不完全态势兵棋推演系统设计与实现

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中图分类号:TP391.9;E919 文献标志码:A DOI:10.3969/j.issn.1673-3819.2026.02.015
Abstract:Modern computer wargames have been widely valuedandapplied.However,the ideal assumption in wargame systemsthattheobservationamongfriendlyforcesiscompletelysharedisfarfromthereality,whichlimitsthesimulationof manyreal-worldsituations.Therefore,inordertosolvetheabove problems,thispaperproposeda wargaming systemframeworkwith incompleteobservation,whereseatsaretheparticipants,andthewargamingsimulationprocess issortedout,includingthemodel library,simulationengine,observationsdistribution,and front-enddeduction.Then,refering toand comparing with mature wargamesystems,weelaboratelydesigns theelementsof thewargamesystemrelatedtotheincompleteobservation,suchasseat model,communicatoroperator,intellgencemodel,communicationactionandadjudication, as wellas thegenerationprocessof theincompleteobservation.Finally,ared-blueconfrontationscenariowiththeeseats versusfourseatswasdesigned toverifythefeasibilityandeffectivenessofthewargamingsystemdescribed inthispaper.
Key words:incomplete observation;wargame;simulation system;computer wargame
兵棋推演起源于十九世纪初普鲁士人发明的手工兵棋,在该系统上,整个战场的信息对各对阵方而言是完全可见的,即明棋[1-];随着信息技术的不断发展,具有推演连续性、响应快速性和模型精准性等特点的计算机兵棋替代了手工兵棋,这也为“战争迷雾”的实现提供了技术支持[3-4]。(剩余9508字)