In aerial combat, fighter jets attacking valuable aircraft may be intercepted by missiles from the base, and this scenario can be modeled as a Target-Attacker-Defender (TAD) game. Currently, in TAD games where the attacker’s speed is lower than the defender’s speed, the attacker’s capture method is set to point capture. However, in actual combat, the attacker may be a missile or aircraft with a non-zero capture radius, thereby changing the shape of the capture curve from an Apollonius circle to an Apollonius oval. Moreover, at this point, the attacker can destroy the target outside the interception curve formed between the attacker and the defender. The method proposed in previous literature, which utilizes the distance between centers to find solutions for the game of kind, is no longer applicable. Therefore, this article first constructs the farthest firepower coverage curve of the attacker based on the interception curve formed by the attacker-defender and the capture radius of the attacker. Then, employing geometric techniques, the barrier surface separating the territory where the attacker prevails from that of the target-defender team is pinpointed by analyzing the positional correlation between the farthest firepower coverage curve and the capture curve established by the attacker-target interaction.

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Constructing Barrier Surface in Target-Attacker-Defender Game with Non-zero Capture Radius for the Attacker

  • Yibo Shi,
  • Chaoli Wang,
  • Qinglin Wu

摘要

In aerial combat, fighter jets attacking valuable aircraft may be intercepted by missiles from the base, and this scenario can be modeled as a Target-Attacker-Defender (TAD) game. Currently, in TAD games where the attacker’s speed is lower than the defender’s speed, the attacker’s capture method is set to point capture. However, in actual combat, the attacker may be a missile or aircraft with a non-zero capture radius, thereby changing the shape of the capture curve from an Apollonius circle to an Apollonius oval. Moreover, at this point, the attacker can destroy the target outside the interception curve formed between the attacker and the defender. The method proposed in previous literature, which utilizes the distance between centers to find solutions for the game of kind, is no longer applicable. Therefore, this article first constructs the farthest firepower coverage curve of the attacker based on the interception curve formed by the attacker-defender and the capture radius of the attacker. Then, employing geometric techniques, the barrier surface separating the territory where the attacker prevails from that of the target-defender team is pinpointed by analyzing the positional correlation between the farthest firepower coverage curve and the capture curve established by the attacker-target interaction.