battle outcome. ay dt dx  bx dt dy  Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 56. Approved for Public Release Simulation Educators, LLC (29 June 2011) Aggregated Combat Groups  Contiguous pistons  Aggregated force attrition  Distance from middle affects power and attrition  Units accumulate as piston moves  Explicit withdrawal required 56Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 57. Approved for Public Release Simulation Educators, LLC (29 June 2011) Force Ratio Attrition Models  CONCEPT:  Summarize effectiveness in combat with a single scalar measure of combat power for each unit.  When combat occurs, use the ratio of attacker's to defender's measures to determine the outcome.  Assign a firepower score to each weapon system and sum these scores for each weapon system on hand in a unit.  DEFINITIONS:  n = number of distinct types of weapon systems in a unit  Xi = number of systems of type i (I =1,2,...,n) in a unit  Si = firepower score for each weapon of type i 57   unitofindexfirepowerFPI 1   n i iisx battleainforce FPI FPI FR defender attacker  Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 58. Approved for Public Release Simulation Educators, LLC (29 June 2011) Other Aggregated Models  Epstein equations  Defender’s withdrawal rate:  Attacker’s Prosecution rate:  Quantified Judgment Model (QJM)  T.N. Dupuy created the QJM to transform Clausewitz’s Law of Number to a combat power formula.  Multi-agent models  The environment takes the form of a distributed network of place agents.  Aggregate state-space models  Represented by aggregate state variables, rather than the locations and current behaviors of individual entities 58                  aTa aT gaT gg dTd dT t t tt t tWW tWtW                        1 1 1 1 1 1 1 max Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 59. Approved for Public Release Simulation Educators, LLC (29 June 2011) Missile Dynamics Sensor Dynamics Coordinate Systems Missile Flight Simulation 59Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 60. Approved for Public Release Simulation Educators, LLC (29 June 2011) Components of Missile Flight Simulation  MISSILE SYSTEM DESCRIPTION  MISSILE  GUIDANCE  LAUNCHER  MISSILE DYNAMICS  MISSILE AERODYNAMICS  MISSILE PROPULSION  MISSILE AND TARGET MOTION  GUIDANCE AND CONTROL MODELING  SCENE SIMULATION  IMPLEMENTATION 60Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 61. Approved for Public Release Simulation Educators, LLC (29 June 2011) Missile Dynamics Axis Force Along Axis Moment About Axis Linear Velocity Angular Displacement Angular Velocity Moment of Inertia 𝑥 𝐹𝑥 𝐿 𝑢 𝜙 𝑝 𝐼 𝑥 𝑦 𝐹𝑦 𝑀 𝑣 𝜃 𝑞 𝐼 𝑦 𝑥 𝐹𝑧 𝑁 𝑤 𝜓 𝑟 𝐼𝑧 61 𝑀, 𝑞 𝑦 𝑏 𝑥 𝑏 𝑧 𝑏 𝑁, 𝑟 𝐿, 𝑝 𝐹𝑥, 𝑢 𝐹𝑦, 𝑣 𝐹𝑧, 𝑤 𝑢 = 𝐹𝑥 𝑏 𝑚 − 𝑞𝑤 − 𝑟𝑣 , m/s2 𝑣 = 𝐹𝑦 𝑏 𝑚 − 𝑟𝑢 − 𝑝𝑤 , m/s2 𝑤 = 𝐹𝑧 𝑏 𝑚 − 𝑝𝑣 − 𝑞𝑢 , m/s2 𝑝 = 𝐿 − 𝑞𝑟 𝐼𝑧 − 𝐼 𝑦 𝐼 𝑥 , m/s2 𝑞 = 𝑀 − 𝑝𝑟 𝐼 𝑥 − 𝐼𝑧 𝐼 𝑦 , m/s2 𝑟 = 𝑁 − 𝑝𝑞 𝐼 𝑦 − 𝐼 𝑥 𝐼𝑧 , m/s2 ROTATIONAL EQUATIONS TRANSLATIONAL EQUATIONS Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 62. Sensor Dynamics  Pseudo-imaging  Imaging  Radio Frequency Seekers  Pulse Radar  Continuous Wave Radar  Pulse Doppler Radar 62Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 63. Approved for Public Release Simulation Educators, LLC (29 June 2011) Projection of Tracking Error on Reticle Plane 63 Boresight Axis Angular Tracking Error Tracking Error Vector Field of View Plane of Reticle Detector Arbitrary Reference Target Projection on Reticle Line of Sight Target Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 64. Approved for Public Release Simulation Educators, LLC (29 June 2011) Coordinate Systems 64 Target Coordinate System (𝑥 𝑡, 𝑦𝑡, 𝑧𝑡) Body Coordinate System (𝑥 𝑏, 𝑦 𝑏, 𝑧 𝑒) Earth Coordinate System (𝑥 𝑒, 𝑦𝑒, 𝑧 𝑒) Guidance Coordinate System (𝑥 𝑔, 𝑦 𝑔, 𝑧 𝑔) Tracker Coordinate System (𝑥 𝑠, 𝑦𝑠, 𝑧 𝑠) Wind Coordinate System (𝑥 𝑤, 𝑦 𝑤, 𝑧 𝑤) Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 65. Approved for Public Release Simulation Educators, LLC (29 June 2011) Missile Simulation 65 𝑋 1 = 𝑃 𝑀 𝑖 𝑋 2 = 𝑃 𝑀 𝑗 𝑋 3 = 𝑃 𝑀 𝑖𝑘 𝑋 4 = 𝑢 𝑋 5 = 𝑣 𝑋 6 = 𝑤 𝑋 7 = 𝑢 𝑋 8 = 𝑣 𝑋(9) = 𝑤 Read and Initialize Input Data Atmosphere, Mach Number, Dynamic Pressure Relative Velocity, Range, Range Rate Closest Approach ? Guidance and Control Forces on Missile Missile Accelerations Update Missile and Target Positions and Velocities Update Time, Missile Mass, CM Location, and Moments of Inertia T > Tmax Or Crash? End Miss Distance Yes YesNo No 𝑃 𝑀 𝑖 = 𝑋𝑂𝑈𝑇 1 𝑃 𝑀 𝑗 = 𝑋𝑂𝑈𝑇 2 𝑃 𝑀 𝑘 = 𝑋𝑂𝑈𝑇 3 𝑢 = 𝑋𝑂𝑈𝑇 4 𝑣 = 𝑋𝑂𝑈𝑇 5 𝑤 = 𝑋𝑂𝑈𝑇 6 𝑢 = 𝑋𝑂𝑈𝑇 7 𝑣 = 𝑋𝑂𝑈𝑇 8 𝑤 = 𝑋𝑂𝑈𝑇(9) Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 66. Approved for Public Release Simulation Educators, LLC (29 June 2011) FlatEarthMissileEqns(u) % Define Control Variables from Inputs T = u(1); % thrust along missile velocity wel = u(2); % turn rate in elevation waz = u(3); % turn rate in azimuth % Define State Variables from Inputs x = u(4:12); % Location Variables Px = x(1); % Position in Direction of North Pole Py = x(4); % Position At Equator in y Pz = x(7); % Position At Equator in z % Body_Axes Velocities U = x(2); % velocity in Px direction V = x(5); % velocity in Py direction W = x(8); % velocity in Pz direction ("Up") % Body Axes Acceleration %Accx = x(3); %Accy = x(6); %Accz = x(9); % Speed, Atmospheric Density and Drag Vxy2 = U^2 + V^2; Vxy = sqrt(Vxy2); Vxz2 = U^2 + W^2; Vt2 = Vxz2 + V^2; Vt = sqrt(Vt2); az = atan2(V, U); el = atan2(W, Vxy);% Atmospheric Density in kg/meterA3 if Pz < 0 % Travel inside the Earth is Viscous rho = 10^2; elseif Pz < 9144 % Altitudes below 9144 meters rho = 1.22557*exp(-Pz/9144); else % Altitudes above 9144 meters rho = 1.75228763*exp(-Pz/6705.6); end beta = cfric*rho; Tacc = T/Vt; % Compute the Derivatives dPx = U; dPy = V; dPz = W; 66Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 67. Approved for Public Release Simulation Educators, LLC (29 June 2011) Simulation Results 67 -500 0 500 1000 1500010002000 -100 0 100 200 300 400 500 600 X (km) Three Dimensional Missile Trajectory in kilometers Y (km) -500 0 500 1000 1500 0 200 400 600 800 1000 1200 1400 X (km) Three Dimensional Missile Trajectory in kilometers Y(km) 0 50 100 150 200 250 300 350 0 1000 2000 3000 4000 5000 6000 7000 8000 MissileSpeed(m/s) Time (seconds) Missile Speed vs Time 0 50 100 150 200 250 300 350 -200 -150 -100 -50 0 50 100 150 200 Missile Azimuth Heading vs Time Tome (seconds) Missile Azimuth Heading vs. Time Missile Speed vs. TimeY vs. X in kmZ vs. X in km -500 0 500 1000 0 500 1000 1500 0 100 200 300 400 X (km) Intercept Time = 209.2 seconds Miss Distance = 0.54057 meters Y (km) Z(km) Blue Interceptor Red TBM Blue Launch Pt. Red Launch Pt. Intercept Pt. Sensor Track w/o noise -500 0 500 1000 1500 0 500 1000 1500 -200 0 200 400 600 X (km) Bal1istic Missile Base Trajectory with Measurement Noise Y (km) Z(km) Threat TBM Threat TBM Noise Launch Position Interceptor EFK Sensor Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 68. Approved for Public Release Simulation Educators, LLC (29 June 2011) Elements of a Scenario Scenario Development Scenario Generation Tools 68Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 69. Approved for Public Release Simulation Educators, LLC (29 June 2011) Elements of a Scenario  Settings  environment, terrain, etc.  Actors  Blue/Red forces, weapons, sensors, etc.  Task Goals  missions, objectives, etc.  Plans  overlays, control measures, etc.  Actions  move, shoot, communicate, etc.  Events  contact, engagements, etc. 69Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 70. Approved for Public Release Simulation Educators, LLC (29 June 2011) Scenario Considerations  Resolution (high or low)  Aggregated-disaggregated  Terrain data  Weapon/Sensor data  Virtual or constructive  Interfaces  Distributed/federated 70Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 71. Approved for Public Release Simulation Educators, LLC (29 June 2011) Scenarios in EADSIM 71 ELEMENT DATA LAYDOWN SCENARIOS PLATFORMPLATFORMPLATFORMPLATFORM NETWORKS ROUTES AOIs MAP ENVIRON OBJECT REF PROTOCOLS SYSTEMS WEAPONS EMP COMM DEV JAMMERS SENSORS RULESETS MANEUVERS FORMATIONS PP TABLES FLYOUT TABLES PK TABLES ICONS IR SIG RADAR SIG AIRFRAMES SPECIFICATION OF A SCENARIO SCENARIOS ARE THEN A FURTHER COMBINATION OF LOWER LEVEL DATA SYSTEMS ARE DEPLOYED ELEMENTS COMBINE TO MAKE SYSTEM ELEMENTS INDIVIDUAL COMPONENTS ARE SPECIFIED AS ELEMENTS Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 72. Approved for Public Release Simulation Educators, LLC (29 June 2011) 72 Provide users the ability to: • Create, modify, and verify scenario files. • Specify entities, tactical overlays, and environment parameters. Scenario Generation Tools are typically developed to be utilized as an off- line pre-runtime tool that can be run on a laptop and provide a modular scenario development environment Ability to translate legacy scenario files into the new scenario file format & able to translate the new scenario files back into the legacy format Simulation System Scenario Generation Tools (SGTs) Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 73. Approved for Public Release Simulation Educators, LLC (29 June 2011) Summary  The are several types of combat models driving simulations for combat training, research & development, and advanced concepts requirements:  Environmental models  Physical models (engagement, target acquisition, communications, etc.)  Behavioral models  In addition, simulations require some means of scenario development, and these are often separate components.  Understanding the underlying concepts and methods of combat models embedded in simulations, enhances our ability to choose the right simulations for our training or analysis requirements. 73Copyright© 2010 Jeffrey Strickland, Ph.D.
  • 74. Approved for Public Release Simulation Educators, LLC (29 June 2011) References Ancker, C.J., Jr. and Gafarian, A.V., Modern Combat Models: A Critique of Their Foundations, Operations Research Society of America, 1992. Bracken, J., Kress, M. and Rosenthal, R.E., Eds., Warfare Modeling, MORS, 1995. Caldwell, B, Hartman, J., Parry, S., Washburn, A., and Youngren, M., Aggregated Combat Models. NPS ORD, 2000. Davis, P.K., Aggregation, Disaggregation, and the 3:1 Rule in Ground Combat. MR-638 DuBois, E.L., Hughes, W.P., Jr., Low, L.J., A Concise Theory of Combat, Institute for Joint Warfare Analysis, NPS, 2000. Dupuy, T.N., Understanding War: History and Theory of Combat, Falls Church, VA.: Nova 1987. Epstein, J.M., The Calculus of Conventional War: Dynamic Analysis without Lanchester Theory, Washington, D.C., Brookings Institute, 1985. Fowler, B.W., De Physica Beli: An Introduction to Lanchestrial Attrition Mechanics, 3 Vols. IIT Research Institute/DMSTTIAC, Rept. SOAR 96-03, Sep. 1996. Hillestad, R.J., and Moore, L., The Theater-Level Campaign Model: A New Research Prototype for a New Generation of Combat Analysis Model, RAND, 1996. MR-388 Koopman, B.O., Search and Screening, MORS, 1999. Reece, D.A., Movement behavior for soldier agents on a virtual battlefield, Teleoperators and Virtual Environments , Volume 12 , Issue 4 (August 2003). MIT Press Cambridge, MA, USA Smith, R. Military Simulation, http://www.modelbenders.com/ Strickland, J. S. Missile Fight Simulation. Lulu.com, 2011. Strickland, J. S. Using Math to Defeat the Enemy. Lulu.com, 2011. Strickland, J. S., Fundamentals of Combat Modeling, Lulu.com, 2010. Taylor, J.G., Lanchester Models of Warfare, 2 Vols, Defense Technological Information Center (DTIC), ADA090843 (Naval Post Graduate School, Monterey, CA), October 1980. Taylor, J.G., Force-on-Force Attrition Modeling, Operations Research Society of America, Military Applications Section, 1981. Washburn, A.R., Search and Detection, 4th Ed., Operations Research Section, INFORMS, Baltimore, MD, 2002. Washburn, A., Lanchester Systems, NPS, April 2000. 74Copyright© 2010 Jeffrey Strickland, Ph.D.