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Game Theoretic Approach to Air Combat Simulation

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Air Combat Simulation Jirka Poropudas and Kai Virtanen Systems Analysis Laboratory Helsinki University of Technology jirka.poropudas_at_hut.fi, kai.virtanen_at_hut.fi – PowerPoint PPT presentation

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Title: Game Theoretic Approach to Air Combat Simulation


1
Game Theoretic Approach to Air Combat Simulation
  • Jirka Poropudas and Kai Virtanen
  • Systems Analysis Laboratory
  • Helsinki University of Technology
  • jirka.poropudas_at_hut.fi, kai.virtanen_at_hut.fi

2
Outline
  • Air combat simulation
  • The new approach to air combat simulation
  • Discrete event simulation
  • Game theory
  • Estimation of games from simulation data
  • Games in validation
  • Games in optimization
  • Conclusions

3
Air combat simulation
  • Analysis of air combat
  • Effectiveness of tactics and ways for conducting
    missions
  • System performance
  • Expensive time consuming

? Constructive simulation
  • Air combat simulation model
  • Aircraft, weapon systems, radars, other
    apparatus
  • Pilot decision making and situation awareness
  • Uncertainties

Discrete event simulation methodology
4
Discrete event simulation model
  • Controlled and reproducible environment
  • Complex and convoluted
  • Many levels of sub-models

Air combat simulation model
  • Simulation output
  • Sample of observations
  • gt Estimates for output
  • Validation of the model?
  • Optimization of output?

5
Existing validation and optimization approaches
  • Simulation metamodels
  • Mappings from simulation input to output
  • - Response surface methods, regression models,
    neural networks, etc.
  • Validation methods
  • Real data, expert knowledge, statistical methods,
    sensitivity analysis
  • Simulation-optimization methods
  • Ranking and selection, stochastic gradient
    approximation, metaheuristics, sample path
    optimization

One-sided approaches gt Action of the adversary
is not taken into account
The game theoretic approach!
6
The game theoretic approach
  • Definition of the scenario
  • Aircraft, weapons, sensory and other systems
  • Initial geometry
  • Objectives ? Measures of effectiveness (MOEs)
  • Available tactics and systems Tactical
    alternatives
  • Simulation of the scenario using the simulation
    model
  • Input tactical alternatives
  • Output MOE estimates
  • Estimation of games from the simulation data
    using statistical techniques
  • Use of the games in validation and optimization

7
Estimation of games - Discrete decision variables
Game
Simulation
Discrete tactical alternatives x and y
Discrete decision variables x and y
Analysis of variance
MOE estimates
Payoff
8
Estimation of games - Continuous decision
variables
Game
Simulation
Continuous tactical alternatives x and y
Continuous decision variables x and y
Regression analysis
MOE estimates
Payoff
Payoff
MOE estimate
Blue x
Blue x
Red y
Red y
9
Games in validation
  • Goal Confirming that the simulation model
    performs as intended
  • Comparison of the scenario and properties of the
    game
  • Symmetry
  • Symmetric scenarios gt symmetric games
  • Dependence between decision variables and payoffs
  • Dependence between tactical alternatives and MOEs
  • Best responses and Nash equilibria
  • Explanation and interpretation based on the
    scenario
  • Initiative
  • Making ones decision before or after the
    adversary gt Advantageous/disadvantageous?
  • Explanation and interpretation based on the
    scenario

10
Validation example Aggression level
  • Two-on-two air combat scenario
  • Identical aircraft, air-to-air missiles, radars,
    data links, etc.
  • Symmetric initial geometry
  • Identical tactical alternatives
  • - Aggression levels of pilots Low, Medium, High
  • Objectives gt MOEs
  • - Blue kills, red kills, difference of kills
  • Simulation using X-Brawler
  • Many versus many air combat simulation
  • Discrete event simulation methodology
  • Aircraft, weapons and other hardware models
  • Elements describing pilot decision making and
    situation awareness

11
Validation results Aggression Level
Payoff Blue kills
  • Expert knowledge
  • Increasing aggressiveness ?
  • Increasing causality rates
  • MOE blue kills
  • Low aggressiveness for red
  • High aggressiveness for blue
  • Dependence
  • Increasing aggressiveness
  • gt Increase of blue kills
  • Best responses Nash equilibria
  • Medium or high for blue, low for red
  • Medium and high leading to the same outcome gt
    Possible shortcoming

12
Validation results Aggression Level
Payoff Blue kills Red kills
RED, min
  • Expert knowledge
  • Increasing aggressiveness
  • gt Increasing causality rates
  • Symmetric scenario
  • gt Symmetric game

BLUE, max
  • Symmetry
  • MOE estimates approximately zero when the
    decisions coincide
  • E.g., low, high gt best, worst AND high, low gt
    worst, best
  • Dependence
  • Increasing aggressiveness gt Increasing causality
    rates for both sides
  • Medium and high for blue leading to the same
    outcome gt Possible shortcoming
  • Best responses Nash equilibrium
  • Low for blue, low for red

13
Validation example Missile support time
Phase 3 Locked
Phase 1 Support Relay radar information on the
adversary to the missile
Phase 2 Extrapolation
  • Symmetric one-on-one scenario
  • Tactical alternatives Support times x and y
  • Objective gt MOE combination of kill
    probabilities
  • Simulation using X-Brawler

14
Payoffs of the support time game
  • Regression models for kill probabilities
  • Payoff Weighted sum of kill probabilities
  • Blue WBBlue kill prob. (1-WB)Red kill prob.
  • Red WRRed kill prob. (1-WR)Blue kill prob.
  • Weights ? Measure of aggressiveness

Probability of Blue kill
Probability of Red kill
Reds support time y
Blues support time x
Blues support time x
Reds support time y
15
Best responses of the support time game
  • Best responses
  • Optimal support times against a given support
    time of the adversary

WB0.75
WB0.25
WB0.5
WB0
Best responses with different weights
WR0.75
WR0.5
Nash equilibria Intersections of the best
responses
Reds support time y
WR0.25
WR0
Blues support time x
16
Validation results Missile support time
  • Expert knowledge
  • Increasing support time gt Higher kill
    probability and probability of being kill
  • Increasing aggressiveness gt Longer support times
  • Symmetry
  • Symmetric kill probabilities
  • Symmetric best responses
  • Dependence
  • Increasing support times gt Increase of kill
    probabililties
  • Best responses Nash equilibria
  • Increasing weights Increasing aggressivenes gt
    Longer support times

17
Games in optimization
  • Comparison of effectiveness of tactical
    alternatives using properties of games
  • Best responses and Nash equilibria
  • Optimal tactical alternatives against actions of
    the adversary
  • Dominance between alternatives
  • Simplification of analysis
  • Different payoffs
  • Analysis from several viewpoints
  • Max-min solutions
  • Uncertainty on objectives of the adversary

18
Optimization example Aggression level
Payoff Blue kills Red kills
  • Dominance between alternatives
  • Medium and high dominated alternatives
  • Best responses Nash equilibrium
  • Low, low
  • Max-min solution
  • Low, low
  • Synthesis Launch the missile and disengage

19
Conclusions
  • Novel way to analyze air combat
  • Combination of discrete event simulation and game
    theory
  • Extension of one-sided validation and
    optimization approaches
  • Validation
  • Properties of games ? Air combat practices
  • Simulation data in an informative form
  • Optimization
  • Comparison of tactical alternatives using games
  • Systematic means for analyzing air combat
  • - Single simulation batch
  • Other application areas involving game settings
  • Application to simulation studies beyond game
    settings
  • Random factor of a simulation model ? Decision
    variable of a virtual adversary
  • Overview of the impact of uncertainties presented
    by the random factor
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