Результаты поиска по 'war':
Найдено статей: 5
  1. Malinetsky G.G.
    Theory of self-organization. On the cusp of IV paradigm
    Computer Research and Modeling, 2013, v. 5, no. 3, pp. 315-336

    We discuss key problems of self-organization theory, synergetics, and the prospects of its development for the next decades. We show that the future of this interdisciplinary approach probably is defined by the development of new network paradigm. We consider statements of several fundamental scientific and principle technological problems and concrete results giving rise to these conclusions.

    Views (last year): 9. Citations: 19 (RSCI).
  2. Didych Y.O., Malinetsky G.G.
    The analysis of player’s behaviour in modified “Sea battle” game
    Computer Research and Modeling, 2016, v. 8, no. 5, pp. 817-827

    The well-known “Sea battle” game is in the focus of the current job. The main goal of the article is to provide modified version of “Sea battle” game and to find optimal players’ strategies in the new rules. Changes were applied to attacking strategies (new option to attack hitting four cells in one shot was added) as well as to the size of the field (sizes of 10 × 10, 20 × 20, 30 × 30 were used) and to the rules of disposal algorithms during the game (new possibility to move the ship off the attacking zone). The game was solved with the use of game theory capabilities: payoff matrices were found for each version of altered rules, for which optimal pure and mixed strategies were discovered. For solving payoff matrices iterative method was used. The simulation was in applying five attacking algorithms and six disposal ones with parameters variation due to the game of players with each other. Attacking algorithms were varied in 100 sets of parameters, disposal algorithms — in 150 sets. Major result is that using such algorithms the modified “Sea battle” game can be solved — that implies the possibility of finding stable pure and mixed strategies of behaviour, which guarantee the sides gaining optimal results in game theory terms. Moreover, influence of modifying the rules of “Sea battle” game is estimated. Comparison with prior authors’ results on this topic was made. Based on matching the payoff matrices with the statistical analysis, completed earlier, it was found out that standard “Sea battle” game could be represented as a special case of game modifications, observed in this article. The job is important not only because of its applications in war area, but in civil areas as well. Use of article’s results could save resources in exploration, provide an advantage in war conflicts, defend devices under devastating impact.

    Views (last year): 18.
  3. Shumov V.V.
    Analysis of socio-informational influence through the examples of US wars in Korea, Vietnam, and Iraq
    Computer Research and Modeling, 2014, v. 6, no. 1, pp. 167-184

    In the first section of the paper a definition of presentation (perception) functions — components of individual’s subjective view of the world — are proposed. Using the basic psychophysical law formulated by S. Stevens, and relying on the hypotheses of socialization, rationality, individual choice, complexity of informational influences, dynamics of ideas and perceptions, and accessibility, formal dependence was derived allowing to calculate the function of presentation (perception) for probabilistic indicators (with known distribution function or subjective probability) and of interval type. In the second and third sections parameters of the presentation function according to surveys of the U.S. population related to the war in Korea, Vietnam, and Iraq are estimated.

    Views (last year): 2. Citations: 3 (RSCI).
  4. Shumov V.V., Korepanov V.O.
    Mathematical models of combat and military operations
    Computer Research and Modeling, 2020, v. 12, no. 1, pp. 217-242

    Simulation of combat and military operations is the most important scientific and practical task aimed at providing the command of quantitative bases for decision-making. The first models of combat were developed during the First World War (M. Osipov, F. Lanchester), and now they are widely used in connection with the massive introduction of automation tools. At the same time, the models of combat and war do not fully take into account the moral potentials of the parties to the conflict, which motivates and motivates the further development of models of battle and war. A probabilistic model of combat is considered, in which the parameter of combat superiority is determined through the parameter of moral (the ratio of the percentages of the losses sustained by the parties) and the parameter of technological superiority. To assess the latter, the following is taken into account: command experience (ability to organize coordinated actions), reconnaissance, fire and maneuverability capabilities of the parties and operational (combat) support capabilities. A game-based offensive-defense model has been developed, taking into account the actions of the first and second echelons (reserves) of the parties. The target function of the attackers in the model is the product of the probability of a breakthrough by the first echelon of one of the defense points by the probability of the second echelon of the counterattack repelling the reserve of the defenders. Solved the private task of managing the breakthrough of defense points and found the optimal distribution of combat units between the trains. The share of troops allocated by the parties to the second echelon (reserve) increases with an increase in the value of the aggregate combat superiority parameter of those advancing and decreases with an increase in the value of the combat superiority parameter when repelling a counterattack. When planning a battle (battles, operations) and the distribution of its troops between echelons, it is important to know not the exact number of enemy troops, but their capabilities and capabilities, as well as the degree of preparedness of the defense, which does not contradict the experience of warfare. Depending on the conditions of the situation, the goal of an offensive may be to defeat the enemy, quickly capture an important area in the depth of the enemy’s defense, minimize their losses, etc. For scaling the offensive-defense model for targets, the dependencies of the losses and the onset rate on the initial ratio of the combat potentials of the parties were found. The influence of social costs on the course and outcome of wars is taken into account. A theoretical explanation is given of a loss in a military company with a technologically weak adversary and with a goal of war that is unclear to society. To account for the influence of psychological operations and information wars on the moral potential of individuals, a model of social and information influence was used.

  5. Malkov S.Yu., Davydova O.I.
    Modernization as a global process: the experience of mathematical modeling
    Computer Research and Modeling, 2021, v. 13, no. 4, pp. 859-873

    The article analyzes empirical data on the long-term demographic and economic dynamics of the countries of the world for the period from the beginning of the 19th century to the present. Population and GDP of a number of countries of the world for the period 1500–2016 were selected as indicators characterizing the long-term demographic and economic dynamics of the countries of the world. Countries were chosen in such a way that they included representatives with different levels of development (developed and developing countries), as well as countries from different regions of the world (North America, South America, Europe, Asia, Africa). A specially developed mathematical model was used for modeling and data processing. The presented model is an autonomous system of differential equations that describes the processes of socio-economic modernization, including the process of transition from an agrarian society to an industrial and post-industrial one. The model contains the idea that the process of modernization begins with the emergence of an innovative sector in a traditional society, developing on the basis of new technologies. The population is gradually moving from the traditional sector to the innovation sector. Modernization is completed when most of the population moves to the innovation sector.

    Statistical methods of data processing and Big Data methods, including hierarchical clustering were used. Using the developed algorithm based on the random descent method, the parameters of the model were identified and verified on the basis of empirical series, and the model was tested using statistical data reflecting the changes observed in developed and developing countries during the period of modernization taking place over the past centuries. Testing the model has demonstrated its high quality — the deviations of the calculated curves from statistical data are usually small and occur during periods of wars and economic crises. Thus, the analysis of statistical data on the long-term demographic and economic dynamics of the countries of the world made it possible to determine general patterns and formalize them in the form of a mathematical model. The model will be used to forecast demographic and economic dynamics in different countries of the world.

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