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A SIPBased Network for Distributed Simulation

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Title: A SIPBased Network for Distributed Simulation


1
A SIP-Based Network for Distributed Simulation
2
Introductions and Background
  • Gestalt LLC
  • Global engagements require coordination and
    integration of multiple systems within military
    branches and between those branches - and between
    coalition forces. To ensure combat readiness of
    war fighters, armed forces must minimize
    boundaries and seamlessly share information.
    Decision-makers must be empowered with more
    robust and accessible information so they can
    train, as they would fight.
  • Multi-Channel Service Oriented Architecture
    (MCSOA)
  • A peer-to-peer (P2P) Service Oriented
    Architecture (SOA) facilitating distributed
    communication between systems infrastructure
    focused on integrating disparate systems across
    wide-area-networks.
  • Brian ONeill, boneill_at_gestalt-llc.com
  • and William Back, bback_at_gestalt-llc.com

3
SIP for Simulation
  • Using the Session Initiation Protocol to Create
    a Standards-Based Service Oriented Architecture
    to Support Distributed Networks for Simulation
  • Agenda
  • Motivation
  • Solution
  • Architecture

4
  • MOTIVATION

5
Current State of Training Events
  • Training events follow a fairly standard
    life-cycle
  • Training audience and objectives are identified.
  • Simulations are identified to meet training
    requirements.
  • Scenarios are created for each simulation.
  • The scenarios are coordinated and tested, often
    at a pre-exercise event.
  • The training audience gathers together at a
    simulation center for the actual training event.
  • After action analysis is performed for both
    technical and operational feedback.

6
Problems With Current State
  • Time Consuming and Expensive
  • Develop a scenario for each simulation.
  • Collaboration tests must occur to ensure
    enumerations match and all entities are accounted
    for.
  • Must ensure interactions between simulations are
    fair and consistent regardless of the simulations
    hosting the particular entities.
  • Must set up and support expensive training
    centers with hardware, software, and staff.
  • The high cost of the training centers means that
    there are few of them, which limits training
    opportunities.
  • Sending trainees to training centers adds
    additional cost, also reducing training
    opportunities.

7
Scenario Development
  • In order to support particular training objective
    it is necessary to have an environment that
    supports the execution of the training tasks.
  • For military training this includes
  • Terrain
  • Environment
  • Simulated friendly and opposing forces
  • Currently these are created for each simulation
    participating in the event.
  • Redundant effort
  • Extended testing
  • Requires a knowledgeable scenario developer for
    each system.

8
Training Centers
  • Provide the tools and services necessary to host
    a training event
  • Hardware to run the simulation systems.
  • Hardware to support exercise participants.
  • High speed networks for internal and external
    connections.
  • Meeting facilities to support pre-mission
    briefings and after action review.
  • Support staff to
  • Run the simulations.
  • Provide technical support and troubleshoot
  • White cell controllers.
  • Role players.
  • This can be convenient since everything is
    conveniently located, but it has problems
  • Any one feature can limit the available training
    capability.
  • Limited (expensive) training centers limits
    training opportunities

9
Limited Number of Training Events
  • Since simulation is limited to training centers,
    frequency of events is limited.
  • For example, the DMOC hold four main events every
    year.
  • Large scale events, such as UFL occur even less
    frequently.
  • Problems
  • Given limited resource, participants are also
    limited, meaning not everyone is getting trained.
  • Training for mission rehearsal is also difficult
    because of the large lead time required to set up
    an event.
  • Fewer training events means less of a likelihood
    to train lower priority tasks. For some training
    audience members this means little or no training.

10
  • SOLUTION

11
Scenario Service
  • Single scenario service available to all
    simulations for initialization.
  • Expands on concepts such as the Scenario
    Generation Server and the Distributed Database
    Development (RD3)
  • Benefits
  • Allow any set of compliant simulation system to
    initialize from the same scenario.
  • Common interface for developing scenarios - less
    training and support.
  • Provide for replay and comparison across a number
    of alternative simulations.
  • Desired Services
  • Ability to create, copy, edit, and search
    repository.
  • Ability to easily import from real-world C2
    systems.
  • Metadata support for finding appropriate
    scenarios.
  • Ability to support initialization of multiple
    simulation systems from the same scenario.

12
The Communications Infrastructure
  • Centralize the simulation service and expose its
    use to a distributed audience.
  • Requirements of the communication mechanism
  • Ability to communicate over the wide-area-network
    (WAN)
  • Allow parties to join in an ad-hoc manner
  • Provide for session creation between end-points
  • Allow entities to monitor status and availability
    of resources and other entities on the network.

13
Alternative Training Centers
  • Separate the functionality provided by training
    center into logical parts
  • Co-locate hardware and software for running
    simulations into a highly reliable environment as
    training servers, accessible to a wide number of
    training sites.
  • Encourages greater use of the systems if
    generally available.
  • Leverages H/W and S/W budget by not replicating
    at each center.
  • Redefine training centers from locations to hold
    training to centers of excellence to support
    training.
  • Train as much as possible in a realistic
    environment rather than at a sim center.

14
  • ARCHITECTURE

15
The SIP Protocol
  • What is SIP?
  • SIP is a standard published by the Internet
    Engineering Task Force (IETF), RFC 3261
  • It is an asynchronous messaging protocol.
  • Used heavily in IP telephony, where its has been
    proven to be both reliable and suitable for
    deployment on secure networks.
  • More power than HTTP, with provisional responses,
  • What is SIMPLE?
  • An extension to SIP for instant messaging and
    presence capabilities.
  • Used by Windows Messenger buddy lists, IM,
    voice and video.

16
SIP Capabilities / Messages
  • SIP
  • Register
  • When entities join the system, they register
    their availability with a central server,
    heart-beating with that server.
  • Invite
  • Two entities can invite each other to join a
    real-time direct P2P session over which any media
    can be transferred. (e.g. HLA, VoIP)
  • SIMPLE
  • Messaging
  • Entities can message one-another, that payload of
    which could be service invocations (e.g. SOAP).
  • Presence
  • Includes a lightweight, publish and subscribe
    mechanism to gather the status and availability
    information of an entity on the network.

17
The Transition
  • Distributed Systems communicate in much the same
    way people do and can therefore leverage the same
    infrastructure and protocols.
  • In this case, a conference-call is a simulation
    with multiple participants connected to the same
    session, playing out a common scenario.
  • Systems such as the Scenario Generation Server
    (SGS) are moderators in the discussion, and could
    control the signalling required to initialize the
    conference.
  • Migration path could be HLA-based sessions, where
    SIP is used to coordinate bus initialization
    across the WAN.

18
The Benefits of SIP
  • Built to support ad-hoc sessions between remote
    endpoints.
  • Support for mobile/portable devices and is
    already deployed on cell-phones and PDAs, which
    extends your possible participant base.
  • Simulation can piggy-back on the IT acceptance of
    SIP for VoIP communication.
  • Commercial Off-the-shelf support in IT and
    applications. (e.g. commercial SIP stacks, border
    controllers, and application servers)
  • Leverages all the concepts of HTTP
  • There is a smaller learning curve for application
    developers.
  • Re-use infrastructure laid out for Web Services

19
Components
  • SIP Server
  • Functions as a Registrar, Presence and Messaging
    server for the systems involved in the simulation
  • Session Border Controller
  • Functions as a secured media-gateway for the
    session between the systems.
  • Discovery Mechanism
  • Functions as a yellow-pages of available
    services.

20
The Architecture
AwSim
Training Center
SUBSCRIBE sgs_at_tc1
NOTIFY sgs_at_tc1
SGS
INVITE sgs_at_tc1
tc1
VoIP
INVITE sgs_at_tc2
SUBSCRIBE cbs_at_tc2 NOTIFY cbs_at_tc2
tc3
Core Battle Systems (CBS)
Simulation Session (e.g. HLA)
Discovery
tc2
21
Summary
  • SIP can be used for a standards-based
    infrastructure for distributed communication
    providing the required functionality required the
    modeling and simulation community for remote
    training and system inter-system communication.
  • Further research
  • Exact interaction models
  • Migration Path for existing systems
  • Exploration of the new functionality available
    once the simulation systems can incorporate many
    distributed systems and participants attached
    over smaller, more mobile devices.

22
Thank You.
Brian ONeill Technical Architect, Gestalt
LLC Multi-Channel Service Oriented
Architecture Mobile 215.588.6024 boneill_at_gestalt-
llc.com,
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