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Research of Mobile Path Planning of Troops in Computer Wargames

Author: ZhangJunHeng
Tutor: TanShuRen
School: National University of Defense Science and Technology
Course: Control Science and Engineering
Keywords: Computer war games Military maneuvers Path planning A ~ * Algorithm
CLC: E919
Type: Master's thesis
Year: 2010
Downloads: 86
Quote: 1
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Abstract


Military combat simulation computer game is one of the main ways and path planning is a wargame modeling and simulation of the core issues , it is necessary to study war game theory and path planning. In this regard , the paper moves to the troops in military maneuvers related to the theory of system descriptions , analyzes wargame path planning of environmental factors , and on this basis is presented on A ~ * algorithm for path planning wargame . First, military maneuvers against the computer wargame lack of systematic path planning problem described is given wargame map wargame pawn wargame rules , military maneuvers and other factors detailed description and analysis . To satellite imagery plus hexagonal lattice made ??wargame map , and then , according to the combat units and battlefield events defined wargame pieces , meanwhile, gives the combat results table outcome of the battle correction table , round , would be other wargame rules standardized description military maneuvers and speed , factors , mobility rules are analyzed. Then, the military maneuvers factors were quantified on the basis of proposed algorithm is based on A ~ * wargame path planning algorithms. In effect officers chess environment into a network diagram, gives a different description of the terrain loss values ??and calculation methods , and analyzes the problems of the fog of war path planning. By defining the A ~ * algorithm heuristic evaluation function in the proportion to each node and add a pointer to its parent has been improved , on this basis , are given in path planning applications wargame specific method . Finally, wargame map for improving the A ~ * algorithm simulation experiments , and Dijkstra algorithm in search time , expanding the number of nodes , and the memory maximum number of nodes such as a comparative analysis of the obtained experimental results verify the improved A ~ * Algorithm in the computer wargame path planning has the time efficiency and space efficiency .

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