Role determination in an aerial dogfight

G.J. Olsder, J.V. Breakwell

    Research output: Contribution to journalArticleAcademic

    27 Citations (Scopus)
    45 Downloads (Pure)

    Abstract

    A coplanar aerial dogfight is analyzed by assuming constant, not necessarily identical, speeds and individual maximum turning rates and lethal ranges. A combatant (A) is assumed to be victorious when his opponent (B) has been maneuvered into a relative position within A's lethal range and in the direction of A's velocity. Three variables are required to define the instantaneous “state” of the game, namely the relative position (2) and the angle (1) between their velocities. A computer program has been constructed to divide the 3-dimensional region of possible initial (and subsequent) states into regions corresponding to victory by one or the other combatant, and, if the faster combatant has the smaller lethal range, a “no contest” region corresponding to escape by the faster combatant. The critical separating surface (or surfaces) is composed of a number of pieces corresponding to initial conditions leading either to simultaneous kill or to “near miss” situations of one type or another. Optimal play is defined in the immediate neighborhood of the entire separating surface, guaranteeing victory (or escape) to one combatant or the other, depending on location on one side or the other of the separating surface.
    Original languageUndefined
    Pages (from-to)47-66
    JournalInternational journal of game theory
    Volume3
    Issue number1
    DOIs
    Publication statusPublished - 1974

    Keywords

    • IR-85579

    Cite this

    Olsder, G.J. ; Breakwell, J.V. / Role determination in an aerial dogfight. In: International journal of game theory. 1974 ; Vol. 3, No. 1. pp. 47-66.
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    Role determination in an aerial dogfight. / Olsder, G.J.; Breakwell, J.V.

    In: International journal of game theory, Vol. 3, No. 1, 1974, p. 47-66.

    Research output: Contribution to journalArticleAcademic

    TY - JOUR

    T1 - Role determination in an aerial dogfight

    AU - Olsder, G.J.

    AU - Breakwell, J.V.

    PY - 1974

    Y1 - 1974

    N2 - A coplanar aerial dogfight is analyzed by assuming constant, not necessarily identical, speeds and individual maximum turning rates and lethal ranges. A combatant (A) is assumed to be victorious when his opponent (B) has been maneuvered into a relative position within A's lethal range and in the direction of A's velocity. Three variables are required to define the instantaneous “state” of the game, namely the relative position (2) and the angle (1) between their velocities. A computer program has been constructed to divide the 3-dimensional region of possible initial (and subsequent) states into regions corresponding to victory by one or the other combatant, and, if the faster combatant has the smaller lethal range, a “no contest” region corresponding to escape by the faster combatant. The critical separating surface (or surfaces) is composed of a number of pieces corresponding to initial conditions leading either to simultaneous kill or to “near miss” situations of one type or another. Optimal play is defined in the immediate neighborhood of the entire separating surface, guaranteeing victory (or escape) to one combatant or the other, depending on location on one side or the other of the separating surface.

    AB - A coplanar aerial dogfight is analyzed by assuming constant, not necessarily identical, speeds and individual maximum turning rates and lethal ranges. A combatant (A) is assumed to be victorious when his opponent (B) has been maneuvered into a relative position within A's lethal range and in the direction of A's velocity. Three variables are required to define the instantaneous “state” of the game, namely the relative position (2) and the angle (1) between their velocities. A computer program has been constructed to divide the 3-dimensional region of possible initial (and subsequent) states into regions corresponding to victory by one or the other combatant, and, if the faster combatant has the smaller lethal range, a “no contest” region corresponding to escape by the faster combatant. The critical separating surface (or surfaces) is composed of a number of pieces corresponding to initial conditions leading either to simultaneous kill or to “near miss” situations of one type or another. Optimal play is defined in the immediate neighborhood of the entire separating surface, guaranteeing victory (or escape) to one combatant or the other, depending on location on one side or the other of the separating surface.

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