Multi‐Agent Game Strategies for Kill Chain Optimization in Networked Aerial Combat Systems

ABSTRACT In modern information warfare, single‐agent and multi‐agent systems (MAS) play a critical role in achieving integrated combat capabilities. This study examines agent‐based game strategies in airborne networked systems, focusing specifically on the air‐fleet kill chain—the central framework that unifies fighters, early‐warning aircraft, and missiles into a cohesive, intelligent system. We analyse how MAS mitigate the complexity, uncertainty, and adversarial dynamics of aerial combat by optimising detection, decision‐making, and strike efficiency through networked collaboration. Two representative scenarios are presented: (1) an AI‐driven fighter (ALPHA AI) using genetic‐fuzzy tree algorithms to surpass human pilots, and (2) adversarial multi‐agent reinforcement learning (MADDPG) in OpenAI's simulation suite. We then propose a systematic MAS‐based kill‐chain optimisation design that integrates deep reinforcement learning, Bayesian inference, and tactical decision frameworks. Simulation results demonstrate enhanced coordination, real‐time adaptability, and optimised damage probabilities in both single‐ and multi‐agent confrontations. Our findings establish a theoretical foundation for transitioning from rule‐based to AI‐driven system‐of‐systems warfare in next‐generation aerial combat.

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Publication Details

Journal
IET Control Theory and Applications
Published
2025-01-01
DOI
https://doi.org/10.1049/cth2.70064
Citations
1
Primary Topic
Guidance and Control Systems
Type
article
Field-Weighted Citation Impact
4.99
Controls
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article

Multi‐Agent Game Strategies for Kill Chain Optimization in Networked Aerial Combat Systems

Haijun Ye, Guojie Qin, Chuanguo Chi, Yunlian Kuang
1 citations
IET Control Theory and Applications
Guidance and Control Systems
4.99
article

Multi‐Agent Game Strategies for Kill Chain Optimization in Networked Aerial Combat Systems

Haijun Ye, Guojie Qin, Chuanguo Chi, Yunlian Kuang
article en
1 citations

Abstract

ABSTRACT In modern information warfare, single‐agent and multi‐agent systems (MAS) play a critical role in achieving integrated combat capabilities. This study examines agent‐based game strategies in airborne networked systems, focusing specifically on the air‐fleet kill chain—the central framework that unifies fighters, early‐warning aircraft, and missiles into a cohesive, intelligent system. We analyse how MAS mitigate the complexity, uncertainty, and adversarial dynamics of aerial combat by optimising detection, decision‐making, and strike efficiency through networked collaboration. Two representative scenarios are presented: (1) an AI‐driven fighter (ALPHA AI) using genetic‐fuzzy tree algorithms to surpass human pilots, and (2) adversarial multi‐agent reinforcement learning (MADDPG) in OpenAI's simulation suite. We then propose a systematic MAS‐based kill‐chain optimisation design that integrates deep reinforcement learning, Bayesian inference, and tactical decision frameworks. Simulation results demonstrate enhanced coordination, real‐time adaptability, and optimised damage probabilities in both single‐ and multi‐agent confrontations. Our findings establish a theoretical foundation for transitioning from rule‐based to AI‐driven system‐of‐systems warfare in next‐generation aerial combat.

IET Control Theory and ApplicationsVol. 19(1)
Beijing University of Posts and Telecommunications (CN), China Academy of Information and Communications Technology (CN)
Openalex Percentile: Top 5%
Guidance and Control Systems
4.99
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