New A SAMI FOR DETERMINING - COnnecting REpositories · 2016. 6. 20. ·...
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m mA COMPUTER WAR SAMI FOR DETERMININGIS COST EFFECTIVENESS OF ACTIVE SONOBUOYS
ROBERT FKANK HARVEY
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A COMPUTER WAR GAME FOR DETERMINING THE
COST-EFFECTIVENESS OF ACTIVE SONOBUOYS
by
Robert Frank Harvey-
Lieutenant, United States NavyB. A. , State University of Iowa, 1957
Submitted in partial fulfillment of the
requirements for the degree of
MASTER OF SCIENCE IN OPERATIONS RESEARCH
from the
NAVAL POSTGRADUATE SCHOOL
June 1967
I
ABSTRACT
In order to evaluate the relative effectiveness of different active
non-directional sonobuoys, a computer war game is developed. One
submarine, employing one evasion tactic, is opposed by one helicopter,
using five prosecution tactics. The tactic of the helicopter prior to the
initial detection of the submarine is seen to be critical, and this simu-
lation aids in determining an optimum tactic.
A cost-effectiveness model to use data from this simulation is
developed.
An example, using hypothetical but realistic data, is presented
to illustrate methods of determining the cost-effectiveness of each
sonobuoy type when used with its optimum tactic.
TABLE OF CONTENTS
CHAPTER PAGE
I. INTRODUCTION 7
The Problem 7
Review of the Literature 8
Organization of Remainder of Thesis 9
II. TACTICS SIMULATION 10
Purpose of the Model 10
Description of Simulation 11
Assumptions Made 12
III. INPUT INSTRUCTION 16
IV. OUTPUT DESCRIPTION 19
V. COST-EFFECTIVENESS EXAMPLE 22
The Assumed Problem 22
Result Desired 22
Use of Simulation Model 23
Cost-Effectiveness Model 28
Results of Example Problem 29
VI. SUMMARY AND CONCLUSIONS 34
Summary 34
Conclusions 34
BIBLIOGRAPHY 36
APPENDIX A. General Flow Charts 37
APPENDIX B. Dictionary of Program Names 48
CHAPTER PAGE
APPENDIX C. Computer Program in FORTRAN 63 53
APPENDIX D. Statistical Examination of Model 69
Random Numbers 69
Probability of Detection 71
APPENDIX E. Analysis of Model's Logic 74
LIST OF ILLUSTRATIONS
FIGURE PAGE
1. Input Data Descriptions 17
2. Main types of Output from Program 20
3. A Supplementary Output for Analysis of Random
Numbers 21
4. Probability of Detection by the SQS-AA 25
5. Probability of Detection by the SQS-XX 26
6. Probability of Detection by the SQS-YY 27
7. Costs of Three Sonobuoy Types 30
8. Data for the Cost-Effectiveness Model 32
9. Main Program Flow Chart 37
10. Helicopter-Sonobuoy Detection Subroutine Flow
Chart 38
11. Submarine Detection Subroutine Flow Chart 39
12. Helicopter Initial Tactic Subroutine Flow Chart 40
13. Helicopter Tactic-One-Ring Subroutine Flow Chart 41
14. Helicopter Tactic-Two-Ring Subroutine Flow Chart 42
15. Helicopter Tactic-Three-Ring Subroutine Flow
Chart 4 3
16. Helicopter Square Search Subroutine Flow Chart 44
17. Submarine First Tactic and Second Tactic Sub-
routine Flow Charts 45
18. Sonobuoy Economizing Subroutine Flow Chart 46
FIGURE PAGE
19. Random Number Test Subroutine Flow Chart 47
20. A Play which the Helicopter "Won" 75
CHAPTER I
INTRODUCTION
The United States Navy currently uses many types of devices in the
search for, and the localization and destruction of, enemy submarines.
The sonobuoy, which is an air-dropped, expendable, sonar capable
of relaying its findings to the aircraft, is one such device. A particular
type is the active non-directional sonobuoy, which sends a pulse of
sound into the water, and transmits the sound of that pulse and the
sound of an echo pulse from a possible submarine to the aircraft via
radio. From the difference in the two times, the range of the submarine
from the sonobuoy can be determined. The locus of the submarine's
possible positions is a hemisphere of that radius about the sonobuoy.
In the Summer of 1966, while working with the Systems Analysis
Staff of the Antisubmarine Warfare Systems Project Office, the author
encountered the problem of developing a method of comparing the costs
and effectiveness of several types of such active sonobuoys some of
which were currently in use in the fleet and others of which were under
consideration for future use.
The precursor of this model was originally developed and used to
solve the effectiveness part of the problem, and has been further devel-
oped since then.
I. THE PROBLEM
A new anti submarine warfare (ASW) helicopter was being designed
and to increase the effectiveness of the helicopter as an ASW fighting
unit, the vehicle, its sensing equipment, and its kill device were being
considered as a package. The kill device had been previously developed
and was suitable for this helicopter. One sensing device had been incor-
porated into the helicopter. It was a magnetic anomaly detection (MAD)
unit streamed behind the helicopter on a cable. When operated at a low
altitude it can detect an anomaly in the earth's magnetic field caused by
the presence of a steel submarine. MAD is a subsidiary sensing device,
and is not adequate for localization when used by itself.
The main device was to be an active sonobuoy system consisting of
sonobuoys and equipment in the helicopter to process the data radioed
from the sonobuoys. This system was under study and various compet-
ing systems of sonobuoys were to be evaluated. A system consists of
the sonobuoys and airborne receiving and processing equipment neces-
sary for the effective use of the sonobuoys.
II. REVIEW OF THE LITERATURE
In determining whether or not a satisfactory model had been devel-
oped by another agency the Defense Documentation Center was consulted
since it is the repository of technical publications for the Defense
Department. The Naval Postgraduate School library was searched
because student theses frequently deal with similar problems. The
Applied Physics Laboratory of Johns Hopkins University was consulted
since many ASW models have been developed there. Also checked was
Navy War Game Manual and its classified supplement.
All searches indicated that no model had been developed to handle
this problem.
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IE. ORGANIZATION OF REMAINDER OF THESIS
A description of the model, its purpose and assumptions will be pre-
sented next, then input instructions for running the computer program
and a description of the output data will follow.
A cost-effectiveness example using hypothetical data will be followed
by a summary and conclusions.
The Bibliography is followed by an Appendix presenting flow charts,
definitions of program names, the computer program in FORTRAN 63, a
statistical examination of two critical aspects of the model, and the
results of an analysis of the model's logic.
CHAPTER II
TACTICS SIMULATION
Simulation was chosen because the problem was so complex that no
mathematical model known to the author could handle it.
One helicopter against one submarine was used, the assumption be-
ing that this was the most likely combination to occur.
From the analytic insight obtained by devising and playing a manual
war game based on the author's tactical experience in ASW, it quickly
became apparent that the helicopters tactics were so important as to
overwhelm all other parameters except the range of the sonobuoy.
It was decided to write a computer time- step simulation to evaluate
the optimum tactic of the helicopter for each model of sonobuoy. Then
the same program could be used to compare sonobuoy systems, using
the optimum tactic for each. Here, tactic is defined as the laying of a
pattern of sonobuoys on the water. The initial tactic is to lay a pattern
of sonobuoys which is prescribed by doctrine for such an occasion. The
pilot would continue it to completion unless a detection were obtained by
one or more sonobuoys in the pattern. Subsequent tactics would depend
upon the information received from the sonobuoys.
I. PURPOSE OF THE MODEL
The model has two functions. The first is to determine an optimum
initial tactic to be used with each model of sonobuoy. The second is to
determine the cost-effectiveness of each model of sonobuoy using the
optimum initial tactic for that model.
10
II. DESCRIPTION OF SIMULATION
The submarine's initial position is generated at random in a square
of size determined by the user. Its course is also generated randomly.
It pursues that course at its patrol speed until three conditions have been
met: (1) the light-off time of at least one sonobuoy has occurred, (2)
the present time, in seconds, is a multiple of thirty, and (3) the submar-
ine is within twice the input range of the sonobuoy from one or more
sonobuoys. At that time, it changes course to the reciprocal of the
average bearing to the sonobuoys which satisfy the above requirements.
At the time of the first detection of a sonobuoy by the submarine, the
submarine doubles its speed and stays at that speed the remainder of the
play (replication).
The helicopter starts at its input position and flies at its input speed
toward the first input sonobuoy coordinates. When it reaches that posi-
tion it drops a sonobuoy and alters course toward the second input sono-
buoy coordinates. The light-off time of the sonobuoy is 180 seconds after
the time of the drop. The helicopter continues this sequence untiliit has
dropped the input number of sonobuoys in the initial tactic or until at
least one sonobuoy has achieved detection. In the first case, it then flies
a square search of side . 2 miles about the last sonobuoy coordinates.
It has been determined by analysis that this square is the helicopter's
optimum MAD entrapment tactic. In the second case it abandons the
tactic, not to return to it again, and commences TAC1, TAC2, or TAC3.
The detections occur as follows. Every thirty seconds a check is
made to see if the helicopter is within MAD range of the submarine.
11
If so, the replication ends in favor of the helicopter and a value of one
is assigned as the outcome of that replication. If no detection occurs
the game continues. Every thirty seconds all sonobuoys which have
lighted off are checked to see if the submarine is within sonobuoy detec-
tion range. The coordinates of the sonobuoys achieving detection and
their distances from the submarine, up to a total of three sonobuoys,
are recorded.
In the following description the term "ring" will refer to a circle
whose center is at a sonobuoy and whose radius is the detection range
of the sonobuoy.
If the helicopter gets information from only one sonobuoy, it checks
to see if it, the helicopter, is inside the ring. If so, it proceeds out-
ward from the sonobuoy to the ring, drops a sonobuoy, goes to the
opposite arc via the center and drops another sonobuoy. It then com-
mences a square search about the last sonobuoy.
The phrase "drops a sonobuoy" used anywhere except in TACA
means that subroutine ECON is called and, if no sonobuoy is within one-
half of its detection range from the helicopter at the position at which it
is ready to drop, a sonobuoy is dropped there. If none is dropped the
helicopter continues its current tactic.
If the helicopter receives information from two sonobuoys simultan-
eously, it flies to the nearest point of intersection of the two rings, drops
a sonobuoy, proceeds to the second intersection, drops another sonobuoy,
then flies a square search about the last.
12
If it receives information from three sonobuoys simultaneously it
proceeds to the point of mutual intersection of the three rings, drops a
sonobuoy, and flies a square seach about that position.
While the above is happening, every thirty seconds the sonobuoys
which have lighted off are being checked for information. If no sonobuoy
is acheiving detection, the current tactic continues. If one, two, or at
least three sonobuoys are achieving detection, the one, two, or three
ring tactic, respectively, is used. No information from any previous
tactic is used in this case.
If the submarine input escape time occurs the play ends in favor of
the submarine and a value of zero is assigned as the outcome of that
replication.
IK. ASSUMPTIONS MADE
Of the many assumptions made in adapting a computer model to
reality, the following major ones are listed.
A. Helicopter
1. The single helicopter starts from its initial position with
the crew knowing that there is a possible submarine within an
area about datum which is an input for each game.
2. The helicopter is crewed by reasoning persons whose goal
is to achieve MAD detection as quickly and using as few sono-
buoys as possible.
3. The helicopter, at the end of each tactic during which no
new information came in, flies a square search. When this is
13
done in the initial tactic and in the tactic which results from
only one sonobuoy achieving detection (one-ring tactic), it is
assumed to be waiting for information. This is equivalent to
random MAD in a "real" helicopter. In the two-ring and three-
ring tactics it is trying to entrap the submarine to achieve MAD
detection.
B. Submarine
1. At the start of play the submarine is proceeding on a straight
course toward an objective, submerged and at patrol speed,
unaware that the search phase detection has been made.
2. Upon first detecting an active sonobuoy, the submarine
skipper realizes he is being prosecuted by an aircraft dropping
active sonobuoys in his vicinity. He changes his short term
objective to eluding the aircraft, believing that if he manages
to escape detection for a short time he will be able to escape
the aircraft and resume his original objective. He therefore
doubles his speed and attempts to elude all sonobuoys by taking
as his course the reciprocal of the average bearing to all sono-
buoys which have commenced emitting sound (have "lighted off")
and which are within his detection range. Thereafter he com-
putes his course anew each time new data comes in, but keeps
his speed constant.
C. Sonobuoy
1. The sonobuoy has a "cooky cutter" probability distribution
function.
14
2. It has a three minute light -off time.
3. All survive impact with the water and achieve ranges which
are predictable.
D. MAD
1. The MAD gear has a "cooky cutter" probability distribution
function.
2. The gear is unaffected by helicopter maneuvering.
3. The gear achieves ranges which are predictable.
E. Other Assumptions
1. Both the helicopter and submarine make pinpoint and
instantaneous turns.
2. The water has constant and uniform properties.
3. Both the helicopter and the submarine have limitations upon
the speed with which they may receive, process, and act on
new data. The game was written so that new data can be acted
on every thirty seconds of play.
4. Ranges from the helicopter to the submarine and from the
sonobuoy transducer to the submarine are considered horizontal
ranges, not slant ranges. This simplifying assumption approxi-
mates the case of a helicopter at low altitude, and the sonobuoy
transducer and submarine at the same shallow depth.
15
CHAPTER III
INPUT INSTRUCTIONS
The input to this program is relatively simple. A maximum of 214
items is to be read in. One is the title of the data set, thirteen are
various performance parameters and miscellaneous items, and there
are up to 200 X and Y coordinates of sonobuoys. A maximum of 100
sonobuoys is allowed for the total used in all tactics of a single replica-
tion.
Figure 1 presents the card number, width of fields in terms of
columns, and a description of each field or group of fields.
16
Card Columns Format Description
1 1-12 2A6 Any alpha-numeric character may be usedto designate data set number.
2 1-5 F5. 1 VH = the speed of the helicopter in knots.
2 6-10 F5.1 VSS = the patrol speed of the submarine in
knots.
2 11-15 F5. 1 BRING = one-half of the side of a square,
centered on datum, in which the submarinemust start.
2 16-20 F5. 1 XHH = the helicopter's starting x coordinate
in nautical miles from datum, where(x,y) = (o, o) is datum.
2 21-25 F5. 1 YHH = the helicopter's starting y coordinate
in nautical miles from datum.
2 26-30 F5. 1 TMAX = the ex-e-a£e time of the submarinein hours.
2 31-35 F5. 1 RMAD = the radius of the MAD gear in
nautical miles.
2 36-40 F5. 1 RSB = the radius of the sonobuoy detecting
capability in nautical miles.
2 41-51 010 IIR = the starting argument for the randomnumber generator, in octal.
3 1-10 110 NSB = the number of sonobuoys in the initial
tactic.
3 11-20 110 NREP = the number of replications desiredin one game.
3 21-30 110 KTEST: If zero, no statistical testing of
random numbers will occur; K any posi-
tive integer is placed here, testing will
occur.
FIGURE 1
INPUT DATA DESCRIPTION
17
Card Columns Format Description
3 31-40 110 NRAN = the number of random numbers to
be tested.
4 1-5 F5. 1 A(2) = the x coordinate at which the first
sonobuoy in the initial tactic will be
dropped, in nautical miles from datum.
4 6-10 F5. 1 B(2) = the y coor dinate of the first sono-
buoy.
4 11-80 7F5. 1 x and y coordinates of sonobuoys two through
eight.
5-12 1-80 8F5. 1 As above for sonobuoys nine through sixteen
etc. , to a total of 100 sets of (x, y) coordin-
ates if desired. The number of (x,y)
coordinate sets must agree with NSB on
card 3.
FIGURE 1 (CONTINUED)
18
CHAPTER IV
OUTPUT DESCRIPTION
There are three main and one supplementary outputs from this
program.
A read-out of the input parameters, as explained in Figure 1, is
illustrated in Figure 2(a). This is printed before the first replication
starts.
At the end of each replication four lines are printed. The first is
"outcome of this replication" and a 1.00 signifies a helicopter win,
while a . 00 signifies a submarine win. The other three are "number of
sonobuoys used," "game hours to completion," and "number of this
replication. " These are illustrated in Figure 2(b).
At the end of the entire game four more lines are printed; "average
probability of detection, " "average number of sonobuoys used, " "average
game hours to completion," and "number of replications in the game".
Figure 2(c) illustrates these lines.
If the random numbers generated are examined, a listing of signifi-
cant statistical information is made. The lists are "interval", "number
in this interval", "mean", "sample mean", and "sample variance".
These are shown in Figure 3 for the value IIR = 47532352.
19
TACTICS 10
120.0 6.0 4.0 0-20.0 1.0 .2 3.0 475323525 1 1 1355
-4. 4. 4. -4.
(a)
OUTCOME OF THIS REPLICATION = 1. 00
NUMBER OF SONOBUOYS USED = 3
GAME HOURS TO COMPLETION = . 27
NUMBER OF THIS REPLICATION = 1
(b)
AVERAGE PROBABILITY OF DETECTION = .18
AVERAGE NUMBER OF SONOBUOYS USED = 14.27
AVERAGE GAME HOURS TO COMPLETION = .75
NUMBER OF REPLICATIONS IN GAME = 271
(c)
FIGURE 2
MAIN TYPES OF OUTPUT FROM PROGRAM:(a) INPUT ;DATA; '(B)f DATA FROM ONEREPLICATION AND; (c) AVERAGE DATAFOR GAME
20
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21
CHAPTER V
COST -EFFECTIVENESS EXAMPLE
This simulation model can be used to determine an optimum initial
tactic for use with a given model sonobuoy system. Another use is to de-
termine the cost-effectiveness of different active non-directional sonobuoy
systems by first finding the optimum initial tactic for each, then compar-
ing the outputs "average probability of detection"and"average number of
sonobuoys used" together with cost information in a cost-effectiveness
model to aid in deciding among the competing sonobuoy systems.
All sonobuoys and their performance data, all output data, and all
costs are hypothetical but realistic.
I THE ASSUMED PROBLEM
One active sonobuoy, the SQS-AA, is in current use in the fleet. A
new helicopter is being developed and the main sensing device for it
could be one of two sonobuoys, the SQS-XX and the SQS-YY, currently
in the research phase. Only theoretical performance data is available
for thellatter two, while for the former both theoretical performance,
developed in the research phase, and observed performance data,
recorded in use, are available.
For the SQS-AA two cost studies are available: The initial study for
the proposed new sonobuoy SQS-AA, done in 1957; a follow up study on
the sonobuoy after it had been in the fleet one year, done in 1962.
Only one cost study is available for each of the SQS-XX and SQS-YY
sonobuoys; the initial studies, done in 1967.
II RESULT DESIRED
The solution to the problem will aid in determining which of the
proposed new sonobuoys, if either , should enter into the development phase.
22
Ill USE OF SIMULATION MODELi
i
The theoretical performance data for the SOS-AA has been used
because the methods used to determine it correspond to the methods
used to determine performance data for the SQS-XX and SQS-YY.
The following scenario was selected. An unidentified submarine is
detected by a shore unit and is determined to be within an area approxi-
mated by a square of certain input dimensions. That area is near a
convoy which has a destroyer based helicopter in the air to serve as a
"pouncer" aircraft. The helicopter is vectored to the area and starts a
localization process as described in chapter II, using tactics which are
systematically varied in a series of games.
First one sonobuoy, the SQS-AA, is evaluated. Its performance
data is put into the program together with a likely initial tactic which,
as previously, stated, is a set of sonobuoy coordinates. The other input
parameters are introduced now and will remain the same for all replica-
tions of all games of the series.
The first replication commences and the computer generates the
submarine starting position within the square, and its course at random.
Then the computer "moves" the helicopter and submarine until either
"wins" a play. That terminates one replication of one game. For the
next replication only the submarine's starting coordinates and course
are different. After a preset, input, number of replications, various
important data is averaged and presented on the output sheet. Then the
next set of input data is introduced to start a new game. This might
23
differ from the first set, for example, only in the radius of the pattern
of sonobuoys in the initial tactic.
This process is continued until all sonobuoys, used with all tactics
likely to bring success to the helicopter, have been investigated. The
best tactic for each is determined by graphing (average) probability of
detection against any other significant parameter desired. For example,
in figure 4 the radius of the sonobuoy pattern about datum was chosen.
Figure 4(a) shows those two tactics plotted for all tactics which utilized
the SOS-AA against conventional submarines of six knots patrol speed
and twelve knot "escape" speed. Figure 4(b) shows the same for nuclear
submarines of fifteen knot patrol speed and thirty knot escape speed.
Figures 5 and 6 show the same type of graphs for the SQS-XX and
SQS-YY respectively. The circular pattern of sonobuoys yields the
highest probability of detection of the three types of tactics considered.
Since the maximum ordinate on the graph falls at significantly different
radii for conventional and nuclear submarines, the study would indicate
different tactics against the two types of submarines. Both would
employ the circular pattern but at different radii. Consequently, in the
cost-effectiveness model to follow, the probability of detection for con-
i
ventional and nuclear submarines will be dealth with separately. Note:
These graphs are hypothetical but are similar to classified production
runs made with this model.
This ends the effectiveness portion of the model and could be a
separate tactics study of itself. However the optimum tactic,
24
A
O -Z
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circular pluscenter sonobuoy
8
Radius of pattern in nautical miles
(a)
.4
PC•P
o>»•p
.2
•H
OuOh
e xpanding
spiralcircular pattern
ircular pluscenter sonobuoy
6 8
Radius of pattern in nautical miles
<b)'
FIGURE k
PROBABILITY OF DETECTION OF (a) CONVENTIONALAND (b) MJCLEAH SUBMARINES BY THE SQS-AA
25
A T
ao•H -7
+»• >O•
Vi* 2o
>»4>«r4
*"*1•H.1
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circular pluscenter sonobuoy
8
Radius of pattern in nautical miles(a)
.4.
c
5.34»
§4»
^ .2o
>»4>•H
o
expandingspiral
circular pattern
circular pluscenter sonobuoy
Radius of pattern in nautical miles(b)
FIGURE 5
PROBABILITY OF DETECTION OF (a) CONVENTIONALAND (b) NUCLSAR SUBMARINES BY THE SQS-XX
26
'
.**
o
7ariding spiral^expanding sp
O
circular pattern
circular plusenter sonobuoy
Oil ..
8
Radius of pattern in nautical miles(a)
•** T
o
^.2o
p
2.1
o
£
expand i ngspiral
ircular pattern
.circular pluscenter sonobuoy
2 4 6 8
Radius of pattern in nautical miles(b)
FIGURE 6
PROBABILITY Of DETECTION OF (a) CONVENTIONALAND (b) NUCL \R SUBMARINES BY THE SQS-YY
27
probability of detection, and average number of sonobuoys used provide
data for a cost-effectiveness study.
IV COST -EFFECTIVENESS MODEL
The initial cost studies on all three sonobuoys were selected for
comparison purposes. Each study employs the ten year system cost
technique. Build-up costs are negligible, since the forces which are
to operate the equipment are already operating other sensing equip-
ment which would be supplanted by the new sonobuoy systems.
The ten year figure is arrived at by estimating that the sensor
would be replaced entirely by another within ten years.
The cost of the aircraft to carry the sonobuoy is ignored since the
aircraft cost is added in at a higher level of analysis. Note that the
original aircraft which carried the SQS-AA was fixed wing while the
type envisioned for the SQS-XX or SQS-YY is rotary winged. However
this model works equally well for fixed wing and rotary wing aircraft,
the only difference being in the input speeds of the two types.
The cost-effectiveness model and the terms used in it are as
follows.
P . = Probability of detection of a conventional submarine by i
—
sonobuoy type.
P_. = Probability of detection of a nuclear submarine by the i
—
sonobuoy type.
i = 1 refers to the SQS-AA
i = 2 refers to the SQS-XX
i = 3 refers to the SQS-YY
28
A = That fraction of the enemy's subsurface fleet devoted to conven-
tional submarines in the 1970 decade.
A = That fraction of the enemy's subsurface fleet devoted to nuclear
submarines in the 1970 decade.i
(Al+ A
2= 1)
S . = The number of sonobuoys of the i— type used by the helicopterli
in its optimum tactic against conventional submarines.
S_. = The number of sonobuoys of the i— type used by the helicopter
in its optimum tactic against nuclear submarines.
thC. = Cost per unit of the i— sonobuoy type as tabulated in column (3)
of figure 7.
(C/E).= Cost per unit of effectiveness of the i— sonobuoy type where
effectiveness is defined later in this section.
(C/E).= (A.S.. + A_S_.) ^AP +A.P-.2 2i s^ 1 li 2 2i
A1P11
+ A2P21
C.i
(i = 1, 2, 3,)
V RESULTS OF EXAMPLE PROBLEM
The breakdown of the costs for each model is shown in Figure 7,
where all numbers represent millions of dollars. Column (1), Research
and Development, is self explanatory. Column (2), Initial Investment,
represents the cost of tooling up and producing the estimated number of
sonobuoys needed for ten years use, listed in column (7). Annual
Operations, Column (3), is the average cost of storing and maintaining
the dwindling supply of sonobuoys for one year, while column (4) repre-
sents those costs for the ten year study period. Column (5) is the sum
29
(1) (2) (3) (4)
Type Research and Initial Annual AnnualDevelopment Investment Operations Operations
Times Ten
SQS-AA $ .1 $ 1.8 $ . 08 $ . 8
SQS-XX . 3 7. 8 . 21 2. 1
SQS-YY .4 9.4 . 32 3. 2
(5) (6) (7) (8)
Type Cost of Ten Cost in 1967 Number of Cost perYear System Dollars Sonobuoys
to be Pro-duced and
Used.
Sonobuoy
SQS-AA $ 2. 7 $ 3. 6 40,000 $ 90
SQS-XX 10.2 10.2 60,000 ] 170
SQS-YY 13. 13. 60,000 217
FIGURE 7
COST OF THREE SONOBUOY TYPES(IN MILLIONS OF DOLLARS)
30
of columns (1), (2), and (4). It represents the ten year system cost in
1957 dollars for the SQS-AA, and 1967 dollars for the SQS-XX and
SQS-YY. In column (6) all costs are in 1967 dollars, where the annual
inflation between 1957 and 1967 was determined to be 3%. Column (8) is
the ratio of the entries in column (6) to the entries in column (7), and
represents the cost of one sonobuoy for each of the three models.
Figure 8 tabulates the numbers needed for the cost-effectiveness
model presented in section IV of this chapter, Columns (1), (2), and (3)
are taken from Figures 4, 5, and 6, and represent the Probability of
Detection for nuclear and conventional submarines when the optimum
tactics are used.
In the decade 1970-1980, during which this system would be
employed, it is estimated that the enemy will have a mix of six conven-
tional submarines for every four nuclear. So A = . 6 and A = . 4.
Column (3) then, is the weighted mean of the items in columns (1) and
(2). Columns (4) and (5) are the Average Number of Sonobuoys needed
for the tactic chosen, and column (6) shows the weighted mean of the
numbers in the previous two columns.
In column (7) the SQS-AA weighted mean probability of detection
from column (3) is defined to be one unit of effectiveness and the effec-
tiveness of the other two sonobuoys are computed in relation to it by
dividing the entries in column (3) by .074 to obtain column (7). In
column (8), the ratios of the respective entries in columns (6) and (7)
are listed, and represent the number of sonobuoys needed for one unit
of effectiveness.
31
(1) (2) (3) (4) (5)
i Type Pli
P2i
A.P, .+A P .
l li 2 2iSli
S_.2i
1 SQS-AA . 11 . 02 .074 10 18.
2 SQS-XX . 18 . 10 . 148 19 13
3 SQS-YY . 30 . 12 . 228 7 9
(6) (?) (8) (9) (10)
i Type A S..+A111 2
=x
2iA P +A P
1 li 2 2i
A1P11+A
2P21
=y
X
y
Ci (C/E)i
i SQS-AA 13.2 i. 13. 2 $ 90 $1190
2 SQS-XX 11. 2 2.00 5. 60 170 952
3 SQS-YY 7. 8 3.08 2. 53 217 549
FIGURE 8
DATA FOR THE COST -EFFECTIVENESS MODEL
32
Column (9) lists the cost per unit of each type of sonobuoy as listed
in column (8) of Figure 7. Column (10) is the product of the items in
columns (8) and (9) and is the desired result.
Using the criteria "Minimize Cost Per Unit Effectiveness", the
SQS-YY would emerge as the "best buy" despite its higher cost. This is
in consonance with intuition because its range of detection as input to the
program was approximately four times that of the SQS-AA, and twice
that of the SQS-XX.
*
.
33
CHAPTER VI
SUMMARY AND CONCLUSIONS
I SUMMARY
The problem was to find a means of comparing active sonobuoys of
different performance and cost, and find a way to determine the relative
cost-effectiveness of each type. From playing manual war games in
which one helicopter was pitted against one submarine, it became
apparent that the initial tactics employed by the helicopter were of para-
mount importance in determining the effectiveness of each type sonobuoy,
and yet the "optimal" tactic for each was not known.
A computer war game utilizing Monte Carlo technique was written
when it was discovered that there was no model available in the litera-
ture to test tactics for active sonobuoys.
The model is documented in chapters II through IV, and is illustrat-
ed by means of a complete cost-effectiveness example in chapter V.
II CONCLUSIONS
The computer war game developed is capable of doing two main
tasks.
It will evaluate the tactics of any aircraft using active sonobuoys
so as to arrive at one or more useful tactics for each type sonobuoy
studied.
Once the optimum tactic is decided upon, the numbers of sonobuoys
used for each type may be used, together with cost information, to
compare the sonobuoy types for cost-effectiveness.
34
The model has been thoroughly analysed by the statistical and
geometrical methods presented in the Appendices. In addition ten hours
of production runs yielded preliminary data which approximately agreed
with the manual war games and coincided both with intuition and experi-
ence. That data is classified secret and has not been included in this
unclassified report, which concentrates on the underlying technique.
35
BIBLIOGRAPHY
1. Andrus, Alvin F. A Mine Sweeper Computer Simulation. Monterey,
California: Naval Postgraduate School Technical Report/
Research Paper No. 64, 1966
2. Campbell, William F. Form and Style in Theses Writing . Boston,
Massachusetts: Houghton Mifflin Company, 1954
3. McCraken, Daniel D. , and Dorn, William S. Numerical Methods
and Fortran Programming . New York: John Wiley and Sons,
Inc. , 1964
4. Mood, Alexander M. , and Graybill, Franklin A. Introduction to
the Theory of Statistics . New York: McGraw-Hill Book
Company, Inc. , 1963.
5. Parzen, Emanual. Modern Probability Theory and Its Application.
New York: John Wiley and Sons, Inc. , I960.
6. Tiedeman, John A. "Digital Program for Surface Missile System
Expected Kill Analysis. " Unpublished paper, Naval Postgraduate
School, Monterey, California, 1967.
36
APPENDIX A
GENERAL FLOW CHARTS
END —
—
(input CARDS
>
HEAD A..D ..RITE INPUTS WRITE RESULTS
GENERATE SUBM RiNECOORDINATES AND CUU ibE
\
CALLTACN
CALLT \CM
<HELICOPTER ITH1N MA~d\RANGE OP SUBMARINE _J
N
END OF GAMEHELICOPTEu WINS
ADVANCE TIME ONE SECONDl
(game time up)—
to
f SONOBUGY DATA \yCOLLl^C ION TIME/
END OF GAMESUBMARINE INS
N ULCALLHDET
CALLSDET
(HELP ACHIEVED ^ y /lF1..-:ST DETECTION^/ \*
i£L
CALLTACA
,2, 3 i S NOBUOYSACHIEVED DETECTION
ICALLTAC1
CALLT*C2
CALLTAC3
N ( SUBMARINE ACHIEFIiiST" DETECT
eved\ION J
FIGURE 9
MAIN PROGRAM
37
cCHECK EACH SONOBUOTWHICH HAS LIGHTED OFFFOR SUB DETECTION >ELIMINATE HELICOPTERTACA PROM FURTHERUSE
RECORD COORDINATESOF SONOBUOYS ANDRANGE FROM SUBMARINE]
(*THREE DETECTIONS^ N
<r.
ALL CHECKEDD
C DETECTIONS V-
RESET DETECTIONCOUNTER TO NUMBEROF DETS. MADE ONLAST SUCESSFULINTEROGATION OF
SONOBUOYS
N
150 SECONDSSINCE TAC1 ORTAC2 CALLED
-»| RETURN J
ENABLE TAC1.TAC2,TAC3 TO BE USEDAGAIN
FIGURE 10
HBLXCOPTER-SONOBUOT DETECTION SUBROUTINE
m
CHECK EACH SONOBUOYWHICH HAS LIGHT EDOFF FOR SUBMARINEDETECTION
ELIMINATE SUBMARINETACM FROM FURTHERUSE
ADD BEARING OFSUBMARINE TOTOTAL OF OTHERSONOBUOYS DETECTING
N-»f ALL CHECKED)
(DETECTIONS) N
ESET SUBMARINECOURSE TORECIPROCAL OFAVERAGE BEARING
£RETURN
FIGURE 11
SUBMARINE DETECTION SUBROUTINE
39
(ALL SONOBUOYS ALLOTT1FOR TACA DROPPED
N
5CALLSQSE
ADVANCE HELO TOINPUT POSITIONOF NEXT (OR FIRST)SONOBUOT TO BE
DROPPED
cAT POSITIONF>JL
DROP SONOBUOY ANDCOMPUTE LIGHT OFF
TIME
M return]
FIGURE 12
HELICOPTER INITIAL TACTIC SUBROUTINE
40
(taci complete)
N
DETERMINE IF HELICOPTERIS INSIDE OR OUTSIDE
RING
ADVANCE HEL COPTERTOtfARD RING
(^AT RING?)N
CALLECONZ3Z
ADVANCE RINGCOUNTER
IRING CROSSEDTWICE
N
CAUSE HELICOPTERCOURSE TO BETOWARD OPFOSITESIDE OF RING
CALLSQSE
DECLARETACICOMPLETE
tSTURN
FIGURE 13
HELICOPTER TACTIC ONE-RING SUBROUTINE
41
(TAC2 computed)
JUL
TAC2 USED SINCELAST DETECTION
MADE
CALLSQS*
COMPUTE TWOINTERSECTIONSOP RINGS ANDLABEL POINT ONEAND POINT TWO
(point one closer) M
DESTINATIONIS POINT ONE
ADVANCE HELICOPTERTOWARD DESTINATION
( AT DESTINATION)—**-
CHANGE DESTINATIONTO OTHER POINT
CALLECO* <
DESTINATIONIS POINT TWO
J
SECOND DESTI-NATION REACHED
y
>^
TAC2 COMPLETEj
-
Jreturn
FIGURE 1%
HELICOPTER TACTIC TWO-RING
AZ
rBEGIN>lTAC3
(tac3 complete) f
DETERMINE MUTUALINTERSECTION OFTHREE RIxNGS
ADVANCE HELICOPTER
CALLECON=3Z
TAC3 COMPLETE
CALLSQSE
( AT INTERSECTION) -
:! f\ RETURN
FIGURE 15
HELICOPTER TACTIC THREE-RING SUBROUTINE
43
N
CALUCATE TIMETO COMPLETE SIDEOF SQUARE
^1
HELICOPTER STARTS AT ZEROAND TAKES COURSESAS SHOWN
ADVANCE HELICOPTER
cTIME TO TURND*
TURN LEFT ASSHOWN
return]
FIGURE 16
HELICOPTER SQUARE SEARCH SUBROUTINE
44
ADVANCE SUB ALONGINITIAL COURSE FROMINITIAL COORDINATES
•;turn
(a)
ADVANCE SUB ALONGEVASION COURSECALCULATED IN SDET
RETURN
(b)
FIGURE 17
(a) SUBxMARINE FIRST TACTIC SUBROUTINE
(b) SUBMARINE SECOND TACTIC SUBROUTINE
45
'BEGIJTlECON
CHECK EACH SONOBUOYWHICH HASBEEN DROPPED
WITHIN ONE-HALFDETECTION RANGEOF PROPOSEDDROP POSITION
N
IT QALL SONOBUOYS CHECKED)
ADVANCE SONOBUOYCOUNTER, COMPUTELIGHT OFF TIME,RECORD SONOBUOYCOORDINATES
ADVANCE COUNTEROF SONOBUOYSWITHIN DETECTION
RANGE'
XN ONE OR MORE
SONOBUOYS WITHINRANGE
| RETURN
1
FIGURE i*
SONOBUOY ECONOMIZING SUBROUTINE
46
1 SET COUNTERS
GENERATE RANDOMNUMBERS, SORT INTOINTERVALS , COMPUTESAMPLE MEAN
GENERATE SAMERANDOM NUMBERS,SORT, COMPUTE SAMPLEVARIANCE, MEANVARIANCE, ANDINTERVALS.
PRINT DATA
RETURN
FIGURE 19
RANDOM NUMBER TEST SUBROUTINE
47
APPENDIX B.
DICTIONARY OF PROGRAM NAMES
AA, BB No meaning attached; For reading in title of data set.
A(I) Input X coordinate for (1-1)— sonobuoy of helicopter's
initial tactic.
AK Floating point equivalent to counter K in subroutine TEST.
ALFA Initial course of Submarine.
thAMAN(I) Mean of the I— interval in Subroutine TEST
thBE (I) Lower endpoint of I— interval in subroutine TEST.
B(I) Input Y coordinate for (1-1)— sonobuoy of helicopter's
initial tactic.
BRING Input value of one half the side of the square in whichsubmarine is contained initially.
CUS Computes escape course of Submarine in Subroutine TACN.
ECON Subroutine which drops new sonobuoys in TAC1, TAC2,and TAC3 only i« there are not one or more sonobuoyswithin detection range.
HDET Subroutine which queries sonobuoys for detection of
submarine.
IIR Input argument for random number subroutine. Enteredin octal.
IR Equivalent to IIR.
JA Counter for submarine and helicopter data collection.
KCK Prevents KTLIT(I) from being calculated more than once.
KMEAN Tells if sample mean has been computed. Done on first
pass through random numbers.
KSB The number of sonobuoys (plus one) which have beendropped at any given time. | £KSB ^ 101
48
KSBCK Counter which prevents helicopter from dropping a sono-buoy if there are one or more within one-half of the
detection range of the intended drop position.
KTEST Input which determines whether or not subroutine TESTis called.
KTIME Game time in seconds. O^KTIME^KTMAX
KTLIT(I) Light off time of (1-1)— sonobuoy.
KTMAX Fixed point equivalent of TMAX ' 3600.
LL Prevents TAC1 and TAC2 from being started over unless150 seconds have elapsed.
M Number of sonobuoys achieving detection at a given intero-
gation time.
MCK Prevents helicopter from using TACA after a detection
has occured.
MS Determines what side of square search helicopter is on.
MT Counter of seconds of helicopter advancement along a
side of the square search.
MTA Number of seconds helicopter advances for one-half the
side of the square search.
MU Determines if TAC1 has been completed.
MX Records value of M at start of subroutine HDET and
assigns its value to M again if no detections occur.
NCK Prevents TACM from being used after submarine first
detects a sonobuoy.
NN Determines secondary tactic within TAC1
.
NP Distinguishes between two arms of ambiguity in TAC2.
NR Counter for number of replications
NRAN Input which determines how many random numbers are
evaluated. 1355 is the most it is necessary to call.
NREP Maximum number of replications desired.
Maximum needed is 271.
49
NS
NSB
NT
PROB
PSUM
R
RANDOM
RANI
RDET
RMAD
RSB
SDET
SMEAN
SQSE
SUM
SVAR(I)
TACA
TAC1
TAC2
TAC3
TACM
TACN
TEST
Determines if TAC3 has been completed.
Number of sonobuoys in a full TACA pattern.
Tells helicopter what to do within TAC2.
Number assigned when TMAX or MAD occurs.
Numerator of average probability of detection fraction.
Random number in FORTRAN IV
FORTRAN 6 3 equivalent of R.
Random number subroutine.
Radius in nautical miles from each sonobuoy achieving
detection to the submarines.
"Cooky Cutter" range of MAD gear in nautical miles.
"Cooky Cutter" range of sonobuoys, in nautical miles.
Submarine's subroutine for detection of sonobuoys.
Sample mean of an interval of width one -tenth in sub-
routine TEST.
Subroutine which moves helicopter in a square pattern to
attempt MAD detection.
Numerator of average course fraction.
Sample variance of each interval in subroutine TEST.
Helicopter
Helicopter
Helicopter
Helicopter
Submarine
s initial tactic,
s one-ring tactic,
s two-ring tactic,
s three-ring tactic
s initial tactic.
Submarine's evasion tactic,
Subroutine which tests random numbers for randomness
50
TMAX
TPROB
U(E)
VAR(K)
VH
VSS
XDET(M)
XH
XHH
XI
X(I)
XKSB
XNR
XP
XP1
XP2
XS
XTIME
YDET(M)
YH
Submarine's escape time in hours.
Average probability of detection of submarine by helicopter,
Upper endpoint of I— interval in subroutine TEST.
Term needed to compute sample variance.
Helicopter airspeed in knots.
Submarine patrol speed in knots.
X coordinate of Mt— sonobuoy detecting submarine, in
nautical miles.
X coordinate of helicopter in nautical miles.
X coordinate of helicopter initial position in nautical
miles.
Denominator of CUS.
.thX coordinate in nautical miles of (1-1)— sonobuoy whichhas been dropped. Also serves as a counter in subroutine
TEST.
Floating point equivalent of KSB.
Floating point equivalent of NR.
X coordinate in nautical miles of one point of intersec-
tion of two circles. (XP=XP1 or XP=XP2).
X coordinate of one point of intersectionfof two circles
in TAC2 and TAG 3.
X coordinate in nautical miles of the other intersection.
(See X PI)
X coordinate of submarine in nautical miles.
Floating point equivalent of KTIME.
Y coordinate in nautical miles of M— sonobuoy detecting
submarine.
Y coordinate in nautical miles of helicopter.
51
YHH
Y(I)
YKSB
YP
YP1
YP2
YS
YTIME
Z
Y coordinate in nautical miles of helicopter's starting
position.
tVi
Y coordinate in nautical miles of (1-1)— sonobuoy whichhas been dropped. Also serves as a counter in subrou-tine TEST.
Numerator of average number of sonobuoys used.
Y. coordinate in nautical miles of one point of intersection
of two circles. (YP=YP1 or YP=YP2).
Y coordinate in nautical miles of one point of intersection
of two circles in TAC2 and TAC3.
Y coordinate in nautical miles of the other intersection.
(See YP1).
Y coordinate, in nautical miles, of submarine.
Numerator of average time fraction.
Term needed to compute sample variance in subroutine
TEST.
Note: This program was originally written in FORTRAN IV, then
altered to FORTRAN 63. Several terms, such as EQUIVALENCE (R,
RANDOM), and FUNCTION SQRT, were inserted to avoid much rewrit-
ing of complicated expressions.
52
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68
APPENDIX D
STATISTICAL EXAMINATION OF MODEL
In order that the user of the model may decide on the degree of confi-
dence to place in the model's results, two critical features are examined
statistically. Those examinations are presented in this appendix.
I RANDOM NUMBERS
Five random numbers are generated in each replication. They
control the area of the square the submarine is contained in at the start,
and the initial course of the submarine. The random number generator
is assumed to be uniform between zero and one but, as is well known,
the numbers from a random generator are not random at all, but are
instead a rigid sequence of numbers determined by the program which
generated them and the intial argument specified by the user. The
user should examine those random numbers which his program uses,
to determine if they are close enough to true randomness to meet the
requirements of his problem. If they are not, one standard procedure
to effect a change is to change the initial argument until a nearly ran-
dom sequence of numbers has been obtained. That has been done for
this model and the results and statistical methods follow.
As will be explained in the subsequent section of this appendix, 271
replications are the most runs necessary to achieve eighty one per cent
confidence that the probabilities of detection of two games which differ
by one-tenth are statistically different. 1355 random numbers are the
most which will ever be needed, and sequences of that length have been
examined. The input values of KTEST = 1 , NRAN=1355, and
.69
IIR=47532352 (octal field) were used and the results were as presented
in Figure 3 of Chapter IV.
Subroutine TEST called 1355 numbers, sorted each into 10 intervals
of one-tenth width each (arbitrary) counted the numbers in each inter-
val and computed their sample mean as (4):
n
where n is the number of random numbers which fell into a given inter-
thval and X. is the value of the i— number in that interval,
l
The same random numbers were generated again and this time the
sample variance was computed as (4):
where the symbols n, X., and X have the same meaning as before.
Next the mean (5),
where a is the lower limit of the interval and b it's upper limit, was
computed for each interval. The variance as determined by (5):
/^
was then determined to be a constant in all intervals.
The upper and lower limits were then computed and all the above
information presented in the following order: Interval limits; Number
of random numbers which fell into this interval; Mean; Sample mean;
Variance; and Sample variance.
The numbers in Figure 3 are the result. Since the number in each
interval is close to 135. 5 and there is close agreement between the
mean and sample mean, and the variance and sample variance, these
70
random numbers are regarded by the author as sufficient for the pur-
poses of this model, hence the initial argument shown is recommended.
II PROBABILITY OF DETECTION
The outcome of each replication is a one if MAD occurs and a zero
if it does not. The only things which change from one replication to the
next are the submarine's starting coordinates and course. These are
determined by the random numbers which, we have seen, are reason-
ably random. So the outcome of each replication, or "experiment" may
be considered belonging to two categories, called "successes" or
"failures" and represent independently repeated, or "Bernoulli trials"
(5).
The maximum likehood estimator for the mean of the Bernoulli
distribution is (4) ^
A large enough sample (271) is present for the normal approximation to
Abe accurate. A ninety per cent confidence that P is within + . 05 of the
"true" population mean is desired. The model for the large sample
confidence interval of the normal approximation of the Bernoulli distri-
bution is (4): P(90% of sample means will be between P+. 05 and P- . 05)
-MM*/5*5 *" ^/ajlp) = .io
71
1st r = p + .os
p t .os- ± P + i.c<f£-fh^p)
p(l-p) £ >0F
P(i-P) * f' 0S \
(>-H K .»* J
A A
n 2 211 (at P s a )
So the most replications ever necessary is 271, and that only if the
probability of detection is . 5. If the probabilities are different, the
number of replications required for the same confidence interval is
Aless. For example, if P = . 1, then n 2 98.
AThe estimator P will fall within . 05 of the "true" value of P 90%
of the time. But we wish to know if a probability that differs by . 1
72
from another represents a "better" tactic. In order to resolve the two
points each of which is 90% certain, each must lie within +_ . 05 of it's
true mean. So if the points are separated by . 1 we may be (. 90)(. 90) •
100 = 81% confident that the two points are "statistically different".
Assuming the model does not bias one tactic over another, we may be
81% certain that the tactic with the higher probability of detection is
"better" than the other. The author sees no evidence of such bias.
73
APPENDIX E
ANALYSIS OF MODEL'S LOGIC
A complete analysis of one replication is presented geometrically
in Figure 20 and in the following text. The solid line in the Figure
represents the helicopter's path and the broken line that of the sub-
marine's. The arcs with numbers on them indicate the detection time
from the sonobuoy in the center of the arc. Presented at the top of
Figure 20 is a write out of the input to this game. This is a replication
which the helicopter "won", and illustrates many of the model's
features.
Cards were inserted into the program to cause certain critical
values to print out every one second of game time. These values
represent the positions of the helicopter and submarine at all times ls
positions of the sonobuoys, the positions and ranges to the submarine
of all sonobuoys up to a total of three achieving detection at any given
time, and the current game time in seconds.
TIME EVENT
sec. Helicopter starts at (x, y) = (0, -20), (not shown).
Submarine starts at (2.2, .2).
478 Helicopter lays sonobuoy No. 1 at (0, -4. 1).
648 Helicopter lays sonobuoy No. 2 at (4.0, -. 1).
658 Sonobuoy No. 1 lights off.
660 Submarine detects sonobuoy No. 1, changes its=course
to go away from it, and doubles its speed.
818 Sonobuoy No. 3 is dropped.
74
1L10.0 6.0 4.05
-4.0 4.0
N
0-20.0 1.0 .2 3.0 ^75^23528 u oo 6 4 • o • -4 • o o o o
LEGEND
elicopter track
—* Submarine track
ff7 Game time in seconds
(jj) Sonobuoy No. 3
jonobuoy detection onivo
this arc at this time
(-1) Distance from datumin nautical miles
L
FIGURE 20
A PLAY vHICH THE HELICOPTER "WON"
75
TIME EVENT
828 Sonobuoy No. 2 lights off.
840 Submarine detects sonobuoy Nos. 1 and 2 and alters course,
Helicopter detects submarine on sonobuoy No. 2 and alters
course as directed by TAC1.
947 Helicopter drops sonobuoy No. 4 on the ring of TAC1, at
(2. 3,1. 2).
990 150 seconds delay time has elapsed since first detection.
Helicopter reverses course to restart TAC1.
1020 Submarine detects sonobuoy Nos. 1, 2, and 3 and alters
course.
1036 Helicopter reaches ring of TAC1 but is prevented fromdropping because sonobuoy No. 4 is nearby. Reversescourse.
1140 Submarine detects sonobuoys No. 1, 2, 3, and 4 and alters
course. Helicopter detects submarine on sonobuoys No. 2
and 4 and alters course toward the nearest intersection of
the two rings as in TAC2.
1241 Helicopter, at (2. 0, . 8) detects submarine, at (1. 9, . 9),
by MAD and replication ends in favor of the helicopter.
76
INITIAL DISTRIBUTION LIST
No. Copies
1. Defense Documentation Center 20
Cameron Station
Alexandria, Virginia 22314
2. Library 2
Naval Postgraduate School, Monterey, California
3. Office of the Chief of Naval Operations (OP96) 1
Navy Department, Washington, D. C. 20350
4. Prof. John A. Tiedeman, Dept Ops Research 1
Naval Postgraduate School, Monterey, California
5. Lt Robert F. Harvey, SMC 1767 1
Naval Postgraduate School, Monterey, California
6. Systems Analysis Staff, Naval Ordnance Laboratory 1
Silver Springs, Md. 20910
77
UNCLASSIFIEDSecurity Classification
DOCUMENT CONTROL DATA • R&D(Security clarification ol tltlo, body ol obatract and indaxinj annotation muat bo ontotod wtion tho orotmll raport io cloaaitiod)
1. ORIGINATING ACTIVITY (Ccrporata author)
Naval Postgraduate School
Monterey, California 93940
2a. REPORT SECURITY CLASSIFICATION
Unclassified2b eroup
3. REPORT TITLE
A Computer War Game for Determining the Cost-Effectiveness of ActiveSonobuoys
4. DESCRIPTIVE NOTES (Typo ol roport and Inctuairo dmioo)
Thesis, Master of Science in Operations Research5 AUTHORCS; (Loot nana, Htot nmmo, initial)
Harvey, Robert F,
« REPORT DATE
June 1967
7«- TOTAL NO-4S9 F PA1II
79
7b. NO. OF REFS
to. CONTRACT OR BRANT NO.
b. PROJECT NO.
9«. ORIGINATOR'S REPORT NUMEERfS.)
9b. OTHER REPORT NO(S) (A ny othat rmmbora that may ba aaaifnod
10. AVAILABILITY/LIMITATION NOTICES
Off*pp^h
11- SUPPLEMENTARY NOTES 12 SPONSORING MILITARY ACTIVITY
Office of the Chief of Naval Operations
(OP96), Navy Dept, Wash. D.C. 20350
13- ABSTRACT
In order to evaluate the relative effectiveness of different active non-
directional sonobuoys, a computer war game is developed. One submarine,employing one evasion tactic, is opposed by one helicopter, using five prosecu-
tion tactics. The tactic of the helicopter prior to the initial detection of the
submarine is seen to be critical, and this simulation aids in determining an
optimum tactic.
A cost-effectiveness model to use data from this simulation is developed.
An example, using hypothetical but realistic data, is presented to illustrate
methods of determining the cost-effectiveness of each sonobuoy type when used
with its optimum tactic.
DD .KB- 1473 UNCLASSIFIED79 Security Classification
UNCLASSIFIEDSecurity Classification
key wo R OS
Sonobuoy
Helicopter
Simulation
Monte Carlo
Tactics
Aircraft
Cost -Effectiveness
War Game
.
; ./y
o. .;
DD ,
F°oR:. 81473 ^ack,
-
§/N 0101 -807-6821UNCLASSIFIED
Security Classification A-31 409
_
thesH29634
3 2768 00404583 1
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