Mathematical Single-Player Computer Game Model to Reproduce Duel Fight of Tanks

Author:

Serdukov V. I.1,Serdyukova N. A.2,Shishkina S. I.1

Affiliation:

1. Bauman Moscow State Technical University, Moscow

2. Plekhanov Russian University of Economics, Moscow

Abstract

In improving computer games, which reproduce a battle of tanks, two tasks can be distinguished: increasing a collection of game tools to represent virtual prototypes of real tank models and ensuring a realistic game. To solve these problems, a tool is necessary that allows us to compare gaming capabilities of virtual tank brands with combat capabilities of their real prototypes. A mathematical model of a computer game that reproduces a duel battle of tanks can be used as the tool. The specified model satisfies the following requirements: the sequence of operations reproduced in the model is in line with the sequence of operations implemented by the player in the course of the game; the maximum amount of ammunition that a tank can use in a model must correspond to the amount of tank ammunition. The duel lasts until one of the tanks is hit, or until all the gunshots available to hit the enemy are expended. It is necessary to find the probabilities of possible outcomes of a duel battle, the mathematical expectation of its duration, the mathematical expectation of the ammunition consumption of each side.The solution to the problem is obtained by constructing a mathematical model according to the scheme of Markov random process with discrete states and continuous time. It is implemented as a program for a model of a duel battle of tanks and can be used when developing a computer game of the genre of tank simulators to assess the gaming capabilities of the virtual tanks in a duel battle from the data on the amount of their ammunition and on the intensity of the game process transition from one state to another; for selecting the intensity values of the game process transition from one state to another, based on the data on the estimated game capabilities of virtual tanks in a duel battle. Thus, game participants can use this model to conduct their own research. Developers of computer games can use it for setting up the game and setting such intensity values of the game process transition from one state to another, at which the gaming capabilities of virtual tanks will correspond to the combat capabilities of their real prototypes on the battlefield.

Publisher

NPG Publishing

Subject

General Engineering,Energy Engineering and Power Technology

Reference15 articles.

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