Using unmanned robotic systems in military operations such as reconnaissance or surveillance, as well as in many civil applications, is common practice. In this article, the problem of monitoring the specified area of interest by a fleet of unmanned aerial systems is examined. The monitoring is planned via the Cooperative Aerial Model, which deploys a number of waypoints in the area; these waypoints are visited successively by unmanned systems. The original model proposed in the past assumed that the area to be explored is perfectly flat. A new formulation of this model is introduced in this article so that the model can be used in a complex environment with uneven terrain and/or with many obstacles, which may occlude some parts of the area of interest. The optimization algorithm based on the simulated annealing principles is proposed for positioning of waypoints to cover as large an area as possible. A set of scenarios has been designed to verify and evaluate the proposed approach. The key experiments are aimed at finding the minimum number of waypoints needed to explore at least the minimum requested portion of the area. Furthermore, the results are compared to the algorithm based on the lawnmower pattern.
This article examines autonomous reconnaissance in a complex urban environment using unmanned aerial vehicles (UAVs). Environments with many buildings and other types of obstacles and/or an uneven terrain are harder to be explored as occlusion of objects of interest may often occur. First, in this article, the problem of autonomous reconnaissance in a complex urban environment via a swarm of UAVs is formulated. Then, the algorithm based on the metaheuristic approach is proposed for a solution. This solution lies in deploying a number of waypoints in the area of interest to be explored, from which the monitoring is performed, and planning the routes for available UAVs among these waypoints so that the monitored area is as large as possible and the operation as short as possible. In the last part of this article, two types of main experiments based on computer simulations are designed to verify the proposed algorithms. The first type focuses on comparing the results achieved on the benchmark instances with the optimal solutions. The second one presents and discusses the results obtained from a number of scenarios, which are based on typical reconnaissance operations in real environments.
Capability-based planning as an approach to defense planning is an almost infinitely complex engineered system with countless nodes and layers of interdependency, influenced by state and non-state diplomatic activities, information, military and economic actions creating secondary and third order effects. The main output of capability-based planning is the set of capability requirements needed to achieve the expected end-state. One revitalized qualitative technique that allows us to gain insights into unstructured and fuzzy problems in the military is wargaming—in its simplest form this involves manual wargaming. At the same time, there has been a push to bring computer assistance to such wargaming, especially to support umpire adjudication and move more generally towards full automation of human elements in wargames. However, computer assistance in wargaming should not be pushed, regardless of cost, towards quantitative techniques. The objective complexity of a problem often does not allow us to replicate the operational environment with the required fidelity to get credible experimental results. This paper discusses a discovery experiment aiming to verify the concept of applying a qualitative expert system within computer assisted wargaming for developing capability requirements in order to reduce umpire bias and risk associated with their decisions. The innovation here lies in applying system dynamics modelling and simulation paradigms when designing the theoretical model of capability development, which forms the core of the expert system. This new approach enables qualitative comparisons between different sets of proposed capability requirements. Moreover, the expert system allows us to reveal the effects of budget cuts on proposed capability requirement solutions, which the umpire was previously unable to articulate when comparing individual solutions by relying solely on his own knowledge. Players in the wargame validated the proposed concept and suggested how the study might be developed going forward: namely, by enabling users to define their own capabilities and not being limited by a predefined set of capabilities.
1 January 2014 in Lecture Notes in Computer Science
The era of a system with some level of autonomous capacity is here for long time, however the deployment of fully autonomous system in military domain is still challenging. The main limitation in the AS operationalization are mentioned and proposals to these challenges are discussed. The ontology of the AS operationalization is elaborated and associations among the main terms is enlisted. The modeling and simulation experimental framework is designed to create a testing and verification environment for AS deployment. The key factor is to include standards of the robotic family and modeling and simulation as well. The standardized scenarios approach for AS deployment is mentioned. The perception of the AS is discussed and the idea of the augmented reality for autonomous system is introduced and related to the human behavior.
19 August 2017 in Advances in Intelligent Systems and Computing