A two-dimensional air-to-air combat game - Toward an air-combat advisory system
Air-to-air combat is modeled as a discrete differential game, and by constraining the game to searching for the best guidance laws from the sets of those considered for each opponent, feedback and outcome charts are obtained which can be used to turn one of the automatic opponents into an intelligent opponent against a human pilot. A one-on-one two-dimensional fully automatic, or manned versus automatic, air-to-air combat game has been designed which includes both attack and evasion alternatives for both aircraft. Guidance law selection occurs by flooding the initial-condition space with four simulated fights for each initial condition, depicting the various attack/evasion strategies for the two opponents, and recording the outcomes. For each initial condition, the minimax method from differential games is employed to determine the best choice from the available strategies.