Abstract
Wargame is an important tool that enables training units to develop various strategies by allowing them to experience unexpected situations. There are three methodologies that determine the behavior of the Computer Generated Forces(CGF) in wargame—rule-based, agent-based, and learning-based methodologies. The military determines the behaviors of the CGF mainly based on the rules because a doctrine and an operation plan are well established. However, the advent of intelligent weapons and the accompanying changes in tactics will make it difficult to expect an environment and situations of the future battlefield. Therefore, we studied the automation of CGF through reinforcement learning in order to give unexpected situations, so that the training unit would be able to establish various strategies and tactics through the wargame model. Based on the combat functions of the ground forces, we configured multiple environments that the ground forces CGFs will learn in. First, infantry and artillery CGFs learned in the close combat environment, which is the basis of ground forces combat. Second, the trainee CGF learned in the context of military training. Third, the drone CGF learned how to reconnaissance and attack in a multi-drone environment, and finally, the combat service support CGF learned under the mission of supplying ammunition. As a result, we confirmed that the reinforcement learning methodology is applicable to CGF through these experiments.
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