Title: Game Theoretic Approach to Air Combat Simulation
1Game 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
2Outline
- 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
3Air 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
4Discrete 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?
5Existing 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!
6The 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
7Estimation 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
8Estimation 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
9Games 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
10Validation 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
11Validation 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 -
12Validation 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
13Validation 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
14Payoffs 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
15Best 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
16Validation 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
17Games 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
18Optimization 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
19Conclusions
- 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