Abstract

In the realm of modern video game development, special attention is given to the simulation of artillery systems, which play a crucial role in various military-themed games. This research presents a mathematical model for simulating the actions of a virtual artillery system. The model is designed to manage the execution of combat tasks, including targeting destruction with a specified number of shells and incorporating the strategic movement between firing positions to minimize detection and attack by enemy forces in the game. The model presumes that all shots are effective and equates the number of firing positions to the number of shots, with a minimum of one shot per position. The model's dynamics do not allow for returning to previous positions, adding a layer of complexity and realism to the gameplay. Movement simulations between positions are designed along virtual roads of varying quality, enhancing the strategic elements of the game. A method for determining the optimal strategy for the artillery system's actions has been developed, introducing the concept of the current structure of combat task execution. This problem-solving approach falls within the realm of Pareto-oriented tasks or dynamic programming challenges. The computational method of the model is based on a general algorithm, underpinned by specialized additional algorithms. Results from this model demonstrate the feasibility of completing combat tasks effectively, with a maximum of two shots per firing position. The research differentiates between defensive and offensive tactics in gameplay, suggesting that while a strategy involving ten shots per target aligns with defensive gameplay, a strategy with four shots per target aligns with offensive actions. Consequently, the "shot-and-scoot" tactic in an offensive context can be aptly termed as “hid-and-shot”.

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