Computer Engineering & Science ›› 2024, Vol. 46 ›› Issue (06): 1041-1049.
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Lv Qian-ru,YANG Xiang-rui,CAI Zhi-ping
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Abstract: Computer wargame is a simulation tool that describes war operations. Force maneuver is the foundation of operations, and path planning is the core content. Path planning is simplified as the solution of the shortest path in graph theory. However, the tactical path is not equivalent to the shortest path. Considering the complexity of battlefield maneuvering, information diversity, dynamics and other characteristics, the use of a decision-making method that separates battlefield situation and path planning can lead to operational failure. This article provides a tactical path planning method that effectively integrates battlefield situation and map information. This method, based on traditional A* algorithm, combines influence map to digitize battlefield situation factors, and uses digitized situation factors combined with terrain factors as the objective function of the improved A* algorithm. Thus, under the same algorithm complexity conditions, the A* algorithm converges to the tactically optimal path. Simulation experiments effectively verify that this method can support more complex and diverse tactical path planning compared to traditional A* algorithm. Battlefield situation information can guide path planning to effectively reduce the damage suffered by one party during maneuvering and improve our offensive capabilities, shaping a generally advantageous situation.
Key words: computer wargame, influence map, A* algorithm, path planning
Lv Qian-ru, YANG Xiang-rui, CAI Zhi-ping. A computer wargame path planning method based on influence map[J]. Computer Engineering & Science, 2024, 46(06): 1041-1049.
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http://joces.nudt.edu.cn/EN/Y2024/V46/I06/1041