We propose to develop a means of combining unit-level and entity-level combat simulations that combines the best features of both and avoids the problems and overhead of multi-resolution simulations and inter-level interactions. The essential idea, which will be elaborated in the following sections, is to develop new alternative aggregate-level algorithms for key combat phenomenology (moving, sensing, and shooting) that are based on entity-level models, with their associated natural entity level of resolution and direct supportability by data, but have been abstracted to allow their responsive execution in the context of a unit-level simulation. These new algorithms will eliminate the need for aggregation, disaggregation, and entity control handoff, at least for purposes of resolving unit-level combat.
Keywords: Aggregation, Disaggregation,Entity Level Simulation, Aggregate Simulations, Modeling,