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Joint Virtual Battlespace

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Title: Joint Virtual Battlespace


1
Joint Virtual Battlespace
  • Rich Briggs

2
Concept behind JVBSystem Architecture
  • The JVB system architecture has been defined to
    facilitate the improvement of 4 key areas
  • Ability to represent critical aspects of a
    Network Centric Force to facilitate the
    assessment of the Forces effectiveness
  • Ability to more easily configure and initialize
    the simulations to perform a specific simulation
    run
  • Ability to provide a consistent representation
    with the appropriate fidelity for key phenomena
    in the distributed simulation
  • Ability to instrument key aspects of the
    simulation to support the SBA life-cycle
  • The above description represents fairly lofty
    goals since any one of those capabilities could
    require many years and lots of dollars to tackle
    in a holistic fashion

3
Support for Network Centric Force
4
(No Transcript)
5
Relevant Characteristics of a NCW Force Design
  • What are the critical aspects of a Network
    Centric Force?

6
Operational Architecture
  • How information is presented to the War Fighter
    for respective Battlefield Functional Areas (BFA)
    defines the base requirements for the OA.
  • The OA best articulates the desired objective of
    a NCW Force Design.
  • Functionality imbedded within C2
    Module(s)/Applications enables the War Fighter to
    Act First and Finish Decisively!

Objective of NCW Force Design
OA
Layered Sensing Concept enables See First!
7
Physical Communications Architecture
Connectivity
Bandwidth
Desired Bandwidth
Potential Bandwidth
Operational Requirements define Physical
Communications Architecture and capability of
Physical Communications Architecture constrains
Operational Capability of NCW Force Designs.
8
System of Systems Functions
NCW capabilities between echelons
And peer-to-peer.
Brigade Network
Network Survivability maintains NCW capabilities.
Battalion Network
Company Network
VTOL FCS/VAAV
Platoon Network
9
System of System FunctionsDependencies
Effects Chain
Sensing Chain
C2 Chain
Joint National Detectors
High Mobility Detection, Classification,
Identification, Targeting Capable Detectors
Low Mobility Detection, Classification,
Identification, Targeting Capable Detectors
HIMARS
NETFIRES
Robotic Mortar
Low Resolution, Trip Wire, Detectors
LOS/BLOS/NLOS
10
Command and Control Chain
  • The C2 Chain defines how information is
    leveraged throughout the organizational
    hierarchy
  • Develops a plan to See First.
  • Has a C2 Module / Application that enables
    Understanding First.
  • The C2 Module / Application imbedded
    Collaborative Planning capability or Autonomous
    Decision Aids enable Acting First and Finishing
    Decisively.
  • How information is presented enables the
    warfighter for a respective Battlefield
    Functional Areasone application may not satisfy
    all requirements.

Sensing Chain
Effects Chain
C2 Module(s)/ Applications that addresses BFA
Requirements
Sustainment Chain
IER
Network Survivability Chain
BFA Decision Maker
11
Sensing Chain
  • Sensing Chain provides the perceived truth that
    enables the Common Relevant Operational Picture
    (CROP) for the C2 Chain.
  • The Sensing Chain is both Threat and Friendly
    oriented. It addresses all requirements defined
    by the Intelligence Preparation of the
    Battlefield (IPB) process.
  • How information is fused, managed, and presented
    is absolutely critical to enable the warfighter
    to Understand First.
  • The warfighters definition how information
    should be presented for a respective BFA is
    critical to defining IER and required
    Fusion/Management processes.

C2 Chain
Threat Oriented Sensing
Friendly Oriented Sensing
Information Fusion / Management Nodes
Information Fusion / Management Nodes
Layered Sensor Network
Imbedded Sensing Capability
IER
12
Effects Chain
  • The Effects Chain is integrated with the
    Sensing Chain via the C2 Chain- in a NCW Concept
    targetable information should be more reliable
    and enables rapid, potentially, autonomous
    effects pairing and delivery.
  • Similar to how the Sensing Chain incorporates a
    layered sensing network, the effects chain has a
    complimentary layered effects network configured
    to maximize efficiency for the employed
    operational concept and optimal effects-target
    pairing.
  • The Effects Operational Concept dictates
    Finishes Decisively
  • Bottom-Up Detecting Organization service targets
    organically and only push effects requests up
    the effects chain if unable to address
    request/nomination due to activity, munitions
    status, or poor target-effects pairing.
  • Top-Down All effects request/nomination pushed
    up to a centralized Effects Node that
    adjudicates and allocates appropriate effect
    based on predefined allocation algorithm(s).
  • Combination Echelon Effects manager has
    flexibility to address requests with organic
    assets or can nominate targets to centralized
    Effects Node based on target type, desired to
    preserve munitions, limit visibility, etc.
  • Operational Activity may drive appropriate
    Effects Operational Concept, e.g. Offense versus
    Defense, etc.

13
Sustainment Chain
  • The Sustainment Chain is fully integrated with
    the Effects and Sensing Chain via the C2 Chain.
  • Sustainment Chain Basic Functions
  • Fuel the Force ensure platforms and personnel
    are provided that adequate resources for the
    operational mission.
  • Maintain the Force provide timely
    maintenance, medical, parts, and replacement
    systems/personnel in order to maintain
    operational capability
  • How the Sustainment Chain supports the NCW Force
    is dictated by the operational concept- Push
    versus Pull or combination.
  • The sustainment chain provides the
    infrastructure to monitor a units state and
    provide information to the respective C2
    Module(s)/Application(s) configured to support
    the dictated operational concept.

14
Network Survivability
  • Network Survivability is a function of
    sustaining physical communications and logical
    architecture functions. Survivability can be
    achieved via Distributing enabling functions
    and/or Redundancy.
  • Distribution No single node retains 100 of
    capability, if nodes drop out or are destroyed,
    distribution enables full-partial survivability
    of Network capability.
  • Redundancy Replicating nodal capabilities with
    rules of succession that defines when a
    succeeding node assumes primary role of network
    function.
  • Connectivity is a significant driver for
    defining Network Survivability strategies for a
    force design. Connectivity may result in NCW
    capabilities being echelon centric (LAN versus
    WAN).

15
How JVB SupportsRepresentation of NCW
  • As explained in the previous slides, the C2
    functions that are distributed throughout the
    force structure in conjunction with the
    supporting sensing and effects capabilities are
    critical to the representation of a NCW force
    design.
  • This is especially true for FCS since the
    survivability of the vehicle is significantly
    less than current heavy armored vehicles as well
    as the increased likelihood of asymmetric threats
    that will likely not be detected by organic
    platform sensing assets.
  • Critical modeling capabilities include
  • Representation of the distribution of C2
    functions throughout the force (what functions
    occur where, what happens when a node dies, etc)
  • Representation of the effectiveness of the
    distribution of data throughout C2, sensing, and
    effects assets
  • Behaviors based on TTPs that reflect the force
    structure, organic assets of a unit, and
    increased vulnerability against enemy effects
    systems

16
System Architecture
System Control Simulation Management Supervisory
control of system Data collection
C3 Tactical C3 for all Echelons
C3 Common Services Situational Assessment
Display Massed effect Assessment Weapon Target
Pairing Comms Architecture Specification Net
Fires Architecture Specification Planning RSTA,
Fires, Maneuver
Aggregate
Entity
Process Model
Process flow Human Factors Sub-Component Operation
Platforms (OTB, JointSAF, UMBRA, Prophet, ACS,
Comanche)
BN and Co resolution Unit Corp and
Clutter Explicit C3 (EAGLE / JWARS)
Servers
Observable
Propagation
Sensor
Assessment
Fusion
Communication
Lethality
Vulnerability
Weapons
Environment
Routes
Mobility
Logistics
SIG
APS
17
Major System Layers
  • The System Control layer provides the system
    tools to define and control an execution event
  • The Command-Control-Communication layer provides
    both the organization behavior implementation
    (aggregate and entity) and the common decision
    service components.
  • The Platforms component layer provides the
    simulation of physical organizations and entities
    within the simulation environment.
  • Finally, the Simulation Services provide a
    variety of simulation models and supporting
    services needed to implement a simulation in the
    military operational environment.

18
High Level Force Representation
Eagle
Exercise Control
Simulation Services
Monitoring / Visualization
Tasking
Perception
Monitoring / Visualization
C3 Grid
Perception
Tasking
OTB
Monitoring / Visualization
Remote Creates
19
C3 Grid Components (1/5)
  • Aggregate Definition Service (ADS)
  • Fuses entity level perceptions into aggregated
    force perceptions
  • Quality of fusion is variable, and definable
    per exercise
  • Statistical model degrades Aggregate ground truth
    according to quality metrics
  • Aggregate perceptions provided to echelon based
    federates for correlation of forces based
    behaviors
  • Battlespace Geometry Service (BGS)
  • Tracks entities positions relative to Maneuver
    graphics
  • Arbitrary polylines supported
  • AOIs
  • Phase lines
  • Provides spatial lookup service for echelon based
    federates
  • Information Dissemination Service (IDS)
  • Propagates C2 messages between entities
  • Information Topology specific
  • Loop prevention logic

20
C3 Grid Components (2/5)
  • C2View
  • Provide Plan View Display of the Battlespace
  • Displays simulation ground truth
  • Displays perception from an arbitrary entitys
    perspective
  • Displays Maneuver Graphics (Geometries)
  • Displays Information Management Connectivity
  • Dynamic Organization Service (DOS)
  • Provides Order of Battle Based Succession
  • Manages Information Management Reporting
  • Perception (SALUTE, Situation)
  • Maneuver, Effects, Sustainment
  • Updates Currently Based Upon Entity Damage State
  • Company
  • Aggregates OTB Platoons into FCS Company
    organizations
  • Maintains FCS formations by Operational Activity
    (e.g., Move, Attack, Defend)
  • Transitions Operational Activities depending on
    perceived situation
  • Reports Aggregate Perception and Ground Truth

21
C3 Grid Components (3/5)
  • Platoon
  • Aggregates OTB Platforms and sections into FCS
    Platoon organizations
  • Maintains FCS formations by Operational Activity
    (e.g., Move, Attack, Defend)
  • Transitions Operational Activities depending on
    perceived situation
  • Reports Aggregate Perception and Ground Truth
  • Message Transceiver Service (MTS)
  • Provides RTI services to communications model,
    SEAMLSS
  • Provides Platform locations over time
  • Introduces communications latency and publishes
    achieved QoS
  • Route Planning Service
  • Provides entity level route planning
  • Two optimizations
  • Shortest Distance
  • Shortest Time
  • Data selectable by vehicle and environment

22
C3 Grid Components (4/5)
  • Net Fires Service (NFS)
  • Provides Network Centric Effects C2
  • Target Nomination
  • Target Prioritization
  • Weapon System Selection
  • Fire Mission Assignment
  • Logically superimposed on Command Control
    Topology
  • Organic Communications Service (OCS)
  • Maps simulation specific representations to a
    common form
  • Currently supports sensing representations
  • OTB EntityPerceivedState
  • Eagle AggregatePerceivedState
  • ACS Sensors SimSystem Interactions
  • OCS Maps above to SALUTE Interaction

23
C3 Grid Components (5/5)
  • Reconnaissance Air Service
  • Provides C2 for TUAVs and OAVs
  • Supported Operational Activities
  • Reconnaissance
  • Patrol
  • Recharging
  • Transitions Between Operational Activities
  • Dependency on Air Asset Quantity

24
Key Construct in JVB that Supports
Representation of OA NCW
25
Specification of a PlatformsRole in the
Network
  • A platforms role within the Network is defined
    by the C3 Nodes that it contains
  • In the real world, this is defined by a set of
    Battlefield Operating Systems with associated
    staff to perform some functions
  • In the FOM, each platform has an attribute named
    C3Nodes which contains a list of C3NodeStruct
    complex structures
  • C3NodeStruct Contents
  • UnitID
  • Name of the unit the platform is a member of
  • UnitRole
  • The C2 function this node represents one of
    Maneuver, Situation Reporting, Salute Reporting,
    Effects, Logistics
  • ReportingNodes
  • The named platforms this C2 function should send
    reports to based on this specific network
    function
  • Successors
  • Name of platform that assumes responsibility for
    this platforms networked function
  • Processor
  • Indicates that this node can perform processing
    on the contents of reports instead of simply
    relaying them.

26
An Example of SA Dissemination
27
Data Flows
28
Situational Awareness
Sensors
OTB
OCS
ADS
Echelon
BGS
Eagle
DOS
Topology (C3NodeStruct)
SimSystem Interactions
Salute Report (entity C3Node aware new or
maintained tracking id)
EntityPerceivedState
Salute Report(s) (entity C3Node aware new or
maintained tracking id)
Ground Truth (blue platforms)
Situation Report (entity C3Node aware new or
maintained tracking id)
Remove entity Salute Reports that correlate with
entity Situation Reports
Topology based reporting
Fuse entity Salute Reports into aggregate,
force based, Salute Reports
Salute Report (force aggregate C3Node aware
new or maintained tracking id)
AggregatePerceivedState
Fusion processing occurs only on C2Nodes with
lead Salute reporting responsibilities
Salute Report(s) (force aggregate C3Node aware
new or maintained tracking id)
AggregateUnitObject
Situation Report (force aggregate C3Node aware
new or maintained tracking id)
Remove aggregate Salute Reports that correlate w/
aggregate Situation Reports
Topology based reporting
Fuse aggregate Salute Reports into higher
aggregate Salute Reports
Salute Report (force aggregate C3Node aware
new or maintained tracking id)
AggregatePerceivedState
AggregateUnit Object
Sent through Publish DDM region for
communications modeling
29
OCS
Sensors
OTB
OCS
ADS
Echelon
Eagle
NetFires
Umbra
1a. SimSystem Interactions
2a. Salute Report (entity new or maintained
tracking id)
2b. Salute Report (entity new or maintained
tracking id)
1. FireMission
2. TriggerPull
Sent through Publish DDM region for
communications modeling
30
Support for consistent representation with
appropriate fidelity of key phenomena Support
for instrumenting key aspects of the simulation
to support the SBA life-cycle
31
Approach
  • In key areas, we have functionally decomposed the
    physical phenomena into a set of services
  • Allows experts in field to maintain control and
    maintain implementation to improve over time
  • Allows plugging in different instances of
    services to provide fidelity appropriate for the
    given execution
  • Provides a single place to add new phenomena or
    characterization of ancillary effects (weather
    etc maybe ancillary is the wrong word)
  • Services as federates (aka servers)
  • Instantiating the services as federates provides
    opportunity for increased scale by running
    multiple instances that parallelize the
    computation (have to be smart about how you do
    this otherwise can decrease performance)
  • Increases instrumentation of physical phenomena
    that can be useful in assessing acquisition level
    MOEs
  • An example

32
Sensing
  • The sensing function can be segmented into three
    parts
  • Observable Characteristics of Battle Field
    Entities that can be sensed by sensor systems
  • Propagation Effects of propagating the
    observable characteristics through the
    environment
  • Sensor Processing of the observable
    characteristics that reach the sensor element
  • The three functions are implemented within JVB
    Components to provide the sensing threads
  • Modeling details for the three functions are
    specific to the following type of observable
    characteristics
  • Electro-Optical Infra-Red emissions (EO/IR)
  • Radio Frequency transmissions (RF)
  • Acoustic
  • Seismic

33
Sensor Chain
Actual Ground Truth
Unit location Unit Activity
Object subscription
Sensor n Area of Interest, Location
Nominally 1 (but could be as many as necessary)
Observables Server (RF, EO/IR, Acoustic/Seismic)
Object subscription
Radio emitter status Target signature Status
Object subscription
Use as many as necessary Multiple Fidelity within
a type Multiple sensors to each servers Allocate
fidelity were needed
Dynamic Environment
Interaction
Environment Status
Sensor Servers
Object subscription
Environmental Server
34
Sensor Chain Cont
Acoustic Sensor Model
Acoustic Sensor Model
Acoustic
Signal
Seismic Sensor Model
Seismic Sensor Model
Seismic
Signal
SAR Sensor Model
SAR
SAR Sensor Model
Signal
MTI
Interactions
MTI Sensor Model
Signal
MTI Sensor Model
ELINT
Signal
Various Algorithms and fidelities (Detection/
False Alarm,Classification, Identification,
Recognition Algorithm part of Sensor Model)
ELINT Sensor Model
IR
ELINT Sensor Model
Signature
COMINT
IR Sensor Model
Signal
IR Sensor Model
EO
Signature
COMINT Sensor Model
COMINT Sensor Model
EO Sensor Model
EO Sensor Model
Target Reports (Detect, Locate, ID)
Interaction
35
RF Propagation Effect Server
  • RF Propagation Effect Server calculates the
    amount of RF energy received by a sensor given
  • State of RF sensors (Freq, Location, Area of
    Interest projected on ground)
  • State of Emitters (Location, Transmission
    characteristics)
  • Terrain profile and feature data for LOS
    calculations
  • Weather conditions for additional atmospheric
    effects
  • Example depicts the data flows to provide a radio
    transmission to a radio receiver. Same flow is
    true for all RF emissions (specific type of RF
    emitter and sensor may be different).

36
EO/IR Propagation Effect Server
  • EO/IR Propagation Effect Server calculates the
    amount of EO/IR energy received by a sensor
    given
  • State of EO/IR sensors (Freq, Location, Area of
    Interest projected on ground)
  • State of Platforms (Location, EO/IR Signature)
  • Terrain profile and feature data for LOS
    calculations (Contrast with background,
    background clutter, etc.)
  • Weather conditions for additional atmospheric
    effects
  • Example depicts the data flows to provide a
    generic EO.IR signature to EO/IR sensor.

37
Killing
  • The killing function can be segmented into 4
    parts
  • Request for Fire a Command and Control request
    for a fire mission that is provided to a shooter
    to execute
  • Fire the actual firing of a weapon with
    appropriate physical modeling for
    munition/missile system
  • Detonate event that signifies when the
    munition/missle has impacted a target
  • Damage State Calculation the effects of the
    impact between the munition/missile and the
    target that was impacted
  • The four functions are implemented within JVB
    Components to provide the killing threads. Five
    types of damage effects are calculated
  • K-Kill Catastrophic Kill
  • M-Kill Mobility Kill
  • F-Kill Fire Kill
  • C-Kill Comms Kill
  • S-Kill Sensor Kill

38
Fire, Request Fire, Kill Chain
Aggregate Force-on-Force
Interactions
Discrete Calls for Fire, Requests for Fire
NetFires Control Execution
Entity Level Fire commands And Unit Reports
Unit SA, BDA Unit Status
Depending on Threat Type, 2 events will
occur. Automatic Response Fires for self
defense With Unit Status Updates and Fires
BDA Or Call For Fire (network or
traditional) With Unit Status Updates and Fires
BDA
Munitions Missile Servers receive platform Fire
Command interactions And generate the appropriate
entity Representation with physics based fly-out
detonation, the Lethality Vulnerability
Server observers the denotation interaction
provides the representing target generator with
the correct damage state.
Munitions Server
Missiles Server
Lethality Vulnerability Server
39
Kill Chain
Net Fire
Local Fire
Shooter entity
Shooter Entity (local behavior)
Fire Command
Fire Command
Weapons (Munition, Missile)
Typically NLOS, BLOS fires
Typically LOS fires
Local Sit Assessment
WeaponFire, Weapon State
Request for fire
APS
WeaponFire, Detonate
C3 grid
Global Sit Assessment
Logistics Server
Query APS For Effect on Missile
LV Server
JESS Rule Engine
Lethality
Vulnerability
Net Fire Rules (Weapon target pairing)
Damage State Mobility Kill Fire Kill K
Kill Comms Kill Sensor Kill
Target entity
Target Components
40
Damage Calculationwith APS Integrated
41
Kill Chain Local Decision(Conceptual Data Flow)
Note Some details are omitted in the data flows
42
Kill Chain C3 Decision(Conceptual Data Flow)
Note Some details are omitted in the data flows
43
Support for Configuration and Initialization of
Simulation Systems
44
Support for Composition
  • As explained before, the JVB component
    architecture decomposes some of the physical
    effects and modeling of platform components in
    order to support the appropriate resolution for
    certain acquisition related questions
  • The JVB framework supports two aspect of
    composability and configurability that are useful
    to support the decomposition and different SBA
    focuses
  • Scenario definition and initialization
  • Legacy approaches for scenario specification and
    initialization are problematic when a platform is
    decomposed into multiple simulations
  • Allocation of platforms and effects to the
    appropriate simulation for a given execution
  • Certain entities may be of interest at different
    fidelity than other entities and therefore
    allocated to different simulation implementations
    (different representations of the same class
    system component)

45
Scenario Generation
  • Eagle scenario laydown and order of battle is
    defined at the aggregate level.
  • Scenario information is exported and converted to
    an entity representation
  • based on templates that account for Unit posture
  • Database specification about system composition
  • Scenario Definition Tool imports OB and laydown
    information and processes for initialization of
    JVB system
  • Allows OB to be specified down to the lowest
    echelon
  • Creates initialization sequence for simulation
    components

46
Scenario Interpretation
Eagle
Scenario Interpretation
SLE
SDT
(Eagle res unit Platoon)
1. Aggregate Units
2. Platforms
Formation XML file
3. Platforms (with valid bumper numbers,
C3nodesStructs, and locations)
4. AggregateUnit
Human Tweak in SDT GUI as necessary New
Federation (Eagle res unit Company)
RCs AggregateUnit Objects and Platform Objects
Sent through Publish DDM region for
communications modeling
47
Federation Execution (1/2)
  • In order to operate an HLA federation for
    analysis purposes it is necessary to execute the
    federation in a controlled sequence where the
    federation is initialized and starts at the same
    simulation time each time a scenario is executed.
    This will be performed and controlled through the
    following steps.
  • Create the federation execution
  • Hold the simulation time from advancing at time 0
  • Start the federates and have them join the
    federation
  • Wait until all federates have joined the
    federation and have initialized to a stable state
  • Allow time to advance

48
Federation Execution (2/2)
  • Sequence of Events for Executing Federation
    performed by hlaControl through Startup Command
    Sequence
  • Create FedExec
  • Join the Federation
  • Enable Time Regulation at time 0 to prevent
    federates from advancing in time
  • Subscribe to the Manager.Federate objects
    (FederateType attribute)
  • Start each of the federate processes (manual or
    through Remote Launcher Service)
  • WaitForFederates (for all named FederateTypes)
  • Turn Time Regulation Off to allow time to advance
    from time zero

49
Federation Initialization
  • In order to provide a robust component based
    framework that enables the utilization of the
    appropriate instance of a component based on the
    question at hand it is important to abstract the
    initialization of the federation from the
    specific instances.
  • The diagram on the left shows the remote_create
    interaction being utilized to initialize the
    platform component with the initial object
    instances to create and their initial values.
  • The federate responds to the remote_create
    interaction with a registerObjectInstance() call
    and a corresponding updateAttributeValues() call.

50
remote_create Interaction
  • remote_create The remote_create interaction is
    used to instruct a specific federate to
    instantiate an instance of a specific object
    class with the initial values as specified at the
    specified time. This can be used to initialize a
    scenario within the newly created federation or
    to insert new objects during simulation
    execution.
  • federateName The name of the federate that the
    interaction is being directed towards. The named
    federate should instantiate the object described
    within this interaction as sson as possible upon
    receipt.
  • federateTime The simulation time that the values
    of the attribute provided represent.
  • initialValues The initialValues parameter
    contains the values for each of the attributes of
    the object to be created. These values are
    appropriate for the time specified in the
    federationTime parameter if present otherwise
    they are valid at the current wall-clock time.
  • objectClassName The fully qualified name of the
    FOM object.
  • objectInstanceName The unique object name that
    should be used in the objectName field of the
    registerObjectInstance( ObjectClassHandle
    classHandle, const char objectName ) method. If
    this parameter is not included the object will be
    registered without a federate specified name and
    will be automatically assigned a name by the RTI.
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