MOP-N: A Hybrid AI Model for Automated Deployment of Guns in Dynamic Wargaming Scenario

Wargames play a critical role in training of military officers/commanders for operations planning and execution. A typical training wargame may involve a large number of players as part of more than one competing forces. It is often desirable to reduce number of players to improve playability of wargames, which is in conflict with the requirements of operational realism. Successful automation of players and their decision making processes can result in reduction of number of players without loss in the operational realism. Also, depending upon the objective, a wargame can be played at various levels of abstraction viz. procedural, tactical, operational and strategic. Usually higher level (operational and strategic) wargames involve abstract (low resolution) entities. Developing models to simulate these abstract entities is most critical challenge for wargaming simulation designers. Alternatively, with incorporation of automation of lower level players’ decision making processes, detailed high resolution entities can be represented enabling modelling at abstraction closer to real physical entities, which is relatively simpler. The automation may be required at different stages of a wargame. It may be required during game initialisation or in relatively static situations where time constraint on decision making (and thus computation time) may not be severe......

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Publication Details

Journal
Defence Science Journal
Published
2025-03-24
DOI
https://doi.org/10.14429/dsj.20246
Primary Topic
Robotic Path Planning Algorithms
Type
article
Field-Weighted Citation Impact
0.00
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article

MOP-N: A Hybrid AI Model for Automated Deployment of Guns in Dynamic Wargaming Scenario

Vinita Jindal, Punam Bedi, Shweta Taneja, Sumeet Jaiswal et al.
Defence Science Journal
Robotic Path Planning Algorithms
article

MOP-N: A Hybrid AI Model for Automated Deployment of Guns in Dynamic Wargaming Scenario

Vinita Jindal, Punam Bedi, Shweta Taneja, Sumeet Jaiswal, Sanjay Bisht
article en

Abstract

Wargames play a critical role in training of military officers/commanders for operations planning and execution. A typical training wargame may involve a large number of players as part of more than one competing forces. It is often desirable to reduce number of players to improve playability of wargames, which is in conflict with the requirements of operational realism. Successful automation of players and their decision making processes can result in reduction of number of players without loss in the operational realism. Also, depending upon the objective, a wargame can be played at various levels of abstraction viz. procedural, tactical, operational and strategic. Usually higher level (operational and strategic) wargames involve abstract (low resolution) entities. Developing models to simulate these abstract entities is most critical challenge for wargaming simulation designers. Alternatively, with incorporation of automation of lower level players’ decision making processes, detailed high resolution entities can be represented enabling modelling at abstraction closer to real physical entities, which is relatively simpler. The automation may be required at different stages of a wargame. It may be required during game initialisation or in relatively static situations where time constraint on decision making (and thus computation time) may not be severe......

Defence Science JournalVol. 75(2)
University of Delhi (IN), Institute for Systems Studies & Analyses (IN)
Openalex Percentile: Top 96%
Robotic Path Planning Algorithms
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