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Research on Learnable Wargame Agent Driven by Battle Scheme

Xitong Fangzhen Xuebao / Journal of System Simulation, ISSN: 1004-731X, Vol: 36, Issue: 7, Page: 1525-1535
2024
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Simulation and gaming publications, June-December 2024

PAXsims is pleased to present a selection of recently-published items on conflict simulation and serious gaming.  Some of these may not address conflict, peacebuilding, or development issues at all, but have been included because of the broader perspective they offer on games-based education or analysis. Others might address “gaming-adjacent” issues such as group dynamics and decision-making, asse

Article Description

To enable the agent to cope with complex battle scenarios and objectives in wargame, a learnable wargame agent architecture driven by a battle scheme is proposed. By analyzing the "attachment characteristics" and "loose coupling characteristics" of the agent to wargame system, the learnable requirements of the agent are obtained. In the design of the agent framework, battle schemes are used to reduce the learning range of the agent. The finite state machine corresponds to the knowledge of the operational phase in the battle scheme, and the decision-making space of the agent is determined according to the framework of the battle scheme. A learnable deep neural network is designed to explore key decision space. The neural network uses prior knowledge imitation learning mode and deep reinforcement learning mode. This architecture can iteratively explore optimal deployment and collaboration issues for multiple chessmen that are difficult for humans to fully tease out.

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