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Journal ArticleDOI

Game theory for automated maneuvering during air-to-air combat

TLDR
A game-matrix approach has been developed to generate intelligent maneuvering decisions for low-flying aircraft during one-on-one air combat over hilly terrain and generates some of the tactics employed by experienced pilots in combat flight tests.
Abstract
A game-matrix approach has been developed to generate intelligent maneuvering decisions for low-flying aircraft during one-on-one air combat over hilly terrain. The decisions are made by comparing scores based on the predicted orientation, range, velocity, and terrain clearance for various maneuver combinations of both aircraft. A computer program implements the decision process in real time and computes the state of the aircraft employing the selected maneuvers. Predicted states are obtained by numerically integrating the dynamic equations. The program has been installed and demonstrated at the NASA Ames vertical motion simulator to provide an automated adversary for manned helicopter combat simulations. A stand-alone version of the program, in which the decisions of both combatants are generated by the computer, has also been prepared for nonpiloted simulations. Sample trajectories show that this new automated maneuvering logic generates some of the tactics employed by experienced pilots in combat flight tests. Whereas the current application applies to helicopter combat, the program can be used for fixed-wing aircraft by replacing those subroutines that provide the aircraft capabilities.

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Citations
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Real-Time Motion Planning for Agile Autonomous Vehicles

TL;DR: In this paper, a randomized path planning architecture for dynamical systems in the presence of fixed and moving obstacles is proposed, which can be applied to vehicles whose dynamics are described either by ordinary differential equations or by higher-level, hybrid representations.
Proceedings ArticleDOI

Real-time motion planning for agile autonomous vehicles

TL;DR: This paper proposes a randomized motion planning architecture for dynamical systems in the presence of fixed and moving obstacles that addresses the dynamic constraints on the vehicle's motion, and it provides at the same time a consistent decoupling between low-level control and motion planning.
Proceedings ArticleDOI

Robust hybrid control for autonomous vehicle motion planning

TL;DR: In this paper, the authors propose a control architecture based on a hybrid automaton, the states of which represent feasible trajectory primitives for the vehicle, in the presence of disturbances and uncertainties in the plant and/or in the environment.
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Air-Combat Strategy Using Approximate Dynamic Programming

TL;DR: A formulation of a level-flight fixed-velocity one-on-one air-combat maneuvering problem and an approximate dynamic programming approach for computing an efficient approximation of the optimal policy are presented.
Proceedings ArticleDOI

Formation flight as a cooperative game

TL;DR: In this article, the formation of aircraft can follow very precise and intricate three-dimensional paths while still acting as a group, and two examples demonstrate cooperative behavior as part of the formation breaks away to inspect a potential target or adversary.
References
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Book

Theory of Games and Economic Behavior

TL;DR: Theory of games and economic behavior as mentioned in this paper is the classic work upon which modern-day game theory is based, and it has been widely used to analyze a host of real-world phenomena from arms races to optimal policy choices of presidential candidates, from vaccination policy to major league baseball salary negotiations.
Proceedings ArticleDOI

Automated maneuvering decisions for air-to-air combat

TL;DR: In this paper, a game-matrix approach is used to generate intelligent maneuvering decisions for nap-of-the-earth one-on-one helicopter air combat over hilly terrain.
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