Models, Gaming, and Simulation Session 8

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Models, Gaming, and Simulation Session 8

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Title: Models, Gaming, and Simulation Session 8


1
Models, Gaming, and Simulation - Session 8
  • The Battlefield Environment

2
Topics
  • Weather and Obscuration
  • Terrain Data
  • Mobility Models
  • High-Resolution Models
  • Low-Resolution Models
  • Automated Route Planning
  • Combat Engineers

3
Weather and Obscuration
  • Obscuration due to fog, dust, smoke or heat are
    important factors in target acquisition and
    firing accuracy.
  • High- and Low-resolution models will use very
    different algorithms to account for weather and
    obscuration.
  • Weather may cause trafficability and operational
    tempo effects also.
  • Nuclear, Biological, and Chemical models also use
    weather sub-models

4
Weather and Obscuration
  • A high-resolution approach
  • Electro-Optical Systems Atmospheric Effects
    Library (E-O SAEL) maintains high-resolution
    computer models of atmospheric effects and data
  • Models and Databases provide ways to represent
    local obscuration effects
  • Example
  • artillery smoke round impacts
  • smoke-cloud software object is created
  • E-O SAEL cloud growth model represents how cloud
    changes and diffuses
  • target acquisition module using NVEOL model
    checks its line-of-sight against all local cloud
    objects, degrading acquisition appropriately
  • smoke-cloud object is deleted when it disperses.

5
Weather and Obscuration
  • A lower-resolution approach
  • 5km square grid underlies terrain
  • weather effects in a square are homogeneous
  • weather is updated periodically in each square,
    considering
  • prevailing winds
  • temperature
  • previous conditions
  • new effects (e.g., smoke, chemicals, nuclear
    fallout, changes in weather, etc)
  • Average line-of-sight and detection rate
    functions are degraded according to average
    obscuration of square(s) through which
    line-of-sight is considered.

6
Terrain Data
  • Produced by National Geospatial-Intelligence
    Agency (NGA), formerly NIMA
  • Three basic products (among others)
  • Elevation Data
  • DTED I nominally 100m postings (at equator)
  • DTED II nominally 30m postings (at equator)
  • DTED III nominally 10m postings (at equator)
  • DTED IV nominally 3m postings (at equator)
  • DTED V nominally 1m postings (at equator)
  • Feature Data vegetation, cultural features,
    etc.
  • Raster Data images of terrain

7
What Good is Higher-fidelity Terrain?
DTED Level I II
III IV V
8
Mobility Models
  • High-resolution Models (how do vehicles move?)
  • Explicit grid models
  • Explicit patch models
  • Implicit mobility models
  • Network models
  • Low-resolution Models (how do units move?)
  • Tabletop models
  • Regular grid models
  • square
  • hexagonal
  • Network Models
  • Combat Sector ("Piston") models

9
Explicit High-Res Mobility Models
  • Explicit Grid Models
  • CONCEPT maintain a multi-dimensional array of
    limiting speeds, indexed by location, vehicle
    type, vegetation, soil type, tree-stem width and
    spacing, etc. Look up the value at run time to
    determine vehicle speed.
  • Problem The array must be filled, an often
    difficult task.
  • Alternate CONCEPT compute limiting speed at
    run-time
  • Problem Very time-consuming during model
    execution
  • Explicit Patch Models
  • CONCEPT compute regions which have similar
    limiting speeds store the regions as polygons
    with associated speeds. These polygons can be
    fairly large compared to vehicle size (e.g., 100
    to 500 meters in diameter), reducing storage
    requirements and look-up time.
  • Example "Condensed Army Mobility Model" (CAMMS),
    a standardized U.S. Army Topographic Engineering
    model, which has evolved into the Nato Reference
    Mobility Model.

10
Example Explicit Patch Model(output from NATO
Reference Mobility Model NRMM)

11
High-Resolution Mobility Models
  • Implicit models
  • CONCEPT terrain is partitioned into cells, with
    average mobility factors stored in each cell.
  • Advantage Compact storage and fast run-speed
  • Disadvantage Does not represent the details of
    local terrain
  • Network Models
  • CONCEPT movement is limited to edges of a
    network
  • Edges may represent roads or mobility corridors
  • Advantage Compact storage and fast run-speed
  • Advantage Automated route-planning algorithms
    are available
  • Disadvantage Vehicle movement is not well
    represented if they are constrained to stay on a
    network edge.

12
Low-Resolution Mobility Models
  • Tabletop models
  • Terrain characteristics do not limit movement
  • Movement rates are homogeneous, or depend on unit
    type or other factors not related to the unit's
    location
  • Usually associated with older models
  • Advantage Very fast
  • Regular grid models (square or hexagonal)
  • Each hex has mobility, line-of-sight, cover and
    concealment characteristics associated with it.
  • Linear barriers to movement (e.g., rivers,
    minefields, ravines) are associated with edges
  • Roads connect hex centers
  • Advantages fast, allows for tactical dispersion
    of units, allows for automated route finding
  • Disadvantage associated with wargame hobby
    intellectual snobbery often unfairly discounts
    the utility of hex-based models

13
Combat Sector ("Piston") Models
  • CONCEPT divide the battlefield into sectors, one
    per unit. Aggregate the terrain characteristics
    in each sector
  • Usually associated with theater-level models
    whose primary MOE are often related to movement
    of the FEBA (Forward Edge of the Battle Area),
    and where resources, not maneuver is the primary
    element.
  • Disadvantage limits maneuver and non-linear
    battle
  • Advantage may be appropriate to the scope being
    modeled.

14
Example Sector (Piston) Terrain Model
  • Combat Evaluation Model (CEM) Theater Level Model
  • Laydown Forces and Sectors by Unit.

15
Example Sector (Piston) Terrain Model
  • Combat Evaluation Model (CEM) Theater Level Model
  • Partition battlefield by each sector boundary.

16
Example Sector (Piston) Terrain Model
  • Combat Evaluation Model (CEM)Theater Level Model
  • Assess attrition and resulting FLOT movement by
    sector.

FLOT Forward Line of Troops
17
Network Models
  • CONCEPT allow movement only centered on edges
    (like a road network)
  • Advantages conforms to the barrier/mobility-corri
    dor approach to terrain analysis can use network
    search algorithms for route planning
  • Disadvantages can be restrictive in some
    implementations.

18
Eagle Terrain
  • Aggregate Terrain for Aggregate Units
  • Two Layers of Aggregate Terrain Data
  • Network of Mobility Corridors to support route
    planning and movement of military units a
    mobility corridor contains
  • Trafficability data
  • Average Line-of-Sight data
  • Cover and concealment data
  • Maneuver space data
  • Underlying grid (4km x 4km) of Terrain
    Aggregates (or terags) largely for bookkeeping
  • Unit occupancy lists by terag for efficiency.
  • Terags also have trafficability and line-of-sight
    data to support off-corridor movement .

19
Producing Eagle Terrain
Step 1 Merge DTED Level I and DFAD data to
produce 100m x 100m cells of elevation and ground
conditions.
Step 2 For each 100m x 100m cell, compute
trafficability (one of GO, SLO-GO, NO-GO)
Step 3 Glob the data into two sets group
NO-GO cells, and group GO/SLO-GO cells discard
outliers.
Step 6 Compute trafficability and avg cover and
concealment as functions of percent GO vs SLO-GO
cells contained in each mobility corridor
compute avg and min width. Discard polygon and
cell data.
Step 5 Construct Voronoi Diagram, ie, find
center lines between NO-GO polygon edges.
Step 4 Polygonize the NO-GO globs
20
Unit Route Planning Over Corridor Network
  • Unit plans route by finding optimal sequence of
    edges from Start (S) to Goal (G)
  • Optimality can be in terms of shortest path,
    fastest path, safest path, or a weighted
    combination of the three metrics.
  • Eagle uses A Search algorithm to find such an
    optimal route.
  • This capability allows dynamic (non-scripted)
    reaction to changing events by the resolution
    units in a scenario.

21
Example Network Terrain Model
  • EXAMPLE Eagle unit moves over mobility corridor
    network.

22
Automated Route Planning
  • CONCEPT Provide an algorithm by which units can
    automatically find their own routes.
  • This allows the analyst to focus on higher issues
    such as the overall scheme of maneuver
  • This lessens the intrusion of the analyst into
    command and control, especially synchronization
    of the forces if C2 is modeled explicitly to
    allow mission-driven planning
  • Units can still be given explicit routes if
    desired, or closely grouped intermediate
    objectives
  • Algorithms based on graph theory
  • Could be a satisficing algorithm (not guaranteed
    to find an optimal route)
  • Might be an optimal algorithm
  • "Optimal" may mean fastest, or shortest, or
    safest, etc.

23
Example Search Algorithm A ("A-star")
  • CONCEPT from the start point work your way
    toward the goal along several alternate routes
    one step at a time. At each step, "expand" the
    search toward the node which shows the most
    promise (minimize cost so far plus estimated
    remaining distance).
  • Requires a way of estimating remaining cost which
    is a lower bound on actual cost (usually
    straight-line distance)

24
A Search Example

25
A Search Example

26
A Search Example

27
A Search Example

28
A Search Example

29

A Search Example
30
Modeling Combat Engineers
  • Engineers contribute to battle by modifying the
    terrain to give an advantage to the rest of the
    force. They contribute only secondarily by
    fighting.
  • Therefore, modeling combat engineers will involve
    modifying the terrain.

31
Modeling Combat Engineers
  • What do Engineers do?
  • Mobility
  • build and repair roads
  • clear airfields, landing zones, FAARPS, etc
  • breach barriers
  • Counter-mobility
  • emplace obstacles
  • Survivability
  • dig fighting positions and bunkers
  • reinforce fixed installations
  • Sustainment
  • build and repair roads
  • build and repair bridges
  • build and improve fixed installations
  • Topographic Engineering
  • mapping surveying

32
Example - Engineers in Eagle

33
  • As 1st Battalion moves along its route on
    mobility corridors, it may encounter a minefield
    or other obstacle (a s/w object placed on a
    mobility corridor object).
  • If it knows about the minefield ahead of time,
    it would avoid attrition if not, attrition from
    mines is assessed.
  • If others on 1st Bns side have already reconned
    the minefield, bypasses and breaches (objects on
    the obstacle) may be known if so, 1st Bn changes
    formation and uses one of them if not, 1st Bn
    halts in place.

34
  • If 1st Battalion halts in front of the obstacle,
    it may be fired upon by enemy units (direct or
    indirect) in a vulnerable formation.
  • If 1st Bn has engineer assets in its
    organization that can breach the obstacle, it
    begins to do the engineer work (implicitly, waits
    a time-delay until completed)
  • If 1st Bn does not have adequate engineer
    assets, it requests engineer support from higher.

35
  • The first echelon that has a supporting engineer
    unit tasks that unit to do the required engineer
    work
  • The engineer unit gathers adequate assets to do
    the work and forms an engineer work team, a
    fully-qualified Eagle unit, which finds a route
    and moves to the work site, subject to normal
    attrition itself.
  • When the Engineer Work Team arrives, it goes
    through the same process as the maneuver unit.

36
  • The Engineer Work Team works the
    data-specified amount of time to breach the
    obstacle.
  • A breach object is placed on the obstacle
    object.
  • The maneuver unit finds the breach, changes
    formation, and crosses the obstacle, continuing
    its movement on the far side.
  • The Engineer Work Team returns to be absorbed
    back into its parent unit.
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