Challenges of Distributed Simulation
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Transcript of Challenges of Distributed Simulation
Goal of DIS is to link:
• Systems built for separate purposes
• Technologies from different eras
• Products from separate vendors
• Platforms from various services
• Human in the loop simulators
• Live entities
Types of Simulations
Operations with real
equipment in the field
Systems & troops in
simulators fighting on
synthetic battlefields
Wargames, models,
analytic tools
Live
Virtual
Constructive
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Distributed Interactive Simulation (DIS)
• Distributed
– Physically separated
– Multiple simulators
– Dissimilar devices
– Multiple computers
• Interactive
– Simulated players interact
with an exercise
– Players affect each other
• Shoot
• Kill
• Collide
• Communicate
– Interact with environment
• Terrain
• Culture
• Atmosphere
• Water & Ocean
DIS Supporting Infrastructure
• Interface standards
• Communication architectures
• Technical forums
• Management structures
Architecture Characteristics
• Autonomous simulation nodes
• Transmission of “ground truth” information
• Transmission of state change information
• Object/event simulation architecture
• Use of “dead reckoning” algorithms to
extrapolate entity states
Autonomous Nodes
• Events are broadcast, available to all
• Receiving nodes are responsible for calculating
the effects of an event on the objects it is
simulating
• Effects may include the generation of new
events
• Nodes can join or leave an exercise in progress
• Initiating nodes need not calculate what effects
or who is affected by their event/stimulus
Transmission of “Ground Truth”
• Each node transmits the absolute truth about the state of the object(s) it represents
• Receiving nodes are sole responsible for determining whether their objects can perceive an event and whether they are affected by it
• Degradation of information is performed by the receiving node in accordance with an appropriate model of sensor characteristics before it is presented to human crew members or automated crews
Object/Event Architecture
• Information about non-changing objects in
the virtual world is assumed to be known
to all simulations and need not be
transmitted
• Dynamic objects keep each other informed
of their movements and the events that
they cause through the transmission of
Protocol Data Units (PDUs)
Common Environment
• Each simulation creates and maintains its
own copy of the common environment
• Terrain
• Coordinate System
• Infrastructure (roads, bridges, buildings…)
• Weather
• Dead reckoning
• Effectiveness calculations
Information Exchanged
• Simulation management
• Entity state information
• Fire events
• Detonation events
• Radio communication events
• Electronic emissions
Simulation Communications
• Information is exchanged over the network in packets called Protocol Data Units (PDUs)
• These formatted data units are exchanged between networked simulations to convey messages about entities and events
• PDUs provide data concerning simulated entity states, the types of entity interactions that take place in a DIS exercise, and they provide data for the management and control of a DIS exercise.
PDU Families
• Entity information interaction
• Warfare
• Logistics
• Simulation management
• Distributed emission regeneration
• Radio communications
• Entity management
• Minefield
• Synthetic environment
• Simulation management with reliability
• Live entity
• Non-real time protocol
Information in a PDU
• Example: Entity State
– Header: Protocol version, Exercise ID, Type
PDU, Time stamp, PDU length
– Body: Description of entity, Location, Velocity,
Orientation, Dead reckoning used,
Appearance, Description of articulated parts
and capabilities of the entity
Example Entity Enumerations
kind dom country cat subcat spec extra description
1 1 45 5 6 0 0 China_107mm_RKT
1 1 45 10 4 0 0 OPFOR_60mmMTR_TY31
1 1 78 2 6 0 0 Recon_Vehicle_HJ62C_Armored
1 1 222 0 1 11 0 Truck_Bridge_PMP_Engineer
1 1 222 1 2 7 0 OPFOR_T72BK
1 1 222 10 13 0 0 Mortar_2S12_120mm_Towed
1 1 222 28 4 2 2 ADA_Launcher_SA10
1 1 222 28 4 3 2 Radar_ADA_FLAPLID
1 1 225 2 1 8 0 M2A3_FIST
1 1 225 2 5 2 0 LAV_25_Recon
1 1 225 2 5 3 0 LAV_AT
1 1 225 2 5 6 0 US_HMMWV_PROPHET
1 1 225 2 5 28 0 US_Stryker_FIST
1 1 225 2 5 29 0 US_Stryker_Eng
1 1 225 2 5 31 0 US_Stryker_ATGM_Vehicle
Example Ammunition Enumerations
kind dom country cat subcat spec description
2 1 106 1 2 0 Aspide: HE-Frag
2 1 206 2 1 4 35mm gun: AHEAD
2 1 222 1 19 2 SA-7
2 1 222 1 30 0 SA-18
2 1 222 1 31 0 SA-19
2 1 225 1 2 3 AIM-120C (AMRAAM)
2 1 225 1 15 3 FIM-92 Stinger RMP
2 1 225 1 16 1 THAAD MISSILE
2 2 222 2 2 2 30MM/APDS
2 2 222 2 2 2 30mm APDS
2 2 222 2 2 4 30MM/HE-FRAG
2 2 222 2 2 4 30mm FRAG-HE
2 2 222 2 2 4 30mm HEI-T
2 2 225 1 2 4 25mm Bushmaster II
2 9 225 1 20 4 GBU-24
Euler Angles
• Entity Location is specified as the position
of the origin of the entity coordinate
system in world coordinates
• Orientation is specified using three angles
that describe successive rotations required
to transform from the world coordinate
system to entity coordinate system.
• These angles are called Euler angles.
Coordinate Transformations
• World coordinates
• Latitude/Longitude
• Latitude/Longitude
• UTM
Latitude/Longitude
Universal Transverse
Mercator (UTM)
Military Grid Reference
System (MGRS)Game Coordinates
Dead Reckoning
= DR Position
= True Position
= True/DR Coincide
Veh A
Veh B
Initial
state
Constant
course &
speed
True & DR
diverge,
threshold
not
exceeded
Threshold
exceeded,
B sends
update
A gets msg,
corrects his
position of B,
starts new DR
Notes: Scheme also applies to orientation and position
of articulated parts.
Smoothing algorithms remove jerky motion.
DIS Standards
• IEEE Std 1278.1-1995 (R2002) –Application Protocols
• IEEE Std 1278.1a – Supplement to IEEE Std 1278.1-1995
• IEEE Std 1278.2 1995 (R2002) – Communication Services and Profiles
• IEEE Std 1278.3-1996 (R2002) – Exercise Management and Feedback
• IEEE Std 1278.4-1997 (R2002) – Verification, Validation and Accreditation
• Simulation Interoperability Standards Organization (SISO) Ref-010-2006 – Enumeration and Bit Encoded Values for use with Protocols for Distributed Interactive Simulation Applications (Accompanies 1278.1 and 1278.1a)
Link Geographically Separated Live, Virtual, and Constructive Entities
In Shared Joint & CoalitionSynthetic Theater Environments
F-16
AWACS
F-15
F-15E
F-16
F-16
F-16
AWACS
F-15
F-15
RQ-1
F-16
F-15E
F-16
F-16
F-16
F-117
B-1
B-52
B-1
F-16
RJ
B-2
F-16
AWACS
B-52
A-10
F-15
F-15
F-16
F-15
F-16
F-15
F-15
JSTARS
F-16
F-15EA-10
F-15
F-22
F-15
F-15E
F-16
F-16
OPERATIONAL FUNDED LIMITED DMT UNFUNDED
Distributed Mission Operations
32 AOC
Simulator/Jet + DMO + Network
Functional Concept Integrating Experiment 2010 (FCIE 10)
Ft Sill, OK
Colorado Springs, CO (SMDC)
Hurlburt, FL
Ft Benning, GA
Ft Bragg GA
Ft Rucker, AL
Ft Leonard Wood, MO
Ft Monroe, VA
Ft Gordon, GA
Huntsville, AL
Langley AFB, VA
MBL – Fort Benning AMBL - Fort Rucker
SIGCEN - Fort Gordon
SMDC - Redstone
Models, Tools and Systems
FCIE Portal Server
CPOF
Scalable Network Technologies
Comm Effects Server (SNT-CES)
Network Visualization Tool (NVT)
Call Manager
Adobe Connect Server
OpenFire
FireSim Interface
OneSAF
Representation:
TCN
ESB
Models, Tools and Systems
OneSAF
FireSim Interface
AMDWS
TAIS (10.*)
CPOF
ForceXXI Battle Command,
Brigade and Below (FBCB2)
Representation:
Maneuver – IBCT,SBCT
Host Nation Trucks
Models, Tools and Systems
EADSIM
JEMS
GCCS-A
FireSimXXI Interface
Representation:
National Assets
National ISR
Comms & Comms Relay
Platforms
Models, Tools and Systems
Advanced Tactical Combat
Model (ATCOM)
NVT
OH58D Virtual Simulator
GCS-GUSS
TAIS (10.*)
Aviation Mission Planning
Station (AMPS)
CPOF
FireSim Interface
Representation:
Aviation Brigade
ADA - Radar
RWA
UAS
RWA
Models, Tools and Systems
Fires Simulation XXI (FireSim XXI)
Reconfigurable Tactical Operations Simulator
(RTOS)
Network Visualization Toolkit (NVT)
Advanced Field Artillery Tactical Data System
(AFATDS)
Air Missile Defense Workstation (AMDWS)
Tactical Airspace Integration System (TAIS 10.*)
Total Battle Space Awareness (TBSA)
Joint Deep Operations Coordination System
(JADOCS)
Tactical air Control Party Close Air Support
System (TACP-CAS)
TBMCS (clients)
Forward Area Air defense Engagement
Operations (FAAD-EO)
Air Defense System Integration (ADSI(14.*))
Command Post of Future (CPOF)
CPOF Server
Battle Command Server (BCS)
Extended Air Defense Simulation (EADSIM)
Ground Based Laser (GBL) - Boeing
FireSimXXI Interface
Representation:
Artillery
MPAD
ADA – non-radar
Maneuver
TBM & CM
Artillery ( +120mm Mortars)
UAV(Class 1 UAV &TUAV)
ADA
Hospital Elements, HQ Icon
Sustainment BDE Elements
Host Nation BDE Elements?
Civilians
FCIE 10 MODELS & SIMULATIONS
USAF - Hurlburt(505th)
Models, Tools and Systems
Air Warfare Simulation(AWSIM)
Theater Battle Management
Core System (TBMCS)
Joint Deep Operations
Coordination System(JADOCS)
AFSERS
GCCS?
GIAC
ACE-IOS
Representation:
Fixed Wing(SOF,USAF)
Marine Air
Civilian Aircraft
Fires BL - Fort Sill
MSBL - Ft Leonard WoodModels, Tools and Systems
OneSAF
CPOF
JBC2S
BETSS-C
FireSim Interface
Representation:
MEB
Civilians
Maneuver
Models, Tools and Systems
FireSim Interface
Navy Ship
EMGUN
USN – Ft Sill
USMC - Ft SillModels, Tools and Systems
FireSim Interface
MEU
SMDC-BL
Colorado SpringsModels, Tools and Systems
FireSimXXI Interface
SOF – Ft BraggModels, Tools and Systems
FireSim Interface
CPOF
Representation:
SOF
USAF - LangleyModels, Tools and Systems
Call Manager
Adobe Connect Server
OpenFire
Representation: BCBL-LeavenworthModels, Tools and Systems
CPOF
CPOF Server
Issues• Lack of correlation of common environment
• Terrain data correlation– Multiple terrain database architectures (Open Flight, Objective
One SAF, Compact Terrain Data Base, Evans and Southerland,…)
– Both visual and underlying simulation databases required
– Visual databases differ from simulation to simulation
– Trees and vegetation are added differently for visualization and simulation
– Lack of models for calculating blast damage to buildings and terrain
– Visualization of building damage is very primitive
– Need models to generate rubbling of buildings
– No mechanism/standard exists to communicate terrain and infrastructure damage in one simulation to others in the network
– Micro terrain is implementation dependent
Issues (cont)
• Terrain database generation is labor intensive
• Weather is ad hoc
• Each simulation handles smoke and dust differently
• Visual dust and smoke effects are probably not correlated to internal smoke and dust simulated effects
• Need automated voice recognition in high noise environments
• Need natural language understanding
• Need artificial intelligence to control computer generated forces
• Tactical messaging to simulation units for command and control (tactical messages are difficult to decode and keep changing)
Issues (cont)
• Need good crowd modeling
• Need open source stealth viewing devices
for virtual environment
• Need good interface control documents
with exercise control information and
enumeration databases (Good exercises
are a result of good management)
Skills Required
• Mathematics
– Calculus
– Matrix algebra
– Vector mathematics
– Geometry/trigonometry
– Statistics
• Random sampling techniques
• Random number generation
Skills (cont)
• Physics/mechanics/dynamics
– Light
– Optics
– Momentum
– Kinetic energy
– Projectile equations
• Computer science
– Object oriented design/programming
– Sorting
– Searching
– Hashing
– Data/information structures
• Lists– Stacks, queues
– Single/doubly linked lists
• Trees– Binary tree representation
– Traversing binary trees
– M-way trees
• Multilinked structures
• Dynamic storage allocation
Skills (cont)
• Networking
– General network troubleshooting
– Switch programming capabilities
– Router programming capabilities
– Understanding of IPv4
• Subnetting
• How broadcast/unicast/multicast networks work
• Gateway and routing configuration
• DNS standards
Skills (cont)