CN111013148A - Method and system for verifying game decision algorithm performance of air combat game - Google Patents

Method and system for verifying game decision algorithm performance of air combat game Download PDF

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CN111013148A
CN111013148A CN201911144041.7A CN201911144041A CN111013148A CN 111013148 A CN111013148 A CN 111013148A CN 201911144041 A CN201911144041 A CN 201911144041A CN 111013148 A CN111013148 A CN 111013148A
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aircraft
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芦维宁
杨君
梁斌
袁博
陈章
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Tsinghua University
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/803Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8017Driving on land or water; Flying

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Abstract

The invention discloses a method and a system for verifying game decision algorithm performance of an air combat game, wherein the method comprises the following steps: embedding a pre-trained aircraft flight dynamics model containing reasonable constraint conditions in a demonstration platform to simulate an air fighting game environment and the state characteristics of the aircraft flying in the air, wherein the state characteristics comprise an aircraft position, an aircraft speed, an aircraft yaw angle and a fuselage rollover angle; embedding a win-win evaluation criterion of the air fighting game into a demonstration platform in the form of an air fighting model; and controlling the demonstration platform to display the switching of different game strategies in the air fighting process according to game algorithms of different instruction output formats. The method comprehensively considers the factors of physical authenticity of the simulation platform, different output types of game decision algorithms and the like, and researches and designs the universal aerial combat game demonstration platform.

Description

Method and system for verifying game decision algorithm performance of air combat game
Technical Field
The invention relates to the technical field of design of a universal demonstration platform for an air combat game, in particular to design research of a demonstration platform which needs to support different types of decision-making algorithms under a one-to-one air combat game environment.
Background
The air fighting game is a typical antagonism game decision-making game, and from the aspect of antagonism complexity, the air fighting game can be designed into a harsh antagonism environment with high dynamics and incomplete information, the self-adaptive capacity of a game algorithm can be verified, the air fighting game has a practical application value, and the performance of the game algorithm in a real environment can be further verified by increasing physical constraint conditions. The air combat game can be regarded as an ideal verification environment for most of the current game fighting algorithms. Therefore, the universal aerial combat game demonstration platform needs to be researched and designed by comprehensively considering the factors of physical authenticity of the simulation platform, different output types of game decision algorithms and the like.
Disclosure of Invention
The present invention is directed to solving, at least to some extent, one of the technical problems in the related art.
Therefore, the invention aims to provide a method for verifying the game decision algorithm performance of the air combat game, which can effectively verify the performance of different game decision strategies.
Another object of the present invention is to provide a system for verifying the performance of a game decision algorithm of an air combat game.
In order to achieve the above object, an embodiment of the present invention provides a method for verifying a game decision algorithm performance of an air combat game, including the following steps: embedding a pre-trained aircraft flight dynamics model containing reasonable constraint conditions in a demonstration platform to simulate the air fighting game environment and the state characteristics of the aircraft flying in the air; embedding the win-win evaluation criterion of the air fighting game into the demonstration platform in the form of an air fighting model; and controlling the demonstration platform to display the switching of different game strategies in the air fighting process according to game algorithms of different instruction output formats.
The method for verifying the game decision algorithm performance of the air combat game can comprehensively consider the physical authenticity of the simulation platform, different output types of the game decision algorithm and other factors, further can effectively verify the performance of different game decision strategies, and is convenient for researching and designing a universal air combat game demonstration platform.
In addition, the method for verifying the game decision algorithm performance of the air combat game according to the embodiment of the invention can also have the following additional technical characteristics:
further, in one embodiment of the present invention, the status characteristics include aircraft position, aircraft velocity, aircraft yaw angle, and fuselage roll angle.
Further, in an embodiment of the present invention, the method further includes: and determining the situations of the two parties according to the position relation of the two parties, and judging the win-lose relation according to the situations of the two parties.
Further, in one embodiment of the present invention, the instruction output format includes: direct control commands to control aircraft speed, aircraft yaw angle, and fuselage roll angle; the aircraft signal control instructions comprise high-speed shaking motion instructions, low-speed shaking motion instructions, half-rolling reverse motion instructions, half-bucket motion instructions, barrel rolling motion instructions and scissors motion instructions.
Further, in one embodiment of the present invention, the displaying the switching of the different betting strategies during the air combat process includes: when the airplane flies by adopting different game strategies, different colors are displayed to distinguish flight tracks.
In order to achieve the above object, another embodiment of the present invention provides a system for verifying the performance of a game decision algorithm of an air combat game, including: the simulation module is used for embedding a pre-trained aircraft flight dynamics model containing reasonable constraint conditions in the demonstration platform so as to simulate the air fighting game environment and the air flight state characteristics of the aircraft; the embedded module is used for embedding the winning negative evaluation criterion of the air fighting game into the demonstration platform in the form of an air fighting model; and the output module is used for controlling the demonstration platform to output game algorithms in formats according to different instructions and displaying the switching of different game strategies in the air fighting process.
The verification system for the game decision algorithm performance of the air combat game can comprehensively consider the physical authenticity of the simulation platform, different output types of the game decision algorithm and other factors, further can effectively verify the performance of different game decision strategies, and is convenient for researching and designing a universal air combat game demonstration platform.
In addition, the verification system for the game decision algorithm performance of the air combat game according to the above embodiment of the invention can also have the following additional technical features:
further, in one embodiment of the present invention, the status characteristics include aircraft position, aircraft velocity, aircraft yaw angle, and fuselage roll angle.
Further, in an embodiment of the present invention, the method further includes: and determining the situations of the two parties according to the position relation of the two parties, and judging the win-lose relation according to the situations of the two parties.
Further, in one embodiment of the present invention, the instruction output format includes: direct control commands to control aircraft speed, aircraft yaw angle, and fuselage roll angle; the aircraft signal control instructions comprise high-speed shaking motion instructions, low-speed shaking motion instructions, half-rolling reverse motion instructions, half-bucket motion instructions, barrel rolling motion instructions and scissors motion instructions.
Further, in one embodiment of the present invention, the displaying the switching of the different betting strategies during the air combat process includes: when the airplane flies by adopting different game strategies, different colors are displayed to distinguish flight tracks.
Additional aspects and advantages of the invention will be set forth in part in the description which follows and, in part, will be obvious from the description, or may be learned by practice of the invention.
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The foregoing and/or additional aspects and advantages of the present invention will become apparent and readily appreciated from the following description of the embodiments, taken in conjunction with the accompanying drawings of which:
FIG. 1 is a flow diagram of a method for validating performance of a gambling decision algorithm of an air combat game according to one embodiment of the present invention;
FIG. 2 is a workflow of a two-dimensional aerial combat game universal presentation platform according to one embodiment of the present invention;
FIG. 3 is a schematic view of an aerial combat model according to one embodiment of the present invention;
FIG. 4 is a diagram illustrating variable definitions related to the location relationship of the friend or foe according to one embodiment of the invention;
FIG. 5 is a diagram illustrating the visualization effect of flight trajectories when different decision-making algorithms are used according to an embodiment of the present invention;
fig. 6 is a schematic structural diagram of a system for verifying the performance of a game decision algorithm of an air combat game according to an embodiment of the present invention.
Detailed Description
Reference will now be made in detail to embodiments of the present invention, examples of which are illustrated in the accompanying drawings, wherein like or similar reference numerals refer to the same or similar elements or elements having the same or similar function throughout. The embodiments described below with reference to the drawings are illustrative and intended to be illustrative of the invention and are not to be construed as limiting the invention.
The method and the system for verifying the game decision algorithm performance of the air combat game provided by the embodiment of the invention are described below with reference to the accompanying drawings, and firstly, the method for verifying the game decision algorithm performance of the air combat game provided by the embodiment of the invention is described with reference to the accompanying drawings.
Fig. 1 is a flow chart of a method for verifying the performance of a betting decision algorithm of an air combat game according to one embodiment of the present invention.
As shown in fig. 1, the method for verifying the game decision algorithm performance of the air combat game comprises the following steps:
in step S101, a pre-trained aircraft flight dynamics model under reasonable constraint conditions is embedded in the demonstration platform to simulate the air fighting game environment and the state features of the aircraft flying in the air.
In particular, an airplane flight dynamics model is embedded in a general demonstration platform, so that the air fighting game environment and the state characteristics of the airplane flying in the air are simulated really.
Further, the status characteristics in the embodiment of the present invention include quintuple information of the aircraft position (horizontal and vertical coordinates), the aircraft speed, the aircraft yaw angle, and the fuselage roll angle.
In step S102, the win-win evaluation criterion of the air fighting game is embedded into the demonstration platform in the form of an air fighting model.
It can be understood that in order to describe the advantages and the disadvantages of the game algorithm, the win-negative evaluation criterion of the air fighting game is embedded into a universal demonstration platform in the form of an air fighting model
Further, in an embodiment of the present invention, the method further includes: and determining the situations of the two parties according to the position relation of the two parties, and judging the win-lose relation according to the situations of the two parties.
That is, the situation of both parties is determined by the position relationship of the friend and foe, and the win-lose relationship is determined according to the situation.
In step S103, the demonstration platform is controlled to output game algorithms in different instruction output formats, and display switching of different game strategies in the air combat process.
That is to say, the universal demonstration platform can support game algorithms with different instruction output formats and clearly display the switching of different game strategies in the air combat process.
Further, in one embodiment of the present invention, two conventional instruction output formats supporting game decision algorithm output include: direct control commands to control aircraft speed, aircraft yaw angle, and fuselage roll angle; the aircraft maneuver number control instruction is characterized in that the most typical 6 maneuver numbers are embedded in the demonstration platform, and the maneuver numbers comprise a high-speed shaking action instruction, a low-speed shaking action instruction, a half-rolling reverse action instruction, a half-muscle action instruction, a barrel rolling action instruction and a scissors action instruction.
Further, in one embodiment of the present invention, the explicit display of the switching of different betting strategies during the air combat process includes: when the airplane flies by adopting different game strategies, the flying tracks display different colors to show the distinction.
The method of the embodiment of the invention is further explained by designing a general demonstration platform for the two-dimensional air combat game by using the method of the embodiment of the invention.
As shown in fig. 2, the general demonstration platform for the two-dimensional air combat game specifically comprises: 1) a decision algorithm type discrimination module; 2) a mobile number model base; 3) an aircraft dynamics model; 4) an aerial combat model; the function introduction and implementation steps of each module are as follows:
different decision algorithms are input into a universal demonstration platform, and firstly enter a decision algorithm type identification module, wherein the function of the module is to identify whether the output of the decision algorithm belongs to the output of a 'direct control instruction' or a 'maneuver number control instruction'. Specifically, the output of the "direct control command" means that the decision algorithm directly controls the aircraft dynamics variables (speed, yaw angle and roll angle); the output of the 'maneuver number control instruction' refers to the serial number of the airplane flight maneuver number output by the decision algorithm.
Each aircraft flight maneuver number represents an action set which is formed by a series of flight behaviors through time sequence to realize specific functions, and after the serial number of the aircraft flight maneuver number output by the decision algorithm is judged and obtained in the previous step, the platform calls an embedded maneuver number model base to analyze the action sequence set represented by the corresponding aircraft flight maneuver number. And inputs the set of action sequences to my airplane actuators. The engine model library provided by the invention comprises 6 typical engine actions, namely high-speed shaking, low-speed shaking, half-roll reversing, half-bucket, barrel roll and scissors. The specific content of the above maneuvering operation is not in the scope of the claimed invention, and therefore is not described in detail.
And when the direct control instruction or the decomposed maneuvering signal instruction is input into the airplane actuator of the party, the airplane of the party is guided to complete corresponding actions, and meanwhile, the enemy airplane also executes corresponding flight actions according to the embedded game decision algorithm.
During execution of the instructions, the flight of the aircraft will be constrained by the aircraft dynamics model. The aircraft dynamics model adopted by the invention is as follows: in a two-dimensional plane, the state of each aircraft is represented by a five-tuple s ═ (x, y, v, θ, σ), and the meaning of each variable:
aircraft position (x, y): the position of the aircraft in a top view;
aircraft velocity v: the current flight rate of the aircraft;
aircraft yaw angle θ: the current nose orientation of the aircraft;
fuselage roll angle σ: the angle of the aircraft fuselage off the horizontal plane on the axis;
the aircraft velocity and yaw angle determine the velocity of the aircraft in the horizontal and vertical directions:
vx=v cosθ
vy=v sinθ
the roll angle of the fuselage of an aircraft provides the axial acceleration a of the aircraft turningr
g=artanσ
Wherein g is gravity acceleration, and the g is 9.81m in the platform2And s. It follows that the angular velocity of the aircraft yaw angle is inversely proportional to the velocity v and proportional to the tangent tan σ of the roll angle:
Figure BDA0002281695210000051
in the aircraft dynamics model, the quantities that can be directly controlled are the acceleration a of the aircraft, and the angular velocity ω of the aircraft roll angle. A set of control quantities d ═ (a, ω) is referred to as the behavior of the aircraft.
Velocity v, acceleration mentioned above
Figure BDA0002281695210000053
Roll angle sigma and roll angular velocity
Figure BDA0002281695210000054
Each having respective range limitations, i.e.
v∈[vmin,vmax]
a∈[amin,amax]
θ∈[-θmaxmax]
ω∈[-ωmaxmax]
After reaching the boundary of the respective range, the corresponding quantity can no longer be reduced or increased. The differences in aircraft performance are primarily reflected in the four quantities described above.
Given the state s of the aircraft at a certain moment, the action d, and the step size and the fineness degree of the simulation, the update function of the state s' at the next moment is f, and the update algorithm is as follows:
Figure BDA0002281695210000052
Figure BDA0002281695210000061
based on the flight state updating under the constraint of the aircraft flight dynamics model, the obtained aircraft state information enters the air combat model of the universal demonstration platform, as shown in fig. 3, a fan-shaped attack area is arranged right in front of each aircraft, and the length of the fan-shaped attack area is ratkAngle of thetaatk. Each airplane has a fan-shaped dead angle with a length r and easy to attack right behind the airplanedfAngle of thetadf
As shown in fig. 4, described by centroid distance r, azimuth AA, and antenna declination angle ATA of both enemy and my, the relative position (r, AA, ATA) can be calculated from the positions of two airplanes.
Consider the case of two aircraft fighting one-to-one. In the two-dimensional plane, the ultimate goal of each aircraft action is: 1) the enemy plane is positioned in the attack area of the enemy plane; 2) and meanwhile, the air conditioner is positioned in the dead angle of the enemy plane. If the two conditions are met simultaneously, the airplane can be considered to enter the advantageous state that the airplane can attack the enemy and is difficult to counterattack. The functional form of whether my plane is in a dominant state relative to the enemy can therefore be set to:
Figure BDA0002281695210000062
wherein s isself,senemyI.e. my own state and enemy state respectively.
The state of our party and the state of the enemy plane are input into a control strategy pi of the airplane of our party, so that the next action in the current fighting state is determined.
d=π(sself,senemy)
Generally, the objective of the strategy pi is for the own aircraft to finally enter the enemy dominant state described above through corresponding actions.
In the fighting process, after the duration time of the dominant state of the party is longer than T, the fighting is finished, and the plane of the party wins. Otherwise, if the enemy is in the dominant state and lasts for the time T, then the enemy fails. If the distance between the two parties is less than a certain threshold value RdAnd if the two airplanes are too close to each other, collision is considered to be one of the ties. In addition, if the time of the fighting process is longer than TtotalIf the result is not win or lose, the fighting is considered to be tied due to overtime.
Given the status s of both friend or foeself,senemyAnd a strategy adopted by both I and IselfThe judgment algorithm and the actual operation simulation algorithm of the platform are as follows. At intervals of delta t, the platform inputs the current airplane states of the two parties into the strategy functions of the two parties to obtain the action d of the two parties in the next time periodselfAnd denemyAnd then updating the state and correspondingly judging whether the fighting is finished. And the process is circulated until overtime or fighting to separate the win and the lose.
Figure BDA0002281695210000071
Figure BDA0002281695210000081
The platform provides preset aircraft parameters for reference to various decision strategies as shown in the following table:
name of variable Description of variables Reference value
v Aircraft velocity 1.5≤v≤2.5
a Acceleration of aircraft -0.2≤a≤3
σ Aircraft roll angle -18°≤σ≤18°
ω Angular roll velocity -40≤ω≤40
For all strategies, parameters of links such as simulation step length and result judgment during simulation of the platform are unified as follows:
Figure BDA0002281695210000082
Figure BDA0002281695210000091
in addition, the general demonstration platform also provides functions needed by actual strategy researches such as combat state recording, replaying, visualization, batch testing and the like, particularly, the general demonstration platform draws the flight track of the airplane, and colors the track by different colors according to different game strategies adopted by the airplane for distinguishing, as shown in fig. 5, the tracks with different colors represent different decision algorithms selected in parts. Other functions are not within the scope of the claims of the present invention and therefore will not be described in detail herein.
According to the aerial fighting game platform provided by the embodiment of the invention, the performances of different game decision strategies can be effectively verified, and the effectiveness of the embodiment of the invention is reflected.
According to the verification method for the game decision algorithm performance of the air combat game, provided by the embodiment of the invention, the physical authenticity of the simulation platform, different output types of the game decision algorithm and other factors can be comprehensively considered, so that the performance of different game decision strategies can be effectively verified, and the universal air combat game demonstration platform can be conveniently researched and designed.
Next, a system for verifying the performance of a betting decision algorithm of an air combat game according to an embodiment of the present invention will be described with reference to the drawings.
Fig. 6 is a schematic structural diagram of a system for verifying the performance of a game decision algorithm of an air combat game according to an embodiment of the present invention.
As shown in fig. 6, the system 10 includes: an analog module 100, an inline module 200, and an output module 300.
The simulation module 100 is used for embedding a pre-trained aircraft flight dynamics model containing reasonable constraint conditions in a demonstration platform so as to simulate the air fighting game environment and the state characteristics of the aircraft flying in the air. The embedded module 200 is used for embedding the winning or losing evaluation criterion of the air fighting game into the demonstration platform in the form of an air fighting model. The output module 300 is used for controlling the demonstration platform to output game algorithms in different instruction output formats and displaying the switching of different game strategies in the air combat process.
Further, in one embodiment of the present invention, the status characteristics include aircraft position, aircraft velocity, aircraft yaw angle, and fuselage roll angle.
Further, in an embodiment of the present invention, the method further includes: and determining the situations of the two parties according to the position relation of the two parties, and judging the win-lose relation according to the situations of the two parties.
Further, in one embodiment of the present invention, the instruction output format includes: direct control commands to control aircraft speed, aircraft yaw angle, and fuselage roll angle; the aircraft signal control instructions comprise high-speed shaking motion instructions, low-speed shaking motion instructions, half-rolling reverse motion instructions, half-bucket motion instructions, barrel rolling motion instructions and scissors motion instructions.
Further, in one embodiment of the present invention, the switching of different betting strategies is shown during the air combat, including: when the airplane flies by adopting different game strategies, different colors are displayed to distinguish flight tracks.
According to the verification system for the game decision algorithm performance of the air combat game, provided by the embodiment of the invention, the physical authenticity of the simulation platform, different output types of the game decision algorithm and other factors can be comprehensively considered, so that the performance of different game decision strategies can be effectively verified, and the universal air combat game demonstration platform can be conveniently researched and designed.
Furthermore, the terms "first", "second" and "first" are used for descriptive purposes only and are not to be construed as indicating or implying relative importance or implicitly indicating the number of technical features indicated. Thus, a feature defined as "first" or "second" may explicitly or implicitly include at least one such feature. In the description of the present invention, "a plurality" means at least two, e.g., two, three, etc., unless specifically limited otherwise.
In the description herein, references to the description of the term "one embodiment," "some embodiments," "an example," "a specific example," or "some examples," etc., mean that a particular feature, structure, material, or characteristic described in connection with the embodiment or example is included in at least one embodiment or example of the invention. In this specification, the schematic representations of the terms used above are not necessarily intended to refer to the same embodiment or example. Furthermore, the particular features, structures, materials, or characteristics described may be combined in any suitable manner in any one or more embodiments or examples. Furthermore, various embodiments or examples and features of different embodiments or examples described in this specification can be combined and combined by one skilled in the art without contradiction.
Although embodiments of the present invention have been shown and described above, it is understood that the above embodiments are exemplary and should not be construed as limiting the present invention, and that variations, modifications, substitutions and alterations can be made to the above embodiments by those of ordinary skill in the art within the scope of the present invention.

Claims (10)

1. A method for verifying the game decision algorithm performance of an air combat game is characterized by comprising the following steps:
embedding a pre-trained aircraft flight dynamics model containing reasonable constraint conditions in a demonstration platform to simulate the air fighting game environment and the state characteristics of the aircraft flying in the air;
embedding the win-win evaluation criterion of the air fighting game into the demonstration platform in the form of an air fighting model; and
and controlling the demonstration platform to display the switching of different game strategies in the air fighting process according to game algorithms of different instruction output formats.
2. A method of validating performance of a gambling decision algorithm of an air combat game as claimed in claim 1 wherein the status characteristics include aircraft position, aircraft velocity, aircraft yaw angle and fuselage roll angle.
3. A method of validating performance of a betting decision algorithm for an air combat game as claimed in claim 1, further comprising:
and determining the situations of the two parties according to the position relation of the two parties, and judging the win-lose relation according to the situations of the two parties.
4. A method of validating performance of a gambling decision algorithm of an air combat game as claimed in claim 1 wherein the command output format comprises:
direct control commands to control aircraft speed, aircraft yaw angle, and fuselage roll angle;
the aircraft signal control instructions comprise high-speed shaking motion instructions, low-speed shaking motion instructions, half-rolling reverse motion instructions, half-bucket motion instructions, barrel rolling motion instructions and scissors motion instructions.
5. The method for validating performance of a betting decision algorithm of an air combat game according to claim 1, wherein the displaying of the switching of different betting strategies during the air combat comprises:
when the airplane flies by adopting different game strategies, different colors are displayed to distinguish flight tracks.
6. A system for verifying the performance of a game decision algorithm of an air combat game, comprising:
the simulation module is used for embedding a pre-trained aircraft flight dynamics model containing reasonable constraint conditions in the demonstration platform so as to simulate the air fighting game environment and the air flight state characteristics of the aircraft;
the embedded module is used for embedding the winning negative evaluation criterion of the air fighting game into the demonstration platform in the form of an air fighting model; and
and the output module is used for controlling the demonstration platform to output game algorithms in formats according to different instructions and displaying the switching of different game strategies in the air fighting process.
7. A validation system for gambling decision algorithm performance of an air combat game according to claim 6 wherein the status characteristics include aircraft position, aircraft velocity, aircraft yaw angle and fuselage roll angle.
8. The system for validating performance of a gambling decision algorithm of an air combat game as claimed in claim 6, further comprising:
and determining the situations of the two parties according to the position relation of the two parties, and judging the win-lose relation according to the situations of the two parties.
9. A system for validating performance of a gambling decision algorithm of an air combat game as claimed in claim 6 wherein the instruction output format comprises:
direct control commands to control aircraft speed, aircraft yaw angle, and fuselage roll angle;
the aircraft signal control instructions comprise high-speed shaking motion instructions, low-speed shaking motion instructions, half-rolling reverse motion instructions, half-bucket motion instructions, barrel rolling motion instructions and scissors motion instructions.
10. The system for validating performance of a betting decision algorithm for air combat games according to claim 6, wherein said displaying a switch of different betting strategies during air combat comprises:
when the airplane flies by adopting different game strategies, different colors are displayed to distinguish flight tracks.
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Application publication date: 20200417