Skill Acquisition in Multi-Player Game.

Abstract

This report describes a computer program for the off-line simulation of air-to-air combat wherein a friendly aircraft engages two hostile aircraft. The method is based on the Adaptive Maneuvering Logic which is described elsewhere. The approach selected was influenced by these concepts. (1) The best defense is a good offense. (2) If the friendly is on the offensive against a hostile and does not fly as aggressively as possible, the hostile may very well be the victor regardless of what the second hostile does. In the appraoch the different possible engagement configurations were divided into ten classes and within each class criteria was set up to determine which hostile to engage. A monitor subroutine was developed to determine the appropriate engagement class and hostile to engage. Twenty-four criteria were developed for scoring the trial maneuvers so as to choose the most optimal one, the one with the highest score. (Rules for computing the value of each criterion relative to the situation were developed.) Each class-hostile pair had a set of weights for the criteria with the score being the sum of the products of the weights and the corresponding criteria value.

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Document Details

Document Type
Technical Report
Publication Date
Jul 01, 1981
Accession Number
ADA111515

Entities

People

  • George H. Burgin
  • Lawrence J. Fogel
  • Michael J. Walsh

Tags

Communities of Interest

  • Air Platforms

DTIC Thesaurus Topics

  • Aerial Warfare
  • Air Force
  • Aircrafts
  • Altitude
  • Computer Programs
  • Computers
  • Energy
  • Flight
  • Flight Paths
  • Kinetic Energy
  • Mach Number
  • Maneuvers
  • Potential Energy
  • Procedures (Computers)
  • Sea Level
  • Simulations
  • Trajectories

Readers

  • Cybersecurity.
  • Game Theory.
  • Systems Analysis and Design