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Research On Semantic Interation And Dynamic Reconfiguration Based Wargaming System Concept Framework And Its Key Technologies

Posted on:2011-07-16Degree:DoctorType:Dissertation
Country:ChinaCandidate:C G PengFull Text:PDF
GTID:1102330332487016Subject:Control Science and Engineering
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Wargame, as an important origin of warfare simulation, is one method of war analysis using simulation. Wargaming focuses on wargame players, by which, we can make an investigation on the dynamic process of the war and the effect of unsureness and random in the war. So wargaming can't be replaced by other simulation methods. For some historical reasons, Chinese military have never studied on wargames. However, computer wargames have been noticed recently in China. One of the problems in the computer warfare simulation is how to integrate the analysis method of wargaming with new information systems. In this context, the paper studied on the key technologies in computer wargames, which aims for combining the nature of wargaming with modern information technologies, such as Modeling and Simulation, computer network, parallel computation and so on, and constructing computer wargames which can be used in modern warfare simulaions. The main contents of this paper are outlined as follows:1. The conceptual framework of wargames is studied.The nature of wargaming is analysized from the point of its history, concept and Game Theory. On this base, we make an investigation on the system requirement and establish the conceptual framework of wargames, which is a four-layered architecture. Then we illuminate functions provided by each layer, and identify key technologies needed to be solved in the framework. In the practice, the framework will instruct to develop wargames based on semantic interactions and dynamic reconfiguration technologies.2. An ontology based human-computer semantic interaction approach is proposed, in which ontology technologies are used to resolve the problem of human-computer interaction in wargames.In computer wargames, the key problem is that how players can interact with simulation systems"naturally"and how to assign works between them according to their advantages. The paper considers human-computer interactions in wargames as information interactons between different domains, i.e. the military domain (wargaming players) and the simulation domain (simulation developers). The first is to construct domain ontologies to describe domain concepts. In the process of system construction and running, ontology mappings can be used to resolve the heteronymous semantic problems, and ontology logic and consequence mechanisms can be used to validate interaction models between different domains. The validation problems consist of concept contradiction, knowledge redundancy, data inconsistency and so on.3. According to the online-wargaming requirement, the dynamic reconfiguration mechanism of model-oriented composable wargames is studied. The key point of online-wargaming is how to construct and reconfigurate simulation systems quickly in terms of the simulation requirement, i.e. the dynamic reconfiguration technologies. According to the evolution dynamic reconfiguration theory and characteristics of BOM(Base Object Model)-based composable systems, we propose the architecture of BOM-based and reconfigurable wargames, which can be reconfigured in the process of online-wargaming.4. The component assembly technology is one of the key technologies about the construction/reconfiguration of simulation systems, so we make an investigation how to compose BOM-based simulation model components.By analyzing the structure of the components, we divide the composition process into two steps. One is to compose BOM description files using White Box Composition method. Components need provide their BOM files describing themselves, and then all files should be composed into the federate configure file of the simulation system, which describes the structure and capability of the simulation system. The other is to compose the BOM executors using Black Box Composition method. The simulation engine load component executors automatically and construct the simulation system dynamically in the running process.5. In order to configurate model componets more effectively, a reconfiguration layout approach in BOM-based composable wargames is proposed.According to the scheduling theory in the parallel and distributed computation, and characteristics of BOM-based simulation systems, we divide the approach into two steps: pre-assignation and dynamic scheduling. The pre-assignation is static, which aims for choosing the optimized scheduling method (including composition, assignation and execution) and assigning BOM components to computational nodes based on some performance targets and preference constrains. The dynamic scheduling considers the load fluctuation in the running, gets the load information of each computational node, and transfers BOM components and simulation tasks from heavy nodes to light nodes to realize the load balance. In practise, we should combine the two steps to optimize the simulation system.6. Based on the methods above, we design and realize the Wargaming Management System (WMS).WMS integrates methods above and supports to construct computer wargames based on semantic interaction and dynamic reconfiguration. Using WMS, we can build wargames, assign resources and manage the running process. At last, a sea warfare wargame prototype is developed to validate methods in the paper, which illustrates how to make and optimize naval plans by wargaming.
Keywords/Search Tags:Wargame, Wargaming, Ontology, semantic interaction, dynamic reconfiguration, Distributed Simulation, Base Object Model, component assemble, schedule
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