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Two-target game model of an air combat with fire-and-forget all-aspect missiles

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Abstract

An air combat duel between similar aggressive fighter aircraft, both equipped with the same type of guided missiles, is formulated as a two-target differential game using the dynamic model of the game of two identical cars. Each of the identical target sets represents the effective firing envelope of an all-aspect fire-and-forget air-to-air missile. The firing range limits depend on the target aspect angle and are approximated by analytical functions. The maximum range, computed by taking into account the optimal missile avoidance maneuver of the target, determines the no-escape firing envelope. The solution consists of the decomposition of the game space into four regions: the respective winning zones of the two opponents, the draw zone, and the region where the game terminates by a mutual kill. The solution provides a new insight for future air combat analysis.

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Communicated by J. V. Breakwell

This paper is based on the first author's D.Sc. Thesis. The research was supported by NASA Cooperative Agreement NCCW-4.

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Davidovitz, A., Shinar, J. Two-target game model of an air combat with fire-and-forget all-aspect missiles. J Optim Theory Appl 63, 133–165 (1989). https://doi.org/10.1007/BF00939571

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