{'fraction_non_alphanumeric': 0.018046709129511677, 'fraction_numerical': 0.0, 'mean_word_length': 5.640845070422535, 'pattern_counts': {'":': 0, '<': 0, '<?xml version=': 0, '>': 0, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
Trial Maneuver Generation and Selection in the Paladin Tactical Decision Generation System

To date, increased levels of maneuverability and controllability in aircraft have been postulated as tactically advantageous, but little research has studied maneuvers or tactics that make use of these capabilities. In order to help fill this void, a realtime tactical decision generation system for air combat engagements, Paladin, has been developed. Paladin models an air combat engagement as a series of discrete decisions. A detailed description of Paladin''s decision making process is presented. This includes the sources of data used, methods of generating reasonable maneuvers for the Paladin aircraft, and selection criteria for choosing the "best" maneuver. Simulation results are presented that show Paladin to be relatively insensitive to errors introduced into the decision process by estimation of future positional and geometric data.