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An operational concept for effects based course-of-action development and evaluation in a war game

机译:在战争游戏中基于效果的行动过程开发和评估的操作概念

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Operational Concepts for planning, executing and assessing Effects-Based Operations (EBO) have been evolving over the past 5 years. The EBO concept is based on relating actions in a battle plan to overall effects. Evaluating these relationships requires the synthesis of a number of modeling approaches. A prototype system to assist in developing Courses of Action (COAs) for Effects-Based Operations and evaluating them in terms of the probability of achieving the desired effects has been developed and is called CAESAR Ⅱ/EB. The tool supports both static and dynamic evaluation of COAs by integrating influence nets with discrete event systems modeling techniques. One challenge being addressed is how to use this type of modeling capability in real world command and control environments. Preliminary operational concepts were tested during the Naval War College Global 2000 war game. Based on the lessons learned, CAESAR Ⅱ/EB was used in a much more extensive fashion in the Global 2001 war game resulting in more substantial understanding of the appropriateness of these techniques in support of EBO. Models of the complete battle plan were built to support both the planning and execution phases of the game. The organizational location of the modeling team and its interaction with the multiple command and control cells in the game using network centric collaborative tools was tested and examined. Experiences with building and using the models as a decision support system for the war game are described. In addition requirements for enhancements to the modeling techniques generated from this experience are discussed.
机译:在过去的五年中,用于计划,执行和评估基于效果的操作(EBO)的操作概念不断发展。 EBO概念基于战斗计划中的行动与整体效果之间的联系。评估这些关系需要综合多种建模方法。已开发出一种原型系统,称为CAESARⅡ/ EB,该原型系统可协助开发基于效果的作战行动路线(COA)并根据达到预期效果的可能性对其进行评估。该工具通过将影响网络与离散事件系统建模技术集成在一起,支持COA的静态和动态评估。解决的一个挑战是如何在现实世界的命令和控制环境中使用这种类型的建模功能。初步作战概念在海军战争学院全球2000年战争游戏中进行了测试。根据吸取的经验教训,CAESARⅡ/ EB在全球2001年战争游戏中被广泛使用,从而使人们对这些技术在支持EBO方面的适用性有了更深入的了解。完整的战斗计划模型可以支持游戏的计划和执行阶段。测试和检查了建模团队的组织位置以及使用网络中心协作工具与游戏中多个命令和控制单元的交互。描述了建立和使用模型作为战争游戏的决策支持系统的经验。另外,还讨论了对从这种经验中生成的建模技术进行增强的要求。

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