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1 
Mathematical and 
Heuristic Models of Combat with 
Examples 
Jeffrey Strickland, Ph.D., CMSP 
Missile Defense Agency 
DISTRIBUTION STATEMENT A. Approved for 
public release; distribution is unlimited.
Approved for Public Release 
09-MDA-4814 (2 SEPT 09) 
Learning Objectives 
1. Describe the scope of mathematical and heuristic 
combat models. 
2. Compare and contrast different representations of 
combat phenomenon. 
3. List combat behaviors that can be represented by 
mathematical & heuristic models. 
4. State the various types of mathematical and heuristic 
combat models. 
5. Identify examples of mathematical and heuristic combat 
models. 
2
Tutorial Outline 
Environmental modeling 
 how to model the environment 
 level of detail 
 entity interaction 
Physical modeling 
 how to move 
 how to sense or detect 
 how to shoot (or create other effects) 
 how to communicate 
Simulation scenario development 
 what are the elements of a scenario 
 how to develop scenarios 
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4 
Environment Modeling 
Level of Detail 
Conceptual Reference Model 
Data Collection 
Data Processing 
Static Environment 
Dynamic Environment 
Standardization
Level of Detail 
Air Combat Terrain Ground Combat Terrain 
Perceived details 
 bitmaps over data points 
 hills, trees, rivers, rocks 
No interaction 
 simulated system does not 
interact directly with terrain 
details. 
Visual detail 
 polygon color & lighting 
 bit mapped surfaces 
 hard surfaces 
Modeling detail 
 surface trafficability 
 foliage density 
 tree trunk diameter 
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Conceptual Reference Model 
Component 
Models 
Environmental 
State 
Behavior 
Models 
Environmental 
Models 
Synthetic Natural Environment 
Military System Model 
Behaviors (e.g.) 
• Maneuver 
• Sustainment 
• Force 
Protection 
• Intelligence 
• Command & 
Control 
• Fires 
Effects (e.g.) 
• Attenuation 
• Propagation 
• Mobility 
Internal Dynamics 
Impacts (e.g.) 
• Obscurants/ 
Energy (smoke, 
chaff, spectral,..) 
• Damage 
(engrg, craters,..) 
Data (e.g.) 
• Terrain 
(surface, hydro,..) 
• Atmosphere 
(aerosols, clouds,..) 
• Ocean 
(sea state, SVP,..) 
• Space 
(particle flux,..) 
• Cultural 
(roads, structures,..) 
• Military 
(engrg. works,..) 
Passive 
Sensors 
Active 
Sensors 
Weapons & 
Countermeasures 
Units/Platforms 
SOURCE: Paul A. Birkel, "SNE Conceptual Reference Model", 1999 Fall SIW Conference, September 1999. 
http://www.sisostds.org/siw/98Fall/view-papers.htm 
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Data Processing 
Collection 
 survey the 
environment 
(satellite, maps, etc.) 
 store the results 
 vector, grid, and 
model data 
Cleaning 
 remove collection 
process 
discontinuities 
 synchronize vector 
and grid data 
Organizing 
 index and archive 
Integration 
 merge vector, grid, 
model 
 generate terrain 
skin with embedded 
features and 
surface data 
Transmission 
 move data to the 
host system 
Compilation 
 create 
performance-optimized 
runtime 
databases 
 cut into sheets 
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Storing Environmental Data 
Triangulated Irregular Network (TIN) 
Surface tiled with hexagons 
Data point correlation 
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Static Environment 
Trafficability 
Terrain Type 
Visibility 
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Dynamic Environment 
Independent 
 weather movement – 
clouds, rain, wind 
 sea state – storms, daily 
tide 
 daylight – sunrise, sunset, 
dark 
 smoke & dust – clouds, 
raising, dispersing 
Interaction 
 holes – artillery craters, 
engineering artifacts 
 tank treads – tracks, 
destruction 
 terrain morphing – 
engineering, construction 
 feature modification – 
building damage, trees 
burned 
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Classic Problems in Interpretation 
1 
2 
Terrain Points Building Corners 
3a 3b 
1 
2a 2b 
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Environmental Standardization 
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Physical Modeling 
Detect/Acquire 
Engage 
(other major 
combat functions) 
Move 
Start Cycle Here 
Communicate 
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Movement Modeling 
Movement Points Movement 
Bald Earth Movement 
Terrain and Feature Movement 
Physics-based Movement 
Automated Route Planning 
A* Search 
Topology Smart 
Grid Registration 
Behavioral
Movement Points Movement 
2 
3 
6 
1 
2 6 2 
1 
Movement 
Points = 
20 
Movement 
Points 
Remaining = 
20 – 11 = 9 
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Bald Earth Movement 
Set heading, speed, start time 
Rate*Time = Distance 
20 km/hr * 30 min = 10 km 
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Terrain and Feature Movement 
Set Objective: position or vector 
Terrain & features modify instantaneous heading & speed 
Speed = min(order_speed, max_speed*trafficability*slope_factor)* 
weather_factor*lighting_factor*fatigue_factor*supression_factor 
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main force calculations 
Proportional Force 
Calculation 
Resistive Force 
Calculation 
Braking Force 
Calculation 
Dynamic 
Equation 
Calculations 
net force 
new vehicle state 
(pos, vel, acc) 
Vehicle type, terrain 
type, slope, controls, 
current platform state 
Physics-based Movement 
• The CCTT ground vehicle mobility 
model is based on a general first-principle 
dynamics model. 
• The model integrates explicit 
driver inputs (e.g., throttle, brake) 
with vehicle class-specific 
velocity, resistance force, and 
deceleration pre-computed 
curves. 
Simple View of a Dynamic 
Movement Model 
CCTT Vehicle Dynamics Block Diagram 
18
Automatic Route Planning 
CONCEPT: provide an algorithm by which units can 
automatically find their own routes. 
 allows the analyst to focus on higher issues such as the overall 
scheme of maneuver 
 reduces the intrusion of the analyst into C2 
 units can still be given explicit routes if desired, or closely 
grouped intermediate objectives 
ALGORITHMS: based on graph theory 
 could be a satisfying algorithm (not guaranteed to find an optimal 
route) 
 might be an optimal algorithm 
 “optimal" may mean fastest, or shortest, or safest, etc. 
EXAMPLES 
 A* search, Johnson’s algorithm, Dijkstra's algorithm, hill climbing 
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Topology Smart 
Set Objective: Position or Vector 
Movement model selects path from topological map 
Maintain objective 
Route traveled is function of topology 
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Grid Registration 
11 12 13 14 15 16 17 
21 22 23 24 25 26 27 
31 32 33 34 35 36 37 
41 42 43 44 45 46 47 
Grid 14 → V71, V109, V1212, V10101 
Vehicles registered into geographic grid during movement 
Improve LOS, sensor, and interaction performance 
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Beyond 2-D Movement 
3 Dimensional—aircraft rotation axes 
 yaw - vertical axis rotation 
 roll - longitudinal axis rotation 
 pitch- lateral axis rotation 
3-D Mathematics 
 Euler angles 
 axis angle 
 rotation matrices 
 quaternions 
Other degrees of freedom: 3+3 DOF, 6 
DOF 
Yaw 
Pitch 
Roll 
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Behavioral—Agent Based 
Behavioral evolution 
and extrapolation 
Each avatar generates 
(a) a stream of ghosts 
samples the personality 
space of its entity. 
They evolve (b, c) against 
the entity’s recent observed 
behavior. 
The fittest ghosts run into the 
future (d), 
and the avatar analyzes their 
behavior (e) to generate 
predictions. 
a 
c 
Ghosts 
b 
Real-World 
e 
Entity 
d 
Prediction Horizon 
Ghost time τ 
Observe Ghost prediction 
Avatar 
Insertion Horizon 
Measure Ghost fitness 
t = τ 
(Now) 
RTarget GTarget 
      
 
n n 
  RThreatn 1 
     
 GNest  Dist 
    
    
n n 
F 
n 
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Detection Modeling 
Perfect Detection 
Gridded Probability Areas 
Detection Range 
3D Detection Range 
Target Acquisition Process 
Sensor & Target Characteristics 
Line-of-Sight 
NVEOL Model
Perfect Detection 
Every object knows the true location of every other 
object. 
There are no models of sensors or processors. 
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Gridded Probability Areas 
Perfect detection within 
the same grid area 
 (Pdet = 1.0) 
Probability of detection 
within adjacent areas 
 Adjacent Pdet =F(terrain) 
 Non-Adjacent Pdet = 0.0 
60% 
30% 
100% 
0% 
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Detection Range 
Complete circle—no field of view/field of regard 
Terrain line-of-sight (LOS) is separate 
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3D Detection Range 
Probability of detection 
based on range of 
spheres 
Concentric areas 
 Different Pdet for each ring 
 For some sensors, Pdet of 
inner ring is 0.00 
2 
sin 
N  
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sin 
sin 
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sin 
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sin 
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sin 
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sin sin 
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sin sin 
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09-MDA-4814 (2 SEPT 09) 28 
 
 
  
 
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 
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 
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d 
a 
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I I 
d 
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a
Target Acquisition 
Glance/ 
Glimpse 
No 
tg tg tg 
Pacq Pacq Pacq 
Glimpse models 
Target 
Found? 
Yes 
 Intermittent glimpses: E[N] = Σn np(n) 
Factors 
 Sensor 
characteristics 
 Target characteristics 
 Line-of-sight 
 Continuous looking model = PROBDETECT in time t = 1 - e-Dt 
 DYNTACS curve fit model = D = PFOV (α/(β + t(δ + ζR2 – ξVc))) 
 NVEOL acquisition algorithm 
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NVEOL Acquisition Algorithm 
Joint 
Conflicts 
And 
Tactical 
Simulation 
Developed by US Army's Night Vision 
and Electro-Optical Laboratories 
In Time-Stepped Model: 
PROBDETECT in time T = PINF (1 - e -CT) 
Use this as success probability for a Bernoulli trial. 
In Event-Stepped Model: 
Compute PINF and draw a random number to determine if 
detection would occur in infinite amount of time 
Sample from an exponential distribution with mean C to 
determine time till detection given that a detection will occur. 
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Sensor & Target Characteristics 
Sensor characteristics 
 Maximum range 
 Sensor footprint 
 Frequency, pulse rate 
 EO, IR, RF, mag, sonar 
Geometry 
 Range 
 Off-set angle 
Terrain & weather 
effects 
 Line-of-sight (LOS) 
 Obscurants 
 Earth curvature 
Target 
characteristics 
 Camouflage 
 Color & pattern 
 Radar cross 
section 
 IR signature 
 Movement 
 Cavitations 
 Magnetic mass 
 Obscurants 
 Earth curvature 
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Line-of-Sight Models 
Max Range 
of view 
LOS does not 
exist 
Left Limit 
of View (white) 
. . . . . . . . . . . . . . . . .Primary Direction of 
view (white) 
LOS exists 
Orange lines 
Right Limit 
of View (white) 
EXPLICIT: combat model stores a terrain representation and uses it to 
compute line-of-sight 
 Grid: covers the battlefield with regular polygonal grid, each grid having associated 
terrain attributes (e.g., elevation, vegetation, etc.) 
Look at intervening grids between observer and target to see if any grid is higher 
than the line between them. 
Discontinuity is a disadvantage in high-res models. 
Simplicity and speed are advantages. 
 Surface 
Triangulate the terrain data grids, then interpolate for a point between grid points. 
Greater accuracy is an advantage in high-res models. 
IMPLICIT: combat model stores expected results of line-of-sight and 
looks up the result when required 
 probability of LOS 
 intervisibility segment length 
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Communications Modeling 
Comms Model Effects 
Perfect Communications 
Direct Message Passing 
Broadcast Messages 
Virtual Cell Layout 
Physics Modeling
Comms Model Effects 
Information exchange 
 process info 
 process data 
Intelligence collection 
 ISR sensors 
 target sensors 
 fire control sensors 
Comms system overload 
 network, sender, receiver 
Interference 
 environment, electronic 
warfare 
Time delay 
Activity Diagram: Process Info Use Case 
Process Info 
Get Data from 
Target Sensor 
Evaluate Target's Intent 
Evaluate Target's Geometry 
Recognize Target 
Notify Knowledge Processing 
Update Target's Knowledge 
Get Data from Fire 
Control Sensor 
Get Info from Data 
Processing 
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Perfect Communications 
Targets 
~~~~~ 
Orders 
~~~~~ 
Reports 
~~~~~ 
Shared information, no representation of comms 
Software-to-software message delivery 
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Direct Message Passing 
Consult command status 
If sender and receiver are 
alive, then pass 
message. 
If sender health is 
degraded, add error to 
target location. 
… … 
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Broadcast Messages 
Receiver determines whether 
signal is accessible to them 
based on 
 range 
 terrain degradation 
 earth curvature 
 jamming environment 
 communications contention 
 quality of receipt 
Success … 
Lost 
Degraded 
Delayed 
 etc. … 
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Physics-Based Communication Networks 
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Packet-based model: 
 network traffic flow: model packets in flow 
 # sources, data rates increase, so too does simulation workload 
Fluid-based model: 
 network traffic flow: continuous fluid 
rate changes at discrete points in time 
rate constant between changes 
 can modulate rate at different time scales 
single modeling paradigm for many time scales 
abstract out fine-grained details: simulation efficiency
Virtual Cell Layout (VCL) 
The real cells are mobile and created 
by the mobile base stations, which 
are either: 
 radio access points (RAPs) or 
 cluster head man packed radios 
(MPRs). 
Computer aided exercise interacted 
tactical communications simulation 
(CITACS) 
A scenario with 153 units are 
simulated over an area of 115 km × 
170 km 
Location manager deployed 77 RAPs 
and 18529 MPRs for this scenario 
based on the unit types and sizes. 
kr 
r 
kr r 
CITACS interacts with Joint Theater Level Simulation (JTLS) 
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Engagement Modeling – Entity 
Level 
Point System 
Markov Pk Tables 
Random Numbers 
Pk’s and Random Numbers 
Precision Engagements 
Linear Target Phit 
Rectangular Target Phit 
Circular Target Phit 
Kill Categories
Point System 
18 
4 
20 
8 
Weapon Power 
Path Degradation 
(range, shelters, obstructions) 
Health 
Armor 
New Health = (Health + Armor) – (Weapon Power – Path Degrade) 
New Health = (18 + 8) – (20 – 4) = 10 
New Armor = Armor – ABS[( Weapon Power – Path Degrade) *0.25] 
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Markov Pk Table 
Damage = 1, where Random Number <= Pk 
Pk 
= 0, where Random Number > Pk 
Weapon 
W1 W2 W3 W4 … 
T1 0.5 0.7 0.8 0.92 
T2 0.4 0.45 0.76 0.99 
T3 0.31 0.34 0.56 0.85 
T4 0.27 0.55 0.67 0.81 
Target 
… 
Phit is rolled into the overall Pkill 
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Random Numbers 
Generated by a recursive function 
Evenly distributed between 0 and 1 ~ Unif(0,1) 
Perfect for Pk evaluations 
0.002589 0.709121 0.688907 0.23241 0.248291 0.279792 0.099733 
0.672374 0.177176 0.5124 0.253238 0.885889 0.08127 0.337699 
0.967582 0.11894 0.917944 0.691778 0.377643 0.167685 0.23337 
0.821207 0.775446 0.94055 0.916313 0.342373 0.494679 0.83171 
0.76565 0.300179 0.081692 0.212297 0.323383 0.088898 0.976731 
0.826355 0.633324 0.390983 0.559808 0.032313 0.337002 0.429531 
0.284963 0.978167 0.177686 0.39425 0.729517 0.196937 0.053272 
0.537055 0.753125 0.189256 0.790979 0.437795 0.757163 0.953741 
0.714325 0.899821 0.139968 0.139168 0.803138 0.274158 0.226658 
0.151101 0.555232 0.533085 0.327454 0.753654 0.268759 0.307099 
0.21175 0.644434 0.011707 0.809213 0.3742 0.38085 0.412449 
0.425525 0.346873 0.490443 0.397201 0.114504 0.831309 0.291209 
0.157902 0.994106 0.22623 0.215775 0.503133 0.544428 0.05825 
0.173804 0.322742 0.984154 0.512732 0.340096 0.626067 0.746717 
0.391907 0.168648 0.606554 0.280939 0.804009 0.290058 0.550802 
0.743599 0.108666 0.557355 0.850634 0.908114 0.209818 0.600702 
0.682586 0.265387 0.792137 0.241523 0.077536 0.282332 0.244388 
0.688018 0.607142 0.296545 0.583956 0.652407 0.773843 0.801856 
0.037354 0.516678 0.27669 0.360097 0.700107 0.821834 0.912564 
0.914889 0.18311 0.164431 0.880446 0.527801 0.887302 0.209683 
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Pk’s and Random Numbers 
Pk = 75% = 0.75 
0% 75% 100% 
Kill Area No-Kill Area 
Random Number = 0.63 
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Precision Engagements 
PROBLEM: Find point of impact (if any) of round on its target. 
ASSUMPTION: The projectile impact point is a random variable with a 
normal probability distribution (empirically shown to be a good assumption). 
“Bias” : Systematic Errors 
“Dispersion” : Round-to-Round 
Independent Errors 
Round Impact Point 
Actual Target Location 
Doctrinal Aim Point 
Aim Point 
Perceived Doctrinal 
Aim Point 
Perceived Target Location 
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Linear Target Phit 
Normal parameters for 1D target: 
 “Front view" (i.e., direct-fire weapon) 
Deflection error 
 "Top view" (i.e., indirect-fire weapon) 
Range error 
 DEFINE: 
Bias =  
Dispersion =  
x 
p(x) 
25 m 
Error Probable - distance in deflection (for x) within which 
half of rounds will land. 
Linear Error Probable (LEP) - linear distance from aim 
point within which half of rounds will land, based on the error 
probable (details to follow). 
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Single-Shot Accuracy 
1D Target Example 1 
 Assume no systematic error. 
  x 
     
0, 25 0.6745 37.0664 m, 10 m, then, 
  
 10 0 37.0644 0.3937 
z 
    
10 0 37.0644 0.6064 
z 
     
PSSH 
-z +z 
0 
 
P zz0.60630.39370.2126 SSH 
NOTE: “” is available in 
tabular form in any Statistics 
text: see Normal Distribution. 
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Rectangular Target Phit 
Normal parameters for 2D target: 
 "Side view" (i.e., direct-fire weapon) 
Elevation error 
Deflection error 
 "Top view" (i.e., indirect-fire weapon) 
Range error 
Deflection error 
 DEFINE: 
Bias = x , y 
Dispersion = x , y 
x 
y 
p(y) 
p(x) 
Range Error Probable (REP) – linear distance from aim point 
within which half of rounds will land, x-coordinate 
Cross-range Error Probable (CREP) – linear distance from 
aim point within which half of rounds will land, y-coordinate 
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Circular Target Phit 
 
P(destruction of a point target) = P(hit within a circle of 
radius R), i.e., P= P. 
d When x= y= 0 and x= y= , 
 
0 0 2 2 2   If Ris the radius of a circle for which 
0 R R 
  
1 exp 
  
 
 
 
 
 
 
2 
2 
Pd 
  
1 
2 
2 
0 
 
 
R 
0    
  
   
1 exp 2 
2 
 
 
 
P R 
then 50% of all impacts points for the probability distribution P(r) will 
fall within this radius r ≤ R0. 
R0 is called the circular error probable (CEP), and R0 = 
1.1774. 
 
  
 
2 
Target 
Simplified Vehicle 
Assembly Area 
Cluster of Soldiers 
Approved for Public Release 
09-MDA-4814 (2 SEPT 09) 49
Kill Categories 
K-Kill: catastrophic kill 
F-Kill: firepower kill 
M-Kill: mobility kill 
MF-Kill: mobility & firepower kill, usually => K-Kill 
P-Kill: personnel kill (crew and passengers) 
No-Kill: no damage due to hit. ranx = random(seed) 
if (ranx < PkN) 
{No Kill} 
else if (ranx < PkN + PkM) 
{Mobility Kill} 
else if (ranx < PkN + PkM + PkF) 
{Firepower Kill} 
else if (ranx < PkN + PkM + PkF + PkMF) 
{Mobility & Firepower Kill} 
else 
{Catastrophic Kill} 
Single random number draw can result 
in more than just “Miss/Hit” 
Engagement outcome has at least 5 
states 
Approved for Public Release 
09-MDA-4814 (2 SEPT 09) 50
Direct-Fire Accuracy Example (1) 
An infantry fighting vehicle (IFV) has the following frontal profile: 
 A hit in area 1 will 
produce a firepower kill. 
 A hit in area 2 will 
produce a catastrophic kill. 
 A hit in area 3 will 
produce a mobility kill. 
 A hit in other areas will 
produce no permanent effect. 
1.6 
1.0 
2 
4 1 4 
3 
0.6 
1.4 2.6 
0.6 
Assess the IFV’s vulnerability when engaged with a frontal shot whose impact 
point is modeled as a random variable pair (X,Y) ~ BVN(0,0,.5,.5,0). 
Using the below list of pseudo random numbers as needed, simulate the first 
round to determine which type of kill, if any, occurs (.8554, .2287, .6659, 
.8243, .6840, .0430, .8598, .2381, .5035, .2723). 
Approved for Public Release 
09-MDA-4814 (2 SEPT 09) 51
Direct-Fire Accuracy Example (2) 
1) Do a Monte Carlo simulation of impact 
point with origin centered on the target, 
then compare impact point with target 
profile to calculate where it hit. 
2) Determine X coordinate of impact point: 
 Enter the Normal Table with 0.8554 
 Find Z-1 = 1.06 
 Note that Z-1 = ((x − x)/x 
 Solve for x in 1.06 = (x − 0)/0.5 
 x = 0.53 
1.6 
2 
. 53 
1.0 
Y 
4 1 4 
3 
3) Determine the Y coordinate of the impact point (using RN .2287): 
0.6 
1.4 2.6 
0.6 
 Normal Table goes from 0.5000 to 0.9999, but Normal Dist. is 
symmetric, so compute 1.0 − 0.2287 = 0.7713, and change sign of 
resulting Y coordinate. 
 Interpolating between 0.75 and 0.74, gives Z-1 = 0.743. 
 Solve for y in −0.743=(y − 0)/0.5 gives y=−0.3715 
4) Round hits area 4, so no kill is assessed. 
X 
−0.3715 
Approved for Public Release 
09-MDA-4814 (2 SEPT 09) 52
Approved for Public Release 
09-MDA-4814 (2 SEPT 09) 
53 
Engagement Modeling – 
Aggregate Level 
Lanchester Equations 
Aggregated Combat Groups 
Epstein’s Equations 
Quantified Judgment Model 
(QJM) 
Force Ratio Approach
Lanchester Equations 
CONCEPT: describe the rate at which a force loses 
systems as a function of the size of the force and 
the size of the enemy force. This results in a system 
of differential equations in force sizes x and y. 
dx 
 f 1  x , y 
,...  dy 
 f  x , y ,... 
2  dt 
dt 
The solution to these equations as functions of x(t) 
and y(t) provide insights about battle outcome. 
ay 
dx 
dt 
  
bx 
dy 
dt 
  
Approved for Public Release 
09-MDA-4814 (2 SEPT 09) 54
Aggregated Combat Groups 
Contiguous pistons 
Aggregated force 
attrition 
Distance from 
middle affects 
power and attrition 
Units accumulate 
as piston moves 
Explicit withdrawal 
required 
Approved for Public Release 
09-MDA-4814 (2 SEPT 09) 55
Force Ratio Attrition Models 
CONCEPT: 
 Summarize effectiveness in combat with a single scalar 
measure of combat power for each unit. 
 When combat occurs, use the ratio of attacker's to defender's 
measures to determine the outcome. 
Assign a firepower score to each weapon system and sum these 
scores for each weapon system on hand in a unit. 
DEFINITIONS: 
 n = number of distinct types of weapon systems in a unit 
 Xi = number of systems of type i (I =1,2,...,n) in a unit 
 Si = firepower score for each weapon of type i 
n 
FPI   firepower index of unit 
  
1 
i 
i i x s 
force in a battle 
FPI 
attacker   
FPI 
FR 
defender 
Approved for Public Release 
09-MDA-4814 (2 SEPT 09) 56
Approved for Public Release 
09-MDA-4814 (2 SEPT 09) 
Other Aggregated Models 
Epstein equations 
 Defender’s withdrawal rate: 
 Attacker’s Prosecution rate: 
Quantified Judgment Model (QJM) 
  
    
 
aT g 
 
 
 
 
 
 T.N. Dupuy created the QJM to transform Clausewitz’s Law of Number to 
a combat power formula. 
Multi-agent models 
 The environment takes the form of a distributed network of place agents. 
Aggregate state-space models 
 Represented by aggregate state variables, rather than the locations and 
current behaviors of individual entities 
57 
    
  
    
    
  
    a aT 
aT 
g g 
d dT 
dT 
t 
t 
t t 
t 
W W t 
W t W t 
  
 
  
  
 
    
 
 
   
    
 
  
 
 
   
1 
1 
1 
1 
1 
1 
1 max
Approved for Public Release 
09-MDA-4814 (2 SEPT 09) 
58 
Scenarios 
Elements of a Scenario 
Scenario Development 
Scenario Generation Tools
Elements of a Scenario 
Settings 
 environment, terrain, etc. 
Actors 
 Blue/Red forces, weapons, sensors, etc. 
Task Goals 
 missions, objectives, etc. 
Plans 
 overlays, control measures, etc. 
Actions 
 move, shoot, communicate, etc. 
Events 
 contact, engagements, etc. 
Approved for Public Release 
09-MDA-4814 (2 SEPT 09) 59
Scenario Development 
Resolution (high or low) 
Aggregated-disaggregated 
Terrain data 
Weapon/Sensor data 
Virtual or constructive 
Interfaces 
Distributed/federated 
Approved for Public Release 
09-MDA-4814 (2 SEPT 09) 60
Scenario Generation Tools (SGTs) 
Provide users the ability to: 
• Create, modify, and verify 
scenario files. 
• Specify entities, 
tactical overlays, 
and environment 
parameters. 
Ability to translate legacy scenario files 
into the new scenario file format & able to 
translate the new scenario files back into 
the legacy format 
Simulation 
System 
Scenario Generation Tools are typically developed to be utilized as an off-line 
pre-runtime tool that can be run on a laptop and provide a modular 
scenario development environment 
Approved for Public Release 
09-MDA-4814 (2 SEPT 09) 61
Summary 
The are several types of combat models driving 
simulations for combat training, research & development, 
and advanced concepts requirements: 
 Environmental models 
 Physical models (engagement, target acquisition, 
communications, etc.) 
 Behavioral models 
In addition, simulations require some means of scenario 
development, and these are often separate components. 
Understanding the underlying concepts and methods of 
combat models embedded in simulations, enhances our 
ability to choose the right simulations for our training or 
analysis requirements. 
Approved for Public Release 
09-MDA-4814 (2 SEPT 09) 62
References 
Ancker, C.J., Jr. and Gafarian, A.V., Modern Combat Models: A Critique of Their Foundations, Operations 
Research Society of America, 1992. 
Birkel, P. A., "SNE Conceptual Reference Model", 1999 Fall SIW Conference, September 1999. 
http://www.sisostds.org/siw/98Fall/view-papers.htm 
Bracken, J., Kress, M. and Rosenthal, R.E., Eds., Warfare Modeling, MORS, 1995. 
Caldwell, B, Hartman, J., Parry, S., Washburn, A., and Youngren, M., Aggregated Combat Models. NPS 
ORD, 2000. 
Davis, P.K., Aggregation, Disaggregation, and the 3:1 Rule in Ground Combat. MR-638 
DuBois, E.L., Hughes, W.P., Jr., Low, L.J., A Concise Theory of Combat, Institute for Joint Warfare Analysis, 
NPS, 2000. 
Dupuy, T.N., Understanding War: History and Theory of Combat, Falls Church, VA.: Nova 1987. 
Epstein, J.M., The Calculus of Conventional War: Dynamic Analysis without Lanchester Theory, Washington, 
D.C., Brookings Institute, 1985. 
Fowler, B.W., De Physica Beli: An Introduction to Lanchestrial Attrition Mechanics, 3 Vols. IIT Research 
Institute/DMSTTIAC, Rept. SOAR 96-03, Sep. 1996. 
Hillestad, R.J., and Moore, L., The Theater-Level Campaign Model: A New Research Prototype for a New 
Generation of Combat Analysis Model, RAND, 1996. MR-388 
Koopman, B.O., Search and Screening, MORS, 1999. 
Reece, D.A., Movement behavior for soldier agents on a virtual battlefield, Teleoperators and Virtual 
Environments , Volume 12 , Issue 4 (August 2003). MIT Press Cambridge, MA, USA 
Smith, R. Military Simulation, http://www.modelbenders.com/ 
Strickland, J.S., Fundamentals of Combat Modeling with Microsoft Excel, USALMC, 2004. 
Taylor, J.G., Lanchester Models of Warfare, 2 Vols, Defense Technological Information Center (DTIC), 
ADA090843 (Naval Post Graduate School, Monterey, CA), October 1980. 
Taylor, J.G., Force-on-Force Attrition Modeling, Operations Research Society of America, Military 
Applications Section, 1981. 
Washburn, A.R., Search and Detection, 4th Ed., Operations Research Section, INFORMS, Baltimore, MD, 
2002. 
Washburn, A., Lanchester Systems, NPS, April 2000. 
Volluz, R.J. and Volluz, R.M., The Anatomy of Combat, 17th ISMOR Symposium, 28 Aug – 1 Sep 2000. 
Approved for Public Release 
09-MDA-4814 (2 SEPT 09) 63

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I/ITSEC2009 Best Tutorial

  • 1. Approved for Public Release 09-MDA-4814 (2 SEPT 09) 1 Mathematical and Heuristic Models of Combat with Examples Jeffrey Strickland, Ph.D., CMSP Missile Defense Agency DISTRIBUTION STATEMENT A. Approved for public release; distribution is unlimited.
  • 2. Approved for Public Release 09-MDA-4814 (2 SEPT 09) Learning Objectives 1. Describe the scope of mathematical and heuristic combat models. 2. Compare and contrast different representations of combat phenomenon. 3. List combat behaviors that can be represented by mathematical & heuristic models. 4. State the various types of mathematical and heuristic combat models. 5. Identify examples of mathematical and heuristic combat models. 2
  • 3. Tutorial Outline Environmental modeling  how to model the environment  level of detail  entity interaction Physical modeling  how to move  how to sense or detect  how to shoot (or create other effects)  how to communicate Simulation scenario development  what are the elements of a scenario  how to develop scenarios Approved for Public Release 09-MDA-4814 (2 SEPT 09) 3
  • 4. Approved for Public Release 09-MDA-4814 (2 SEPT 09) 4 Environment Modeling Level of Detail Conceptual Reference Model Data Collection Data Processing Static Environment Dynamic Environment Standardization
  • 5. Level of Detail Air Combat Terrain Ground Combat Terrain Perceived details  bitmaps over data points  hills, trees, rivers, rocks No interaction  simulated system does not interact directly with terrain details. Visual detail  polygon color & lighting  bit mapped surfaces  hard surfaces Modeling detail  surface trafficability  foliage density  tree trunk diameter Approved for Public Release 09-MDA-4814 (2 SEPT 09) 5
  • 6. Conceptual Reference Model Component Models Environmental State Behavior Models Environmental Models Synthetic Natural Environment Military System Model Behaviors (e.g.) • Maneuver • Sustainment • Force Protection • Intelligence • Command & Control • Fires Effects (e.g.) • Attenuation • Propagation • Mobility Internal Dynamics Impacts (e.g.) • Obscurants/ Energy (smoke, chaff, spectral,..) • Damage (engrg, craters,..) Data (e.g.) • Terrain (surface, hydro,..) • Atmosphere (aerosols, clouds,..) • Ocean (sea state, SVP,..) • Space (particle flux,..) • Cultural (roads, structures,..) • Military (engrg. works,..) Passive Sensors Active Sensors Weapons & Countermeasures Units/Platforms SOURCE: Paul A. Birkel, "SNE Conceptual Reference Model", 1999 Fall SIW Conference, September 1999. http://www.sisostds.org/siw/98Fall/view-papers.htm Approved for Public Release 09-MDA-4814 (2 SEPT 09) 6
  • 7. Data Processing Collection  survey the environment (satellite, maps, etc.)  store the results  vector, grid, and model data Cleaning  remove collection process discontinuities  synchronize vector and grid data Organizing  index and archive Integration  merge vector, grid, model  generate terrain skin with embedded features and surface data Transmission  move data to the host system Compilation  create performance-optimized runtime databases  cut into sheets Approved for Public Release 09-MDA-4814 (2 SEPT 09) 7
  • 8. Storing Environmental Data Triangulated Irregular Network (TIN) Surface tiled with hexagons Data point correlation Approved for Public Release 09-MDA-4814 (2 SEPT 09) 8
  • 9. Static Environment Trafficability Terrain Type Visibility Approved for Public Release 09-MDA-4814 (2 SEPT 09) 9
  • 10. Dynamic Environment Independent  weather movement – clouds, rain, wind  sea state – storms, daily tide  daylight – sunrise, sunset, dark  smoke & dust – clouds, raising, dispersing Interaction  holes – artillery craters, engineering artifacts  tank treads – tracks, destruction  terrain morphing – engineering, construction  feature modification – building damage, trees burned Approved for Public Release 09-MDA-4814 (2 SEPT 09) 10
  • 11. Classic Problems in Interpretation 1 2 Terrain Points Building Corners 3a 3b 1 2a 2b Approved for Public Release 09-MDA-4814 (2 SEPT 09) 11
  • 12. Environmental Standardization Approved for Public Release 09-MDA-4814 (2 SEPT 09) 12
  • 13. Physical Modeling Detect/Acquire Engage (other major combat functions) Move Start Cycle Here Communicate Approved for Public Release 09-MDA-4814 (2 SEPT 09) 13
  • 14. Approved for Public Release 09-MDA-4814 (2 SEPT 09) 14 Movement Modeling Movement Points Movement Bald Earth Movement Terrain and Feature Movement Physics-based Movement Automated Route Planning A* Search Topology Smart Grid Registration Behavioral
  • 15. Movement Points Movement 2 3 6 1 2 6 2 1 Movement Points = 20 Movement Points Remaining = 20 – 11 = 9 Approved for Public Release 09-MDA-4814 (2 SEPT 09) 15
  • 16. Bald Earth Movement Set heading, speed, start time Rate*Time = Distance 20 km/hr * 30 min = 10 km Approved for Public Release 09-MDA-4814 (2 SEPT 09) 16
  • 17. Terrain and Feature Movement Set Objective: position or vector Terrain & features modify instantaneous heading & speed Speed = min(order_speed, max_speed*trafficability*slope_factor)* weather_factor*lighting_factor*fatigue_factor*supression_factor Approved for Public Release 09-MDA-4814 (2 SEPT 09) 17
  • 18. Approved for Public Release 09-MDA-4814 (2 SEPT 09) main force calculations Proportional Force Calculation Resistive Force Calculation Braking Force Calculation Dynamic Equation Calculations net force new vehicle state (pos, vel, acc) Vehicle type, terrain type, slope, controls, current platform state Physics-based Movement • The CCTT ground vehicle mobility model is based on a general first-principle dynamics model. • The model integrates explicit driver inputs (e.g., throttle, brake) with vehicle class-specific velocity, resistance force, and deceleration pre-computed curves. Simple View of a Dynamic Movement Model CCTT Vehicle Dynamics Block Diagram 18
  • 19. Automatic Route Planning CONCEPT: provide an algorithm by which units can automatically find their own routes.  allows the analyst to focus on higher issues such as the overall scheme of maneuver  reduces the intrusion of the analyst into C2  units can still be given explicit routes if desired, or closely grouped intermediate objectives ALGORITHMS: based on graph theory  could be a satisfying algorithm (not guaranteed to find an optimal route)  might be an optimal algorithm  “optimal" may mean fastest, or shortest, or safest, etc. EXAMPLES  A* search, Johnson’s algorithm, Dijkstra's algorithm, hill climbing Approved for Public Release 09-MDA-4814 (2 SEPT 09) 19
  • 20. Topology Smart Set Objective: Position or Vector Movement model selects path from topological map Maintain objective Route traveled is function of topology Approved for Public Release 09-MDA-4814 (2 SEPT 09) 20
  • 21. Grid Registration 11 12 13 14 15 16 17 21 22 23 24 25 26 27 31 32 33 34 35 36 37 41 42 43 44 45 46 47 Grid 14 → V71, V109, V1212, V10101 Vehicles registered into geographic grid during movement Improve LOS, sensor, and interaction performance Approved for Public Release 09-MDA-4814 (2 SEPT 09) 21
  • 22. Beyond 2-D Movement 3 Dimensional—aircraft rotation axes  yaw - vertical axis rotation  roll - longitudinal axis rotation  pitch- lateral axis rotation 3-D Mathematics  Euler angles  axis angle  rotation matrices  quaternions Other degrees of freedom: 3+3 DOF, 6 DOF Yaw Pitch Roll Approved for Public Release 09-MDA-4814 (2 SEPT 09) 22
  • 23. Behavioral—Agent Based Behavioral evolution and extrapolation Each avatar generates (a) a stream of ghosts samples the personality space of its entity. They evolve (b, c) against the entity’s recent observed behavior. The fittest ghosts run into the future (d), and the avatar analyzes their behavior (e) to generate predictions. a c Ghosts b Real-World e Entity d Prediction Horizon Ghost time τ Observe Ghost prediction Avatar Insertion Horizon Measure Ghost fitness t = τ (Now) RTarget GTarget        n n   RThreatn 1       GNest  Dist         n n F n Approved for Public Release 09-MDA-4814 (2 SEPT 09) 23
  • 24. Approved for Public Release 09-MDA-4814 (2 SEPT 09) 24 Detection Modeling Perfect Detection Gridded Probability Areas Detection Range 3D Detection Range Target Acquisition Process Sensor & Target Characteristics Line-of-Sight NVEOL Model
  • 25. Perfect Detection Every object knows the true location of every other object. There are no models of sensors or processors. Approved for Public Release 09-MDA-4814 (2 SEPT 09) 25
  • 26. Gridded Probability Areas Perfect detection within the same grid area  (Pdet = 1.0) Probability of detection within adjacent areas  Adjacent Pdet =F(terrain)  Non-Adjacent Pdet = 0.0 60% 30% 100% 0% Approved for Public Release 09-MDA-4814 (2 SEPT 09) 26
  • 27. Detection Range Complete circle—no field of view/field of regard Terrain line-of-sight (LOS) is separate Approved for Public Release 09-MDA-4814 (2 SEPT 09) 27
  • 28. 3D Detection Range Probability of detection based on range of spheres Concentric areas  Different Pdet for each ring  For some sensors, Pdet of inner ring is 0.00 2 sin N  d sin sin N  d sin 2 2 2 2 2 sin    sin    2 sin    sin                     2      sin sin 0 sin              sin sin 0 sin                                                                           Approved for Public Release  09-MDA-4814 (2 SEPT 09) 28                                                                                       d a a I I d a a
  • 29. Target Acquisition Glance/ Glimpse No tg tg tg Pacq Pacq Pacq Glimpse models Target Found? Yes  Intermittent glimpses: E[N] = Σn np(n) Factors  Sensor characteristics  Target characteristics  Line-of-sight  Continuous looking model = PROBDETECT in time t = 1 - e-Dt  DYNTACS curve fit model = D = PFOV (α/(β + t(δ + ζR2 – ξVc)))  NVEOL acquisition algorithm Approved for Public Release 09-MDA-4814 (2 SEPT 09) 29
  • 30. NVEOL Acquisition Algorithm Joint Conflicts And Tactical Simulation Developed by US Army's Night Vision and Electro-Optical Laboratories In Time-Stepped Model: PROBDETECT in time T = PINF (1 - e -CT) Use this as success probability for a Bernoulli trial. In Event-Stepped Model: Compute PINF and draw a random number to determine if detection would occur in infinite amount of time Sample from an exponential distribution with mean C to determine time till detection given that a detection will occur. Approved for Public Release 09-MDA-4814 (2 SEPT 09) 30
  • 31. Sensor & Target Characteristics Sensor characteristics  Maximum range  Sensor footprint  Frequency, pulse rate  EO, IR, RF, mag, sonar Geometry  Range  Off-set angle Terrain & weather effects  Line-of-sight (LOS)  Obscurants  Earth curvature Target characteristics  Camouflage  Color & pattern  Radar cross section  IR signature  Movement  Cavitations  Magnetic mass  Obscurants  Earth curvature Approved for Public Release 09-MDA-4814 (2 SEPT 09) 31
  • 32. Line-of-Sight Models Max Range of view LOS does not exist Left Limit of View (white) . . . . . . . . . . . . . . . . .Primary Direction of view (white) LOS exists Orange lines Right Limit of View (white) EXPLICIT: combat model stores a terrain representation and uses it to compute line-of-sight  Grid: covers the battlefield with regular polygonal grid, each grid having associated terrain attributes (e.g., elevation, vegetation, etc.) Look at intervening grids between observer and target to see if any grid is higher than the line between them. Discontinuity is a disadvantage in high-res models. Simplicity and speed are advantages.  Surface Triangulate the terrain data grids, then interpolate for a point between grid points. Greater accuracy is an advantage in high-res models. IMPLICIT: combat model stores expected results of line-of-sight and looks up the result when required  probability of LOS  intervisibility segment length Approved for Public Release 09-MDA-4814 (2 SEPT 09) 32
  • 33. Approved for Public Release 09-MDA-4814 (2 SEPT 09) 33 Communications Modeling Comms Model Effects Perfect Communications Direct Message Passing Broadcast Messages Virtual Cell Layout Physics Modeling
  • 34. Comms Model Effects Information exchange  process info  process data Intelligence collection  ISR sensors  target sensors  fire control sensors Comms system overload  network, sender, receiver Interference  environment, electronic warfare Time delay Activity Diagram: Process Info Use Case Process Info Get Data from Target Sensor Evaluate Target's Intent Evaluate Target's Geometry Recognize Target Notify Knowledge Processing Update Target's Knowledge Get Data from Fire Control Sensor Get Info from Data Processing Approved for Public Release 09-MDA-4814 (2 SEPT 09) 34
  • 35. Perfect Communications Targets ~~~~~ Orders ~~~~~ Reports ~~~~~ Shared information, no representation of comms Software-to-software message delivery Approved for Public Release 09-MDA-4814 (2 SEPT 09) 35
  • 36. Direct Message Passing Consult command status If sender and receiver are alive, then pass message. If sender health is degraded, add error to target location. … … Approved for Public Release 09-MDA-4814 (2 SEPT 09) 36
  • 37. Broadcast Messages Receiver determines whether signal is accessible to them based on  range  terrain degradation  earth curvature  jamming environment  communications contention  quality of receipt Success … Lost Degraded Delayed  etc. … Approved for Public Release 09-MDA-4814 (2 SEPT 09) 37
  • 38. Physics-Based Communication Networks Approved for Public Release 09-MDA-4814 (2 SEPT 09) 38 Packet-based model:  network traffic flow: model packets in flow  # sources, data rates increase, so too does simulation workload Fluid-based model:  network traffic flow: continuous fluid rate changes at discrete points in time rate constant between changes  can modulate rate at different time scales single modeling paradigm for many time scales abstract out fine-grained details: simulation efficiency
  • 39. Virtual Cell Layout (VCL) The real cells are mobile and created by the mobile base stations, which are either:  radio access points (RAPs) or  cluster head man packed radios (MPRs). Computer aided exercise interacted tactical communications simulation (CITACS) A scenario with 153 units are simulated over an area of 115 km × 170 km Location manager deployed 77 RAPs and 18529 MPRs for this scenario based on the unit types and sizes. kr r kr r CITACS interacts with Joint Theater Level Simulation (JTLS) Approved for Public Release 09-MDA-4814 (2 SEPT 09) 39
  • 40. Approved for Public Release 09-MDA-4814 (2 SEPT 09) 40 Engagement Modeling – Entity Level Point System Markov Pk Tables Random Numbers Pk’s and Random Numbers Precision Engagements Linear Target Phit Rectangular Target Phit Circular Target Phit Kill Categories
  • 41. Point System 18 4 20 8 Weapon Power Path Degradation (range, shelters, obstructions) Health Armor New Health = (Health + Armor) – (Weapon Power – Path Degrade) New Health = (18 + 8) – (20 – 4) = 10 New Armor = Armor – ABS[( Weapon Power – Path Degrade) *0.25] Approved for Public Release 09-MDA-4814 (2 SEPT 09) 41
  • 42. Markov Pk Table Damage = 1, where Random Number <= Pk Pk = 0, where Random Number > Pk Weapon W1 W2 W3 W4 … T1 0.5 0.7 0.8 0.92 T2 0.4 0.45 0.76 0.99 T3 0.31 0.34 0.56 0.85 T4 0.27 0.55 0.67 0.81 Target … Phit is rolled into the overall Pkill Approved for Public Release 09-MDA-4814 (2 SEPT 09) 42
  • 43. Random Numbers Generated by a recursive function Evenly distributed between 0 and 1 ~ Unif(0,1) Perfect for Pk evaluations 0.002589 0.709121 0.688907 0.23241 0.248291 0.279792 0.099733 0.672374 0.177176 0.5124 0.253238 0.885889 0.08127 0.337699 0.967582 0.11894 0.917944 0.691778 0.377643 0.167685 0.23337 0.821207 0.775446 0.94055 0.916313 0.342373 0.494679 0.83171 0.76565 0.300179 0.081692 0.212297 0.323383 0.088898 0.976731 0.826355 0.633324 0.390983 0.559808 0.032313 0.337002 0.429531 0.284963 0.978167 0.177686 0.39425 0.729517 0.196937 0.053272 0.537055 0.753125 0.189256 0.790979 0.437795 0.757163 0.953741 0.714325 0.899821 0.139968 0.139168 0.803138 0.274158 0.226658 0.151101 0.555232 0.533085 0.327454 0.753654 0.268759 0.307099 0.21175 0.644434 0.011707 0.809213 0.3742 0.38085 0.412449 0.425525 0.346873 0.490443 0.397201 0.114504 0.831309 0.291209 0.157902 0.994106 0.22623 0.215775 0.503133 0.544428 0.05825 0.173804 0.322742 0.984154 0.512732 0.340096 0.626067 0.746717 0.391907 0.168648 0.606554 0.280939 0.804009 0.290058 0.550802 0.743599 0.108666 0.557355 0.850634 0.908114 0.209818 0.600702 0.682586 0.265387 0.792137 0.241523 0.077536 0.282332 0.244388 0.688018 0.607142 0.296545 0.583956 0.652407 0.773843 0.801856 0.037354 0.516678 0.27669 0.360097 0.700107 0.821834 0.912564 0.914889 0.18311 0.164431 0.880446 0.527801 0.887302 0.209683 Approved for Public Release 09-MDA-4814 (2 SEPT 09) 43
  • 44. Pk’s and Random Numbers Pk = 75% = 0.75 0% 75% 100% Kill Area No-Kill Area Random Number = 0.63 Approved for Public Release 09-MDA-4814 (2 SEPT 09) 44
  • 45. Precision Engagements PROBLEM: Find point of impact (if any) of round on its target. ASSUMPTION: The projectile impact point is a random variable with a normal probability distribution (empirically shown to be a good assumption). “Bias” : Systematic Errors “Dispersion” : Round-to-Round Independent Errors Round Impact Point Actual Target Location Doctrinal Aim Point Aim Point Perceived Doctrinal Aim Point Perceived Target Location Approved for Public Release 09-MDA-4814 (2 SEPT 09) 45
  • 46. Linear Target Phit Normal parameters for 1D target:  “Front view" (i.e., direct-fire weapon) Deflection error  "Top view" (i.e., indirect-fire weapon) Range error  DEFINE: Bias =  Dispersion =  x p(x) 25 m Error Probable - distance in deflection (for x) within which half of rounds will land. Linear Error Probable (LEP) - linear distance from aim point within which half of rounds will land, based on the error probable (details to follow). Approved for Public Release 09-MDA-4814 (2 SEPT 09) 46
  • 47. Single-Shot Accuracy 1D Target Example 1  Assume no systematic error.   x      0, 25 0.6745 37.0664 m, 10 m, then,    10 0 37.0644 0.3937 z     10 0 37.0644 0.6064 z      PSSH -z +z 0  P zz0.60630.39370.2126 SSH NOTE: “” is available in tabular form in any Statistics text: see Normal Distribution. Approved for Public Release 09-MDA-4814 (2 SEPT 09) 47
  • 48. Rectangular Target Phit Normal parameters for 2D target:  "Side view" (i.e., direct-fire weapon) Elevation error Deflection error  "Top view" (i.e., indirect-fire weapon) Range error Deflection error  DEFINE: Bias = x , y Dispersion = x , y x y p(y) p(x) Range Error Probable (REP) – linear distance from aim point within which half of rounds will land, x-coordinate Cross-range Error Probable (CREP) – linear distance from aim point within which half of rounds will land, y-coordinate Approved for Public Release 09-MDA-4814 (2 SEPT 09) 48
  • 49. Circular Target Phit  P(destruction of a point target) = P(hit within a circle of radius R), i.e., P= P. d When x= y= 0 and x= y= ,  0 0 2 2 2   If Ris the radius of a circle for which 0 R R   1 exp         2 2 Pd   1 2 2 0   R 0         1 exp 2 2    P R then 50% of all impacts points for the probability distribution P(r) will fall within this radius r ≤ R0. R0 is called the circular error probable (CEP), and R0 = 1.1774.     2 Target Simplified Vehicle Assembly Area Cluster of Soldiers Approved for Public Release 09-MDA-4814 (2 SEPT 09) 49
  • 50. Kill Categories K-Kill: catastrophic kill F-Kill: firepower kill M-Kill: mobility kill MF-Kill: mobility & firepower kill, usually => K-Kill P-Kill: personnel kill (crew and passengers) No-Kill: no damage due to hit. ranx = random(seed) if (ranx < PkN) {No Kill} else if (ranx < PkN + PkM) {Mobility Kill} else if (ranx < PkN + PkM + PkF) {Firepower Kill} else if (ranx < PkN + PkM + PkF + PkMF) {Mobility & Firepower Kill} else {Catastrophic Kill} Single random number draw can result in more than just “Miss/Hit” Engagement outcome has at least 5 states Approved for Public Release 09-MDA-4814 (2 SEPT 09) 50
  • 51. Direct-Fire Accuracy Example (1) An infantry fighting vehicle (IFV) has the following frontal profile:  A hit in area 1 will produce a firepower kill.  A hit in area 2 will produce a catastrophic kill.  A hit in area 3 will produce a mobility kill.  A hit in other areas will produce no permanent effect. 1.6 1.0 2 4 1 4 3 0.6 1.4 2.6 0.6 Assess the IFV’s vulnerability when engaged with a frontal shot whose impact point is modeled as a random variable pair (X,Y) ~ BVN(0,0,.5,.5,0). Using the below list of pseudo random numbers as needed, simulate the first round to determine which type of kill, if any, occurs (.8554, .2287, .6659, .8243, .6840, .0430, .8598, .2381, .5035, .2723). Approved for Public Release 09-MDA-4814 (2 SEPT 09) 51
  • 52. Direct-Fire Accuracy Example (2) 1) Do a Monte Carlo simulation of impact point with origin centered on the target, then compare impact point with target profile to calculate where it hit. 2) Determine X coordinate of impact point:  Enter the Normal Table with 0.8554  Find Z-1 = 1.06  Note that Z-1 = ((x − x)/x  Solve for x in 1.06 = (x − 0)/0.5  x = 0.53 1.6 2 . 53 1.0 Y 4 1 4 3 3) Determine the Y coordinate of the impact point (using RN .2287): 0.6 1.4 2.6 0.6  Normal Table goes from 0.5000 to 0.9999, but Normal Dist. is symmetric, so compute 1.0 − 0.2287 = 0.7713, and change sign of resulting Y coordinate.  Interpolating between 0.75 and 0.74, gives Z-1 = 0.743.  Solve for y in −0.743=(y − 0)/0.5 gives y=−0.3715 4) Round hits area 4, so no kill is assessed. X −0.3715 Approved for Public Release 09-MDA-4814 (2 SEPT 09) 52
  • 53. Approved for Public Release 09-MDA-4814 (2 SEPT 09) 53 Engagement Modeling – Aggregate Level Lanchester Equations Aggregated Combat Groups Epstein’s Equations Quantified Judgment Model (QJM) Force Ratio Approach
  • 54. Lanchester Equations CONCEPT: describe the rate at which a force loses systems as a function of the size of the force and the size of the enemy force. This results in a system of differential equations in force sizes x and y. dx  f 1  x , y ,...  dy  f  x , y ,... 2  dt dt The solution to these equations as functions of x(t) and y(t) provide insights about battle outcome. ay dx dt   bx dy dt   Approved for Public Release 09-MDA-4814 (2 SEPT 09) 54
  • 55. Aggregated Combat Groups Contiguous pistons Aggregated force attrition Distance from middle affects power and attrition Units accumulate as piston moves Explicit withdrawal required Approved for Public Release 09-MDA-4814 (2 SEPT 09) 55
  • 56. Force Ratio Attrition Models CONCEPT:  Summarize effectiveness in combat with a single scalar measure of combat power for each unit.  When combat occurs, use the ratio of attacker's to defender's measures to determine the outcome. Assign a firepower score to each weapon system and sum these scores for each weapon system on hand in a unit. DEFINITIONS:  n = number of distinct types of weapon systems in a unit  Xi = number of systems of type i (I =1,2,...,n) in a unit  Si = firepower score for each weapon of type i n FPI   firepower index of unit   1 i i i x s force in a battle FPI attacker   FPI FR defender Approved for Public Release 09-MDA-4814 (2 SEPT 09) 56
  • 57. Approved for Public Release 09-MDA-4814 (2 SEPT 09) Other Aggregated Models Epstein equations  Defender’s withdrawal rate:  Attacker’s Prosecution rate: Quantified Judgment Model (QJM)        aT g       T.N. Dupuy created the QJM to transform Clausewitz’s Law of Number to a combat power formula. Multi-agent models  The environment takes the form of a distributed network of place agents. Aggregate state-space models  Represented by aggregate state variables, rather than the locations and current behaviors of individual entities 57                     a aT aT g g d dT dT t t t t t W W t W t W t                              1 1 1 1 1 1 1 max
  • 58. Approved for Public Release 09-MDA-4814 (2 SEPT 09) 58 Scenarios Elements of a Scenario Scenario Development Scenario Generation Tools
  • 59. Elements of a Scenario Settings  environment, terrain, etc. Actors  Blue/Red forces, weapons, sensors, etc. Task Goals  missions, objectives, etc. Plans  overlays, control measures, etc. Actions  move, shoot, communicate, etc. Events  contact, engagements, etc. Approved for Public Release 09-MDA-4814 (2 SEPT 09) 59
  • 60. Scenario Development Resolution (high or low) Aggregated-disaggregated Terrain data Weapon/Sensor data Virtual or constructive Interfaces Distributed/federated Approved for Public Release 09-MDA-4814 (2 SEPT 09) 60
  • 61. Scenario Generation Tools (SGTs) Provide users the ability to: • Create, modify, and verify scenario files. • Specify entities, tactical overlays, and environment parameters. Ability to translate legacy scenario files into the new scenario file format & able to translate the new scenario files back into the legacy format Simulation System Scenario Generation Tools are typically developed to be utilized as an off-line pre-runtime tool that can be run on a laptop and provide a modular scenario development environment Approved for Public Release 09-MDA-4814 (2 SEPT 09) 61
  • 62. Summary The are several types of combat models driving simulations for combat training, research & development, and advanced concepts requirements:  Environmental models  Physical models (engagement, target acquisition, communications, etc.)  Behavioral models In addition, simulations require some means of scenario development, and these are often separate components. Understanding the underlying concepts and methods of combat models embedded in simulations, enhances our ability to choose the right simulations for our training or analysis requirements. Approved for Public Release 09-MDA-4814 (2 SEPT 09) 62
  • 63. References Ancker, C.J., Jr. and Gafarian, A.V., Modern Combat Models: A Critique of Their Foundations, Operations Research Society of America, 1992. Birkel, P. A., "SNE Conceptual Reference Model", 1999 Fall SIW Conference, September 1999. http://www.sisostds.org/siw/98Fall/view-papers.htm Bracken, J., Kress, M. and Rosenthal, R.E., Eds., Warfare Modeling, MORS, 1995. Caldwell, B, Hartman, J., Parry, S., Washburn, A., and Youngren, M., Aggregated Combat Models. NPS ORD, 2000. Davis, P.K., Aggregation, Disaggregation, and the 3:1 Rule in Ground Combat. MR-638 DuBois, E.L., Hughes, W.P., Jr., Low, L.J., A Concise Theory of Combat, Institute for Joint Warfare Analysis, NPS, 2000. Dupuy, T.N., Understanding War: History and Theory of Combat, Falls Church, VA.: Nova 1987. Epstein, J.M., The Calculus of Conventional War: Dynamic Analysis without Lanchester Theory, Washington, D.C., Brookings Institute, 1985. Fowler, B.W., De Physica Beli: An Introduction to Lanchestrial Attrition Mechanics, 3 Vols. IIT Research Institute/DMSTTIAC, Rept. SOAR 96-03, Sep. 1996. Hillestad, R.J., and Moore, L., The Theater-Level Campaign Model: A New Research Prototype for a New Generation of Combat Analysis Model, RAND, 1996. MR-388 Koopman, B.O., Search and Screening, MORS, 1999. Reece, D.A., Movement behavior for soldier agents on a virtual battlefield, Teleoperators and Virtual Environments , Volume 12 , Issue 4 (August 2003). MIT Press Cambridge, MA, USA Smith, R. Military Simulation, http://www.modelbenders.com/ Strickland, J.S., Fundamentals of Combat Modeling with Microsoft Excel, USALMC, 2004. Taylor, J.G., Lanchester Models of Warfare, 2 Vols, Defense Technological Information Center (DTIC), ADA090843 (Naval Post Graduate School, Monterey, CA), October 1980. Taylor, J.G., Force-on-Force Attrition Modeling, Operations Research Society of America, Military Applications Section, 1981. Washburn, A.R., Search and Detection, 4th Ed., Operations Research Section, INFORMS, Baltimore, MD, 2002. Washburn, A., Lanchester Systems, NPS, April 2000. Volluz, R.J. and Volluz, R.M., The Anatomy of Combat, 17th ISMOR Symposium, 28 Aug – 1 Sep 2000. Approved for Public Release 09-MDA-4814 (2 SEPT 09) 63