The internet of things (IoT) has become a trend in interactive environments for providing information to decision-makers. Anti-submarine warfare (ASW) is a typical pursuit and evasion (PE) game that is a very complicated process. The ASW helicopter is assigned to execute the final phase of hunting the submarine with a torpedo attack. In most cases, a single helicopter is assigned to detect the submarine by dipping sonar, and then drops a torpedo. Once the dipping sonar goes off, uncertainty takes over, with the possible result of losing track of the submarine. To prevent this problem, using the IoT concept to create a wireless sensor network (WSN) in the area of interest for keeping ears on the evading submarine is a potential solution. The objective of this paper is to gain insights into this PE scenario so as to quantify the interaction result in order to demonstrate the effectiveness of the helicopter in terms of hunting the submarine. Monte Carlo simulation has been developed as the analytical tool, and ANOVA was used to verify the significance of the output measure of effectiveness (MOE) before analysis. The results show that a slow, unalerted submarine has a very low chance of survival. An alerted submarine has very high chance of survival, but when the proposed sonobuoy WSN is in place, this situation benefitting the submarine will be reversed. The WSN has been proved to be effective in a single helicopter carrying out its ASW task.
Journal of Ambient Intelligence and Humanized Computing 10(2), p.629–639