CN113065694A - Tactical action rule intelligent routing algorithm based on immersive human-computer interaction simulation system - Google Patents

Tactical action rule intelligent routing algorithm based on immersive human-computer interaction simulation system Download PDF

Info

Publication number
CN113065694A
CN113065694A CN202110305026.7A CN202110305026A CN113065694A CN 113065694 A CN113065694 A CN 113065694A CN 202110305026 A CN202110305026 A CN 202110305026A CN 113065694 A CN113065694 A CN 113065694A
Authority
CN
China
Prior art keywords
action
layer
action rule
individual
path
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN202110305026.7A
Other languages
Chinese (zh)
Inventor
张景刚
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Xuzhou Jiuding Electromechanical General Factory
Original Assignee
Xuzhou Jiuding Electromechanical General Factory
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Xuzhou Jiuding Electromechanical General Factory filed Critical Xuzhou Jiuding Electromechanical General Factory
Priority to CN202110305026.7A priority Critical patent/CN113065694A/en
Publication of CN113065694A publication Critical patent/CN113065694A/en
Pending legal-status Critical Current

Links

Images

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q10/00Administration; Management
    • G06Q10/04Forecasting or optimisation specially adapted for administrative or management purposes, e.g. linear programming or "cutting stock problem"
    • G06Q10/047Optimisation of routes or paths, e.g. travelling salesman problem
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F30/00Computer-aided design [CAD]
    • G06F30/20Design optimisation, verification or simulation
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • G06Q50/26Government or public services
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • G06T19/003Navigation within 3D models or images
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B9/00Simulators for teaching or training purposes
    • G09B9/003Simulators for teaching or training purposes for military purposes and tactics
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F2111/00Details relating to CAD techniques
    • G06F2111/18Details relating to CAD techniques using virtual or augmented reality

Landscapes

  • Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Business, Economics & Management (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • General Engineering & Computer Science (AREA)
  • Human Resources & Organizations (AREA)
  • Tourism & Hospitality (AREA)
  • Strategic Management (AREA)
  • Economics (AREA)
  • General Business, Economics & Management (AREA)
  • Computer Hardware Design (AREA)
  • Development Economics (AREA)
  • Educational Administration (AREA)
  • Software Systems (AREA)
  • Marketing (AREA)
  • Evolutionary Computation (AREA)
  • General Health & Medical Sciences (AREA)
  • Primary Health Care (AREA)
  • Health & Medical Sciences (AREA)
  • Geometry (AREA)
  • Educational Technology (AREA)
  • Game Theory and Decision Science (AREA)
  • Entrepreneurship & Innovation (AREA)
  • Operations Research (AREA)
  • Quality & Reliability (AREA)
  • Radar, Positioning & Navigation (AREA)
  • Remote Sensing (AREA)
  • Human Computer Interaction (AREA)
  • Computer Graphics (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The invention discloses a tactical action rule intelligent routing algorithm based on an immersive human-computer interaction simulation system, which comprises the following steps: step 1: summarize the AI's needs into actions, decisions and strategies; step 2: constructing a model base, a knowledge base and an action rule base according to the characteristics of the simulation object; and step 3: for a group of vehicles in the three-dimensional simulation battlefield environment, constructing a model base, a knowledge base and an action rule base according to the characteristics of a simulation object; and 4, step 4: dividing the control behaviors of the squad group into: split, queue, and aggregate; and 5: the individual's steering behavior is divided into: approaching, departing, arriving, pursuing, evading, wandering randomly, following and avoiding obstacles; step 6: combining the control behaviors of the teams with the control behaviors of the individuals; and 7: and dynamically planning the path of the action of the individual at an action layer. The invention realizes dynamic path navigation, improves the richness of actions, meets various teams' tactics, and can adapt to the changing terrain.

Description

Tactical action rule intelligent routing algorithm based on immersive human-computer interaction simulation system
Technical Field
The invention relates to the field of military training equipment, in particular to a tactical action rule intelligent routing algorithm based on an immersive human-computer interaction simulation system.
Background
In order to meet military training requirements, troops are equipped with various army tactic simulation training devices of army equipment, the path searching and navigation algorithm of an artificial intelligence body in the existing simulation training device software system adopts a pre-path baking mode, the navigation path is single, tactic team shapes are avoided, actions such as roundabout, packet copy, concealment and the like based on tactic rules are avoided, the troops can not well meet the requirement of performing troop tactic training or tactic deduction, and after the terrain changes, the path can not be used any more, the navigation path baking is needed again, and the troops are not favorable for rapidly forming fighting capacity.
Disclosure of Invention
In order to solve the problems, the invention aims to provide an intelligent tactical action rule routing algorithm based on an immersive human-computer interaction simulation system, which can realize dynamic path navigation, has a complete tactical formation and rich actions, can meet various tactics of teams, and can adapt to a changed terrain.
In order to achieve the purpose, the invention adopts the technical scheme that: an intelligent tactical action rule routing algorithm based on an immersive human-computer interaction simulation system comprises the following steps:
step 1: the AI requirements are summarized with three basic capabilities:
and (4) action: the ability of the vehicle to operate;
and (3) decision making: ability to decide how to act;
strategy: ability to tactical rule thinking;
the three basic abilities divide the behavior of the AI into three layers, namely an action layer, a decision layer and a strategy layer; the algorithm used by the action and decision layer is for individuals, and the algorithm used by the strategy layer is for team groups;
step 2: constructing a model base, a knowledge base and an action rule base corresponding to the real world simulation object according to the characteristics of the real world simulation object;
and step 3: for a group of vehicles in the three-dimensional simulation battlefield environment, constructing a model base, a knowledge base and an action rule base corresponding to the characteristics of a real world simulation object according to the characteristics of the real world simulation object;
and 4, step 4: dividing the control behaviors of the squad group into: split, queue, and aggregate;
and 5: the individual's steering behavior is divided into: approaching, departing, arriving, pursuing, evading, wandering randomly, following and avoiding obstacles;
step 6: combining the control behaviors of the squad with the control behaviors of the individuals, and controlling the mutual exclusion problem among the individual behaviors through state identification, wherein the control logic is realized in a decision layer by adopting an FSM (finite state machine);
and 7: dynamically planning the path of the action of the individual on an action layer; the algorithm for dynamic planning of the path employs D × Lite.
The tactical action rule intelligent routing algorithm based on the immersive human-computer interaction simulation system realizes dynamic path navigation, has complete tactical formation, improves action richness, meets various sub-formation tactics of troops, and can adapt to changed terrain.
Drawings
FIG. 1 is a schematic diagram of the AI architecture model of the present invention.
FIG. 2 is a schematic diagram of the algorithm operation principle of the present invention.
FIG. 3 is an algorithmic work flow diagram of the present invention.
Detailed Description
The present invention will be described in further detail with reference to the accompanying drawings.
As shown in fig. 1 and fig. 2, an intelligent tactical action rule routing algorithm based on an immersive human-computer interaction simulation system includes the following steps:
step 1: the AI requirements are summarized with three basic capabilities:
and (4) action: the ability of the vehicle to operate;
and (3) decision making: ability to decide how to act;
strategy: ability to tactical rule thinking;
the three basic abilities divide the behavior of the AI into three layers, namely an action layer, a decision layer and a strategy layer; the algorithm used by the action and decision layer is for individuals, and the algorithm used by the strategy layer is for team groups;
step 2: constructing a model base, a knowledge base and an action rule base corresponding to the real world simulation object according to the characteristics of the real world simulation object;
and step 3: for a group of vehicles in the three-dimensional simulation battlefield environment, constructing a model base, a knowledge base and an action rule base corresponding to the characteristics of a real world simulation object according to the characteristics of the real world simulation object;
and 4, step 4: dividing the control behaviors of the squad group into: split, queue, and aggregate;
and 5: the individual's steering behavior is divided into: approaching, departing, arriving, pursuing, evading, wandering randomly, following and avoiding obstacles;
step 6: combining the control behaviors of the squad with the control behaviors of the individuals, and controlling the mutual exclusion problem among the individual behaviors through state identification, wherein the control logic is realized in a decision layer by adopting an FSM (finite state machine);
and 7: dynamically planning the path of the action of the individual on an action layer; the algorithm for dynamic planning of the path employs D × Lite.
Principle of D × Lite algorithm: according to the known environment information, the unknown part is regarded as a free space, a global optimal path from the target point to the starting point is planned, namely, a 'path field' information is established, and a preferential basis is provided for the increment to approach the target point. The algorithm D is reverse-search, so g(s), h(s) have new definitions, i.e. representing the cost value from the target point to the current s point and the heuristic value from the current s point to the starting point, respectively. g records the front nodes of the grid nodes and has the calculation formula of
Figure BDA0002982078330000031
rhs(s) records g(s) of successor nodes of the grid node, with the formula:
Figure BDA0002982078330000032
d _ star Lite also introduces k(s) values for comparison when evaluating the evaluation values of grid points, where k(s) comprises two values [ k (s 1); k (s2) ], satisfying the following equations, respectively:
k1(s)=min(g(s),rhs(s))+h(sstart,S)
k2(s)=min(g(s),rhs(s))
the following formula can be derived:
Figure BDA0002982078330000041
the invention adopts an intelligent routing algorithm based on tactical action rules of an immersive human-computer interaction simulation system to realize the intelligent routing of an artificial intelligent agent, and the routing is searched from a target position to an initial position. When a new obstacle exists in the path, the new obstacle does not affect the path to the target for the path nodes in the range from the target position to the new obstacle.
The algorithm flow of the invention is shown in fig. 3, and comprises 6 steps:
step 1: assuming that the unknown regions are all free spaces, path planning is incrementally implemented on the basis of this, and heuristic values h from the starting point to the target point E3 are calculated.
Step 2: the shortest distance of the target point to each node is found by minimizing the value of rhs.
And step 3: when the moving vehicle moves forward according to the planned path, the position point to which the moving vehicle arrives is set as a starting point.
And 4, step 4: when the path changes or the key value needs to be updated, the heuristic value from the target point to the new starting point and the path consumption are updated.
And 5: as the moving vehicle is continuously close to the target point, the consumption of the endpoint is corrected according to the current position of the vehicle, and the heuristic value of the position point is continuously reduced.
Step 6: and smoothing the path according to the vehicle speed by adopting a difference algorithm.

Claims (1)

1. An intelligent tactical action rule routing algorithm based on an immersive human-computer interaction simulation system is characterized by comprising the following steps:
step 1: the AI requirements are summarized with three basic capabilities:
and (4) action: the ability of the vehicle to operate;
and (3) decision making: ability to decide how to act;
strategy: ability to tactical rule thinking;
the three basic abilities divide the behavior of the AI into three layers, namely an action layer, a decision layer and a strategy layer; the algorithm used by the action and decision layer is for individuals, and the algorithm used by the strategy layer is for team groups;
step 2: constructing a model base, a knowledge base and an action rule base corresponding to the real world simulation object according to the characteristics of the real world simulation object;
and step 3: for a group of vehicles in the three-dimensional simulation battlefield environment, constructing a model base, a knowledge base and an action rule base corresponding to the characteristics of a real world simulation object according to the characteristics of the real world simulation object;
and 4, step 4: dividing the control behaviors of the squad group into: split, queue, and aggregate;
and 5: the individual's steering behavior is divided into: approaching, departing, arriving, pursuing, evading, wandering randomly, following and avoiding obstacles;
step 6: combining the control behaviors of the squad with the control behaviors of the individuals, and controlling the mutual exclusion problem among the individual behaviors through state identification, wherein the control logic is realized in a decision layer by adopting an FSM (finite state machine);
and 7: dynamically planning the path of the action of the individual on an action layer; the algorithm for dynamic planning of the path employs D × Lite.
CN202110305026.7A 2021-03-18 2021-03-18 Tactical action rule intelligent routing algorithm based on immersive human-computer interaction simulation system Pending CN113065694A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202110305026.7A CN113065694A (en) 2021-03-18 2021-03-18 Tactical action rule intelligent routing algorithm based on immersive human-computer interaction simulation system

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202110305026.7A CN113065694A (en) 2021-03-18 2021-03-18 Tactical action rule intelligent routing algorithm based on immersive human-computer interaction simulation system

Publications (1)

Publication Number Publication Date
CN113065694A true CN113065694A (en) 2021-07-02

Family

ID=76562821

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202110305026.7A Pending CN113065694A (en) 2021-03-18 2021-03-18 Tactical action rule intelligent routing algorithm based on immersive human-computer interaction simulation system

Country Status (1)

Country Link
CN (1) CN113065694A (en)

Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN106682351A (en) * 2017-01-10 2017-05-17 北京捷安申谋军工科技有限公司 Fight simulation system generating military strength based on computer and simulation method
JP2017144072A (en) * 2016-02-17 2017-08-24 株式会社バンダイナムコエンターテインメント Simulation device and game device
CN107631734A (en) * 2017-07-21 2018-01-26 南京邮电大学 A kind of dynamic smoothing paths planning method based on D*_lite algorithms
CN108646589A (en) * 2018-07-11 2018-10-12 北京晶品镜像科技有限公司 A kind of battle simulation training system and method for the formation of attack unmanned plane
CN111176286A (en) * 2020-01-06 2020-05-19 重庆邮电大学 Mobile robot path planning method and system based on improved D-lite algorithm
CN112307622A (en) * 2020-10-30 2021-02-02 中国兵器科学研究院 Autonomous planning system and planning method for generating military forces by computer

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2017144072A (en) * 2016-02-17 2017-08-24 株式会社バンダイナムコエンターテインメント Simulation device and game device
CN106682351A (en) * 2017-01-10 2017-05-17 北京捷安申谋军工科技有限公司 Fight simulation system generating military strength based on computer and simulation method
CN107631734A (en) * 2017-07-21 2018-01-26 南京邮电大学 A kind of dynamic smoothing paths planning method based on D*_lite algorithms
CN108646589A (en) * 2018-07-11 2018-10-12 北京晶品镜像科技有限公司 A kind of battle simulation training system and method for the formation of attack unmanned plane
CN111176286A (en) * 2020-01-06 2020-05-19 重庆邮电大学 Mobile robot path planning method and system based on improved D-lite algorithm
CN112307622A (en) * 2020-10-30 2021-02-02 中国兵器科学研究院 Autonomous planning system and planning method for generating military forces by computer

Non-Patent Citations (2)

* Cited by examiner, † Cited by third party
Title
林玉洁: "虚拟角色的智能寻找与寻找路径的研究实现", 《中国优秀硕士学位论文全文数据库(信息科技辑)》 *
陈逸: "分队指挥训练仿真***关键技术研究", 《中国优秀硕士学位论文全文数据库(社会科学Ⅰ辑)》 *

Similar Documents

Publication Publication Date Title
CN114413906B (en) Three-dimensional trajectory planning method based on improved particle swarm optimization algorithm
Lenz et al. Tactical cooperative planning for autonomous highway driving using Monte-Carlo Tree Search
Ngai et al. A multiple-goal reinforcement learning method for complex vehicle overtaking maneuvers
CN110308740A (en) A kind of unmanned aerial vehicle group dynamic task allocation method towards mobile target tracking
Düring et al. Cooperative decentralized decision making for conflict resolution among autonomous agents
CN113900445A (en) Unmanned aerial vehicle cooperative control training method and system based on multi-agent reinforcement learning
CN110069075B (en) Cluster super-mobile obstacle avoidance method imitating pigeon group emergency obstacle avoidance mechanism
Ren et al. Improving generalization of reinforcement learning with minimax distributional soft actor-critic
CN109213153B (en) Automatic vehicle driving method and electronic equipment
CN109115220A (en) A method of for parking system path planning
Coon et al. Control strategies for multiplayer target-attacker-defender differential games with double integrator dynamics
CN108153328A (en) A kind of more guided missiles based on segmentation Bezier cooperate with path planning method
Kai et al. A multi-task reinforcement learning approach for navigating unsignalized intersections
CN110487290B (en) Unmanned vehicle local path planning method based on variable step size A star search
CN114063644B (en) Unmanned fighter plane air combat autonomous decision-making method based on pigeon flock reverse countermeasure learning
CN114115362A (en) Unmanned aerial vehicle flight path planning method based on bidirectional APF-RRT algorithm
Oyler Contributions To Pursuit-Evasion Game Theory.
Cohen et al. Discretization-based and look-ahead algorithms for the dubins traveling salesperson problem
Shanmugavel et al. Path planning of multiple UAVs using Dubins sets
CN111381605A (en) Underwater multi-target collaborative search method applied to large-range sea area of multiple unmanned aerial vehicles
Wiering et al. Reinforcement learning soccer teams with incomplete world models
CN113065694A (en) Tactical action rule intelligent routing algorithm based on immersive human-computer interaction simulation system
CN113741186A (en) Double-machine air combat decision method based on near-end strategy optimization
Kaushik et al. Parameter sharing reinforcement learning architecture for multi agent driving behaviors
Xiang et al. String formations of multiple vehicles via pursuit strategy

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
RJ01 Rejection of invention patent application after publication

Application publication date: 20210702

RJ01 Rejection of invention patent application after publication