Optimization results in the "best" solution to the problem, where
best may be:
Best value for money
Lowest risk of Blue casualties
Most cost effective
Maximum ROCE
And many more
Generally, optimization is about compromise
E.g., most cost-effective is not the most effective It
maximizes the ratio of effectiveness:cost, giving best
value for money.
Most effective may be unaffordable
Apollo compromise was about mass, volume, capability and risk
between the various parts
Measuring the effectiveness of LF2020 - it has slipped a decade
after looking at the technology - will be more difficult, but vital.
(With hindsight, you might have seen that coming!)
What is meant by effectiveness?
Cost effectiveness, cost exchange ratio, casualty exchange
ratio, ROCE? Or all of these?
In practice, it seems that effectiveness the degree of effect
that one system has on another is not fixed
It varies throughout an engagement, for instance
6/1. It is now appropriate to use the GRM in its dynamic form:
The three horizontal layers correspond to the Form Model, the
Behavior Model, and Mission Management - part of Function
Management. The other two oarts of Function Management (e.e.,
Resource Management and Viability Management) appear at left and
right respectively, constituting yhe whole GRM in dynamic layered
form, connected to the external world.
Note the similarlity to the three layer scheme of
Technology, People, Process.
Note that all separate land vehicles, UAVs, etc., treated as
one system
Valid - if we achieve organismic design
However, different design options would introduce different
values for many of the parameters. F'rinstance
Battle damage might be greater with fewer, larger,
concentrated vehicles. However...
Battle damage repair might take much longer with more, widely
dispersed vehicles
Similarly, rearming and refueling on the go would be quite
different for different options
We don't know anything about our supposed enemy
We don't know much about out own forces future beliefs and
behaviors, training, etc.
How can we possibly fill in the details necessary to make the
simulation work sensibly?
All true, but no reason to cop out
First, and initially, it is sensible to assume that an enemy
is neither inadequate, nor a giant in ten-league boots.
It is sensible, as a start point, to assume that Red is as
capable as Blue.
Then, we can assume, too, that Red ethics, morals, behaviors,
training, etc., are the same as Blue's, even if we are not too
sure what Blue's are
In the first instance, create Blue from your own designs,
filling in parameter values from knowledge, experience or SWAG
Employ appropriate, trusted weather and radio transmission
models, typical Rx/Tx sensitivities & powers, and so on
Having created Blue, replicate to create Red and couple so
that the sensors and weapons of Blue seek Red and vice versa.
Run the model. First run should be a standoff, with both
parties inflicting and receiving equal damage (e.g. averaged
out over, say, 1,000 runs)
In a sense, the two interacting models operate like a
Wheatstone Bridge (look it up!)
Things that we may not know about in both Blue or Red tend
to cancel out
If we think,say, ethics, may be a showstopper, then we
insert the same model element for ethics on both sides:
No difference. However...
Change Blue Ethics and the effects of "just and only"
ethics on operational effectiveness may be observed
If it is minor, then ignore
If it is major, then we need to know, i.e., research!
Using nonlinear dynamic simulation, it is possible to update the
basic systems engineering paradigm:
To create hundreds, or even thousands of options covering
different
vehicle arrangements: how many, what functionsÉ
operational parametersÉ power, capacity, sensitivity,
range, frequency, etc., etc.
Support & logistics
Weapons performance, etc., etc.,
To search through the resulting massive n-dimensional solution
space efficiently and
To find the optimum (e.g. most cost effective) solution of all
the possible configurations
To "prove" your solution is the right one.
The key is to use genetic algorithmic methods
Establish pseudo-genes to code for parameters in solution
system
i.e., re-create the system solution from a set of genes,
e.g., Gene A codes for "radar transmitter power"
Gene A can take on a range of values that express as a range
of transmitter powers
e.g., Gene B codes for "number of weapons type X"
Gene B can take on a range of values corresponding to the
number of X missiles carried, with an upper limit set by capacity
In each case, as the genes code for more or less, there is a
consequent cost assessment
E.g., more missiles carried = more cost
E.g. greater missile Ph = less missile firings
Design search starts by randomly generating a set of gene
values
These vary the initial parameters in the Blue Model
These values determine a putative system design
number of vehicles, weapons, ranges, missile pH, etc.
This system design solution is sent into combat against an
unaltered, but still dynamic and interactive, Red force.
The outcome of the conflict is recorded as e.g., the various
forms of effectiveness provided by that particular set of genes
The process is repeated for a significant number of random
gene patterns
Results from, say, 500 runs are compared and the "best"
solution is recorded
The corresponding gene values are set into the design as
"radar transmitter power," "number of missiles," etc.
This represents the first level of improved design
The process is repeated, only now the extent by which the
genes may change from the nominal value may be reduced
The intent is to refine the "hill-climbing" process
After a relatively few cycles the process is unable to improve
Blue effectiveness
Typically, between 15 and 30 cycles
The whole exercise may be repeated using different terrain and
different Red opposition, until a firm, provable solution is
established for all reasonable situations
The method is illustrated diagrammatically above.
A simplified example of the genetic/cumulative selection process
follows.
In the following table, some 25 simulation runs have been
recorded. Ony six genes have been used, to simplify the preesntation:
they are
Blue Ph - probability of hit with a weapon, dimensionless
Blue Tx - radar transmitter power, in watts
Equipment quantity, referring to the number of weapons carried
on a TLE
BD Crews - these are the number of battle damage crews,
working on the move to repair damage to the SWARM
Decision Delay (firing) - refers to the time taken to decide
to fire
Intelligence Transit time - the time taken for intelligence to
be processed and presented to augment decision-making.
The six genes were chosen partly to illustrate the diversity of
choice, and partly because, in the system under design, these genes
represented sensitive parameters, i.e., small changes could make a
significant difference.
So, the tables above show the various patterns of input variables
- they represent 25 quite different designs. The tables below show
the outcome from combat simulations, in which the design of Red is
unchanged throughout, while it competes against 25 different Blue
force designs.
Typical simulation run results are shown below, at the start of an
optimization routine. Three different tabular results are shown below
are for one set of 25 completed combat simulation runs. The results
tables are for:
a) Blue Cost Effectiveness
b) Casualty Exchange Ratio
c) Blue cost effectiveness - Red cost effectiveness, i.e. the
difference between them (this is a valid since Red and Blue are,
initially, the same system).
So, to be clear, Run 3 below is one full simulation run in which
Blue LF2020 engages in simulated combat in a particular terrain, with
Red LF2020. In this series of 25 such runs, the particular measure
has been taken at the end of each simulation run - during the
course of the exchanges, the MOE values can fluctuate, as e.g.,
weapon systems are put out of action and as damage repair crews get
things working again..
Other measures could have been included in the runs - it is simply
a matter of choosing the desiring MOE, calculating it for each run
and printing out the table.
In analyzing the results, as the arrows and comments show, all is
not straightforward. The set of design genes that gave rise to run 3
- and therefore, design 3 - give maximum Blue Cost Effectiveness, and
maximum Blue/Red Cost Effectiveness Difference; however, run 3 is far
from best in terms of Casualty Exchange Ratio, and this is one of the
fundamental issues surrounding LF2020. A variation on the simple
approach would be to optimize around a composite MOE - some
combination of Casualty Exchange Ratio and Cost Effectiveness,
perhaps.
The optimization process is not complete, of course, as shown. One
way to proceed would be to insert the gene values of Run 3 as the new
start point, and repeat the procedure, obtaining 25 more runs,
choosing the best (however chosen) and so on, until no further
improvement is achieved. Clearly the overall process could be fully
automated, without the need to stop and examine progress
periodically.
The graph shows Cumulative Selection in operation. The x-axis represents a
series of runs - in this example, 11 runs of 25 combat simulations each run.
The results of this run are counterintuitive - they show Blue Cost Effectiveness
rising as Blue Weapons Ready Stock rises. Investigation shows that it is possible
to run out of weapons in a prolonged exchange, which would be expensive as the
whole force could be lost.
In a second example, under the same conditions, it can be seen
that Blue Cost Effectiveness is rising as Blue Weapons Ph rises; this
is not surprising, as less weapons should be needed for the same
effect. On the other hand, Blue cost Effectiveness is rising as Blue
Radar Transmitter Power is falling. This is because lower radar
transmitter power - provided the radar can still see the target -
reduces the probability of being detected by Red Electronic
Surveillance Measures (ESM). The simulation recognizes the inverse
fourth power law for the active radar, and the inverse square law for
the ESM. It is also true in this case that the lower power radar
costs less.
Note:
This complete process is a powerful way of finding the optimum
overall design, particularly as it measures the MOE of the whole
system while it is in operation. In essence, however, it is no
different from the standard Systems Engineering Problem-solving
Paradigm, in that it generates criteria and trades optional
solutions against them.
The idea of using a copy of Blue as the nonlinear interactive,
dynamic reference during optimization has a number of additional
advantages. Often, when seeking to model an opposing force, too
little is known about such things as manning, training levels,
morale, ethics, morals and belief systems, etc., all of which can
have a material effect on outcome. Using a copy of Blue as
reference, means that as much is known about Red as about Blue.
The end result is a matched set of optimal parameters -
specifications - for Blue, in the situation represented by the
simulation
It is a great advance on conventional methods
Matched specifications show each subsystem
making best contribution to overall Mission
Effectiveness - however measured
while operating and interacting with other systems under
operational conditions, i.e. organismic synthesis!
Solution system parameters contribute to optimum
solution
not too little, not over the top, but
just right for successful operations
Determines optimal support, maintenance, logistics, too
The optimization exercise, using a copy of Blue as Red, would be
followed up by a series of further routines, using a variety of
likely force structures as the interactive Red opponent.
Had we been able to create a variety of terrains
and given that the simulations were reasonable,
then
We would have established
a systems solution,
a system design to the first level,
a set of research targets
a matched set of specifications for subsystems, and
a test bed upon which the incredulousand future
contractorscould explore, challenge, and possibly
improve, our conclusions
and everything can be tracked back to the initial
article, the TRIAD, and so on
It works!
Method used with great success in a variety of walks of life
Essentially, nothing about the method that is context or
technology dependent
Used for Famine Relief, Reconstruction of Afghanistan, Global
socioeconomic forecasting, and many, many more
Systems Methodology Step 7 - Creating the
Solution System
The final step concerns itself with the creation of tangible
assets that, when brought together and activated, become the system
solution to the original problem from Step 1.
At the end of Step 6, we had a matched an balanced set of
specifications for Land Force 2020. This was to be an unprecedented
system, at least in parts - nobody has yet, and may never, create
such a system for such a purpose. However, to proceed with the
demonstration of the Systems Methodology, see the following diagram.
The SoS was comprised of several parts/subsystems, each candidates
for separate projects:
VSTOL Transport Aircraft
Teams of trained crews
Teams of trained C2 personnel
Command and Control facilities (C4I)
Remote piloting controls
Repair and Logistic Bays
Land Transport Elements (TLEs - advanced vehicles)
Operating crews
Transmission systems
Hover systems
Sensor systems
Remote driving controls
UAV Launch and Recovery
Active Camouflage Systems (Chameleon and Photocopier)
Raptor UAVs
remote pilot facilities
electromechanical avian capabilities
navigation
communications, internal and external
flight controls
flap, soar, stoop, evade, etc.
remote piloting
sensors (TV eyes, ESM, IR flash, laser etalons, etc.)
communications
weapon management systems
weapon delivery systems
energy accumulation, storage and distribution
etc.
Dragonfly UAVs
as Raptor, but with flight controls relevant to dragonfly
analogous behavior
etc.
DTDMA/CNI System with associated Prime Mission functions:
Data sharing/ communications relay / image relay / video
relay
Relative navigation
Identification
Cooperative reconnaissance
Cooperative identification
Target association
RASP formation
Cooperative target allocation
Cooperative kill assessment
Formation management and control
etc.
Weapons
SREMP, the non-lethal short range electromagnetic pulse
weapon to disable vehicles, electrical supplies, electronics,
and communications
Other non-lethal weapons
CIWS - the close-on weapon system for TLE defense against
weapons attack
etc., etc.
Notes:
Although some research will be needed in each of the areas
identified in this list, some of it is within the range of
short-term acquisition. For the raptors and dragonflies, for
instance, it would be possible to develop working prototypes using
model aircraft, model powered gliders and model helicopters. Some
of their systems could be based on third generation mobile phones,
which are soon to hit the market with 5Mpixel cameras and zoom
lenses, and which can already send stills and video over
sophisticated digital communication networks. It just needs some
imagination!
So, although the complete SoS may not be in its final form
until 2020, it could probably be fielded in less than complete,
but nonetheless effective, form, using such prototype facilities,
within 5 years of program start.
One aspect not addressed so far is the dynamic nature of the
problem space. Problems can change so fast that, by the time a
solution has been created, the problem has morphed out of
recognition. This may render a SoS useless.
The answer? Well, there is little point in creating a useless
solution to a no-longer existing problem..
Make the SoS highly adaptable, self-healing, and not too
specific in its purpose.
Continually check the problem space and the symptoms
throughout Steps 1 - 6 and on into Step 7, seeking both to
update the final SoS proving criteria - see below - and to
evolve the design in real time
Set up a continual design modification program so that the
SoS is continually upgraded throughout its life
It soon becomes obvious that the full specifications for LF2020
cannot be met in all cases without some research and development. A
suitable strategy for proceeding is presented in the figure above:
Research and development is set in train for all the various
project elements.
Meanwhile, a set of independent projects is established under
the overarching control of a central program team.
The team establishes the objectives of each of the projects to
match the set of specifications where appropriate.
The strategy implicit in the figure above is to treat each of
the projects as independent.
This is as distinct from the practice of developing
software for all the projects in some central software
facility. This practice disrupts the dedicated team ethic which
helps to drive projects to an early and successful conclusion.
Similarly, the strategy chooses not to insist upon the various
projects using the same technological elements. In this instance,
there is unlikely to be much common technology.
Another advantage of keeping the projects separate is that they do
not impinge on each other, so that delays on one project need have no
effect on the others. Further, if one project falls behind, them more
effort can be directed towards it to restore the balance.
The risk from separate projects is that the developing
subsystems/parts may suffer from specification "creep." To guard
against this, program management must monitor the developing parts,
particularly looking for any variations in DEPCABs (dynamic emergent
properties, capabilities and behaviors.) The ideal method for such
monitoring makes use of the simulation facilities developed in Steps
5 & 6. These will highlight any risks from potential DEPCAB
variations, and may also be used to explore ways of rebalancing the
design should variation become unavoidable...
The figure below shows one of the more technologically oriented
sub-projects in some more detail, this time from a commercial,
business viewpoint. Note that the top line, marked Concept, is a
metaphor for the Systems Methodology, Steps 1 - 6.