Title: Joint Virtual Battlespace
1Joint Virtual Battlespace
2Concept 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
3Support for Network Centric Force
4(No Transcript)
5Relevant Characteristics of a NCW Force Design
- What are the critical aspects of a Network
Centric Force?
6Operational 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!
7Physical 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.
8System 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
9System 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
10Command 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
11Sensing 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
12Effects 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.
13Sustainment 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.
14Network 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).
15How 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
16System 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
17Major 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.
18High Level Force Representation
Eagle
Exercise Control
Simulation Services
Monitoring / Visualization
Tasking
Perception
Monitoring / Visualization
C3 Grid
Perception
Tasking
OTB
Monitoring / Visualization
Remote Creates
19C3 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
20C3 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
21C3 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
22C3 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
23C3 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
24Key Construct in JVB that Supports
Representation of OA NCW
25Specification 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.
26An Example of SA Dissemination
27Data Flows
28Situational 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
29OCS
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
30Support for consistent representation with
appropriate fidelity of key phenomena Support
for instrumenting key aspects of the simulation
to support the SBA life-cycle
31Approach
- 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
32Sensing
- 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
33Sensor 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
34Sensor 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
35RF 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).
36EO/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.
37Killing
- 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
38Fire, 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
39Kill 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
40Damage Calculationwith APS Integrated
41Kill Chain Local Decision(Conceptual Data Flow)
Note Some details are omitted in the data flows
42Kill Chain C3 Decision(Conceptual Data Flow)
Note Some details are omitted in the data flows
43Support for Configuration and Initialization of
Simulation Systems
44Support 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)
45Scenario 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
46Scenario 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
47Federation 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
48Federation 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
49Federation 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.
50remote_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.