Title: Models, Gaming, and Simulation Session 11
1Models, Gaming, and Simulation - Session 11
- The Future of Combat Modeling and Simulation
2Topics
- Issues in MS
- Hardware Improvements
- Software Improvements
- Implications for MS
- Distributed Simulations
- History and Vision
- DIS
- HLA
3Issues in Modeling and Simulation
- The Base of Sand problem undermining DoD
simulations. - Published in 1990, updated in 1991 by Rand Corp.
- Led to substantial changes in DoD management of
simulation - Many of the issues raised are still problems in
the DoD MS community - Interoperable and Composable Simulations -
- Impedance Mismatch, i.e., disparity of fidelity
- Algorithmic inconsistency
- Violation of the Anti-Black Box principle of
the use of models - Variable-resolution simulations
- Non-Linear Nature of Combat Simulations
- Small changes in input results in large,
unpredictable changes in output - Mathematical chaos characterizes both combat, and
simulations, even in simple models. - Thus, predicting the outcome of battle is
impossible. Much analysis ignores this. - Modeling Military Operations Other Than War
(OOTW) - Peacekeeping and Humanitarian Relief Operations
- Stability and Support Operations
- Mobilization and Deployment
- Anticipating hotspots in the world
4Issues in Modeling and Simulation
- Rapid Terrain Generation
- It now takes enormous effort and funding to
gather terrain data and create special-purpose
terrain databases for use in simulations. Much
of the effort is due to the need for human
assistance in the process. - In the age of computer-supported forces which are
deployable anywhere in the world, terrain
databases must be readily available to take
advantage of automation. - The Vision High-flying reconnaissance gathers
terrain data while a quick reaction force is
enroute to a military operation The data is
processed and downloaded to the forces computers
in flight, and mission rehearsal is possible in
real time. - Terrain Visualization
- 3D real-time visualization is important for
interactive system-level simulations - Dynamic Terrain
- Automatic Scenario Generation
- Largely a problem of automated planning
- Analysts Workstation
- An end-to-end integrated suite of scenario
development and analysis tools does not exist.
5MS Technology Improvements
REQUIREMENTS
Analysis Requirements
Training Requirements
Army DOD MS Programs
Software Paradigms and Capabilities
CAPABILITIES
Hardware Improvements
6Technology Improvements
- Hardware improvements are driving improvements in
software and hence in MS. - Software improvements have provided new
programmer paradigms and promised increases in
speed and efficiency. - Object-Oriented Design and Programming
- Artificial Intelligence
- Parallelism
- Distributed Systems
- Various programs have grown out of emerging
software and hardware capabilities, for example - DIS
- HLA
- STOW
DANGER Are capabilities driving development or
are requirements driving?
7Hardware Improvements
- Current Rules-of-Thumb
- Speed will double every two years (18 months?)
- Storage capacity will double every two years
- Moores Law data density will double about
every 18 months, expected to hold true for at
least two more decades - Implications for model-building
- Vision is more important than efficiency
- Old programming approaches and languages, while
they may work for ad hoc models, will be replaced
by more powerful ones for the future of combat
modeling
8Hardware Improvements
- Implications for analysis
- Run time is becoming a relatively small part of
the whole analysis life-cycle for closed models. - Scenario setup remains difficult unless partially
automated. - Postprocessing becomes even more difficult since
massive amounts of data can be output and stored. - Quick-turn-around "what-if" runs (sensitivity
analysis) are easier to do with closed models,
and this speed enhances the modelers ability to
provide deeper insights. - Consideration of human factors is possible with
human-in-the-loop, distributed simulation.
9Software Improvements
- Object-Oriented Design
- Artificial Intelligence
- Parallelism
- Distributed Systems
10Trends in Software Engineering
(90s - 00s)
(80s - 90s)
(70s)
Unstructured Programming
11Object-Oriented Design
- What is it? A focus on data grouped into objects,
and how the objects interact with each other, as
opposed to processes and how they manipulate
data. One definition says that a programming
language is object-oriented if it has - Objects encapsulation of attributes (data)
and capabilities (procedures). - Classification classes are objects which
abstract things in the problem domain instances
are objects which represent actual occurrences of
things. - Messages Objects communicate via
messages. - Inheritance attributes and capabilities can
be inherited from parent classes.
Coad and Yourdan, Object-Oriented Analysis, 1995
12Object-Oriented Design
- Why is it useful?
- Designer and programmer can grasp the big picture
(similar to the way people think) - Reusability - it is easier for a programmer to
reuse someone else's code as a starting point for
his project, since code is written in
object-sized chunks. Note that this is only
practical if code is designed with reuse in mind. - Extensibility - it is easier to extend an OO
program to include more, or more complicated
objects, primarily because of encapsulation and
inheritance. - Are there any disadvantages?
- It is often difficult to break programmers out of
their process-oriented thinking. - "Legacy" code is usually written in procedural
fashion organizations are often reluctant to
discard it.
13Object-Oriented Design
- How can it be useful in combat modeling?
- Constructive combat models are extremely
complicated programs any method which can
modularize it and let designers and programmers
grasp it more easily is a big help. - Because of their complexity, it is easier to
build combat models in stages, building on
previous work ("rapid prototyping" is one
software engineering approach). - The combat domain is readily described as groups
of objects (weapons, units, operations plans). - Many objects in the combat domain are only a
little different from other, similar objects,
making inheritance valuable. - People in different organizations can build their
own models and link them together more easily if
each model is object-oriented.
14Componentware Design
- What is it?
- Components are basically larger-grained objects,
along with associated protocols and
infrastructure to allow them to be combined
easily. - Three basic technical approaches
- CORBA - Common Object Request Broker Architecture
- COM/ActiveX - Microsofts componentware
architecture for COM-based components (C, VB,
J) - JavaBeans - Suns componentware architecture for
Java components - Focus is on the interfaces, not the
implementation of components.
15Componentware Design
- Why is it useful?
- Components encapsulate bigger chunks of the
domain than typical objects, so designers can
think in modules. - Reusability - components are deliberately built
with reuse in mind, unlike object classes.
Choosing applicable components is easier than
browsing long lists of classes, some with poorly
explained interfaces. - Productivity - software engineers can produce
working code much more quickly. - Are there any disadvantages?
- Componentware is another paradigm shift in
software engineering, requiring relearning and
buy-in. - Three different component approaches (CORBA, COM,
and JavaBeans) require bridges between them.
16Componentware Design
- How can it be useful in combat modeling?
- Many common functions (e.g., maps, unit orders of
battle) can be shared among combat models,
allowing focus on specific algorithms of
interest. - Work can be distributed, with some teams working
on implementing components, some designing
interfaces, and some implementing the highlevel
application. - Productivity is essential in todays
reduced-funding environment. - This approach dovetails nicely with several DOD
MS initiatives - HLA
- Conceptual Model of the Mission Space
- Composable Simulations
17Artificial Intelligence
- What Is It?
- A combination of techniques aimed at reproducing
/ emulating / simulating intelligence in
computers. - Three Goals of AI (most researchers adopt only
one of these) - 1. Make an intelligent computer
- If intelligence is defined as the ability to
process thoughts, then a computer should be able
to be intelligent. - Turing Test as a measure of intelligence.
- 2. Study human cognitive processes
- As we understand how computers can be made to
emulate human intelligence, we can gain insight
into human cognition. - 3. Solve computationally hard problems
- Use human thought processes as models of
problem-solving techniques.
18Artificial Intelligence
- AI is, in one sense, another collection of tools
for the modelers tool kit. - Major behaviors studied by AI researchers
- Problem Solving
- Logical Reasoning
- Expertise
- Automatic Programming
- Natural Language Understanding
- Some of the more successful AI techniques
- Rule-based systems, including Expert Systems
- Search techniques (A search and others)
- Blackboard systems
- Fuzzy Logic
- Neural Networks
- Genetic Algorithms
- Computer Vision
- Machine Learning
- AI Tools
- Robotics
19Artificial Intelligence
- How is it useful in combat modeling?
- Primarily in modeling command and control, where
the essence of the problem is representing
decision-making and planning - Rule-based systems offer a way to show the
logical thought processes of commanders in
decision-making - Automated planning is very promising, since it
could reduce the load on the analyst in building
scenarios and increase the ability of the model
to replan, i.e., react to unforseen circumstances - Neural Nets could be used to represent intuitive
decision-making, intelligence fusion and
analysis, or target recognition - Fuzzy Logic could be used to represent
decision-making which is based, not on Boolean
logic (true/false logic), but on premises which
could be weakly true, strongly true, etc., e.g.,
"if the enemy has quite a bit less combat power
than our force,..." - Also, AI provides useful programming approaches,
e.g., OOP
20Parallelism
- What is it?
- Break a problem down into parts which do not
depend on each other, and let several processors
work on them at the same time. - Why is it useful?
- It has potential to speed up the overall process
- It seems like a good idea, but...
- In practice it is difficult to build
general-purpose parallel-processing algorithms. - However, when the problem can be constrained
(e.g., because of the combat modeling domain), we
can take advantage of it. - Example Combined Theater Level Simulation (CTLS)
is a research project using parallel processing. - For example, when every unit in a simulation
needs to do something which no other unit can
influence (e.g., acquiring targets), this can be
parceled out to many processors.
21Parallelism - Two approaches
- Pessimistic Approach
- Let no process get further ahead in its
processing than every process agrees to. - Optimistic Approach
- Let every process run as far as it can until some
process intends to update a variable which has
already been used by another process then "roll
back" all processes to the time that the update
needs to occur. - Example Time Warp Operating System (TWOS), used
by CTLS - Comparison
- If many conflicts will occur, the first approach
will be better - If few conflicts will occur, the second approach
will be better. - When domain knowledge allows processes to work
independently, the second approach is useful.
22Distributed Systems
- CONCEPT Run a set of processes on many
computers, with potentially many users
interacting. - Banking systems and airline reservations systems
are examples of commercial distributed systems. - Distributed Simulation has become the single
biggest initiative in Modeling and Simulation
within the U.S. military.
23Advanced Distributed Simulation
- Background - Conceptual Building Blocks
- Stand-alone Aircraft Simulators.
- Developed to train pilots in flight skills and
- cockpit procedures
- Stand-alone Tank Simulators or In-Bore Devices on
Real Tanks. - Based on and motivated by flight simulators
- Developed to train crews in tank gunnery drill
- Initially, sights viewed a terrain mockup on
which model targets were placed
Not an actual history, but a way the concept can
be viewed
24Advanced Distributed Simulation
- Background - Conceptual Building Blocks
- Enhance stand-alone simulators by hooking up a
graphics-generated scene to the simulator's tank
sights. (For example, police hand-gun reaction
courses) - Project a static target array on terrain
- Next, dynamically project these scenes, allowing
the crew's view to change as tank simulates
moving over the terrain
25Advanced Distributed Simulation
- Background - Conceptual Building Blocks
(continued) - Next, assess the results of engagements using
attrition algorithms - And then, let the targets shoot back.
- Also, display other friendly vehicles
- Other friendly vehicles could be artificially
generated - But why not let two or more crews on separate
tank simulators work together opposing the same
enemy force and seeing each other's tanks on
their own view of the terrain. - Allow the target vehicles to move on the terrain
- This generates a need for dynamic control of
target vehicles - The solution is to provide a computer-based
target vehicle controller - Next allow target vehicles to be controlled
semi-automatically - Human users would create target objects and plot
routes for targets - Target vehicles would move automatically along
their routes
26Advanced Distributed Simulation
- The Vision
- The above logic arrives at a full-featured,
high-resolution, interactive combat simulation
where vehicles (Live), vehicle simulators
(Virtual) and computer-generated vehicles
(Constructive) interact on computer-generated
terrain. - As few as one crew at a time could train, or
whole platoons and companies could train, limited
only by the number of simulators and controllers
available. - There is no conceptual reason why all simulators
and computers have to be at a single location
they could be spread world-wide (subject of
course to computer network constraints) - There is no conceptual reason not to include live
vehicles and other systems as long as they can
communicate on the computer network. - There is no conceptual reason to limit the
activity to individual vehicles aggregated
models could participate by contributing whole
units. These units would be portrayed by the
computer as individual vehicles for the sake of
interaction with simulator vehicles.
27Advanced Distributed Simulation
- Simulators, simulations, and real systems
are tied together by computer - Vehicles in the simulation are either
computer-generated and controlled with input from
human controllers (constructive), or represent a
vehicle simulator manned by a crew (virtual), or
represent a real vehicle linked into the network. - Attrition is represented by computer-based
algorithms. - Target Acquisition is represented by
- Computer-based algorithms for computer-controlled
vehicles. - The ability of crews to detect targets in the
graphics-generated scene (some realism is
sacrificed here, since the graphical targets may
be easier or harder to detect than in real life). - Movement is constrained by the underlying
(computer-generated) terrain. - The whole set of simulators and simulations can
be distributed over a Local Area Net or a
Wide-Area Net. - Disparate simulators and simulations can
participate, as long as they follow the protocols
for communicating on the computer network.
28The Distributed Simulation Vision disparate
simulations participating in a unified exercise.
Parallel Simulation optimistic Time Warp
execution
multiprocessor
29A Brief History of Distributed Simulation
- Link Trainer - Navy
- First known simulator (virtual)
- Cockpit mockup on a gimbaled base (not
distributed) - Navy bought two in 1931
- System Training Program for SAGE (air defense
system) - First known distributed interactive simulation
- 1950s Air Force program to train radar operators
and weapon controllers - Radar sites fed tracks into system for viewing
by operators on consoles. - SIMNET(Simulator Network) - DARPA and Army
program - Development from 1982 through 1989
- Tank and aircraft simulators on a network
- First major distributed simulation research
program - Battle of 73 Easting gained support in Congress
for DIS
Taken from Virtual Combat, David Neyland
30A Brief History of Distributed Simulation
- DIS (Distributed Interactive Simulation)
- CATT (Combined Arms Tactical Trainer) - Army
training - STOW (Synthetic Theater of War) - 1994 through
1997 DARPA -gt USACOM - Many other DIS exercises and sets of simulations
- IEEE Standard 1278 established 1993-4
- ALSP (Aggregate-Level Simulation Protocol)
- Used to link cross-Service constructive training
models starting in 1992 - Required O(n2) interface implementations for n
simulations - The Joint Training Confederation (as of 1999)
- AWSIM (Air Warfare Simulation) - USAF
- CBS (Corps Battle Simulation) - US Army
- RESA (Research, Evaluation and System Analysis
Simulation) - US Navy - MTWS (MAGTF Tactical Warfare Simulation) - USMC
- CSSTSS (Combat Service Support Training
Simulation System) - Army Logistics Center - JQUAD model - Joint Command and Control Warfare
Center - TACSIM (Tactical Simulation) - US Army
Intelligence Center - MDST (Missile Defense Space Tool) - USSPACECOM
- AMP (Analysis of Mobility Platform )
Taken from Virtual Combat, David Neyland
Taken from http//alsp.ie.org/alsp/joint/
31A Brief History of Distributed Simulation
- US Department of Defense MS Master Plan (1995)
- HLA (High-Level Architecture) - DMSO program
- Intended to provide a common technical framework
for simulations - DOD-wide requirement (1996 Kaminski letter)
- Follow-on to DIS and ALSP
- IEEE standards 1516
- Adopted Nov 11, 1999 by OMG as facility for
Distributed Simulation. - Expected to be an annex to v2.0 of Joint
Technical Architecture/
Taken from http//hla.dmso.mil
32Distributed Interactive Simulation (DIS)
- The primary mission of DIS is to define an
infrastructure for linking simulations of various
types at multiple locations to create realistic,
complex, virtual worlds for the simulation of
highly interactive activities. - The DIS Vision, DIS Steering Committee, 1994
33Distributed Interactive Simulation (DIS)
- What Is DIS? - It is a set of protocols
specifying how simulations interact on a network. - It is not a simulation
- It is not a network (Defense Simulation Internet)
- HISTORY
- DARPA (Defense Advanced Research Projects Agency)
and the U.S. Army have sponsored DIS research
with money and focus since the late 1980's - IEEE standards were established for DIS
- SIMNET is a network which was a precursor to DIS
- DIS has been advocated by the combat developments
community as a way to "field-test" a system
before it ever gets built - The idea is to specify the system, build
simulators for it, and use the simulators in a
DIS environment to see how the system contributes
to the overall battle. - DIS is now being merged with Defense Modeling and
Simulation Offices High Level Architecture (HLA)
34Distributed Interactive Simulation (DIS)
- How does it work
- Computers on SIMNET host vehicle entities.
- An entity may represent a simulator or a
computer-generated vehicle. - Semi-Automated Forces (SAFOR) computers control
the activities of computer-generated vehicles - Usually SAFORs are interactive, so human
controllers do most of the work. - SAFORs can also be driven by combat simulations,
so the computer does the all work. - Entities communicate via "PDUs" , or "Protocol
Data Units" - An entity sends a formatted PDU over the net when
it has something to communicate. - The PDU is coded for the appropriate receiver(s).
- Each entity repeatedly polls the net, and
captures those PDUs which are addressed to it.
35Excerpts from
DoD High Level ArchitectureOverview
September 1998
Defense Modeling Simulation Office (703)
998-0660 Fax (703) 998-0667hla_at_msis.dmso.mil http
//www.dmso.mil/
36DoD MS Vision
- Defense modeling and simulation will provide
readily-available, operationally-valid
environments for use by DoD components - To train jointly, develop doctrine and
tactics,Formulate operational plans, and assess
war fighting situations - As well as to support technology assessment,
system upgrade, prototype and full scale
development, and force structuring - Furthermore, common use of these environments
will promote a closer interaction between the
operations and acquisition communities in
carrying out their respective responsibilities.
To allow maximum utility and flexibility, these
modeling and simulation environments will be
constructed from affordable, reusable components
interoperating through an open systems
architecture.
DoD Executive Council on Modeling and Simulation
(EXCIMS), March 13, 1992
37DoD MS Master Plan Objective 1-1
- Objective 1-1. Establish a common high-level
simulation architecture to facilitate the
interoperability of all types of models and
simulations among themselves and with C4I
systems, as well as to facilitate the reuse of
MS components. - Simulations developed for particular DoD
Components or Functional Areas must conform to
the High Level Architecture - Further definition and detailed implementation of
specific simulation system architectures remain
the responsibility of the developing Component
The Common Technical Framework, and specifically
the High Level Architecture, represents the
highest priority effort within the DoD modeling
and simulation community.
38How Did We Get Here? Technical progress spurs
management response
Technical
Limited scope simulations,little
interoperability prior to 1988
SIMNET
DSB Computer Applicationsto Training and
Wargaming Study for CJCS
High Level Architecture(HLA) begun
DARPA-SACEURDistributed WargamingSystem ACE-89
DIS Standards begun
ALSPlinking of Service wargames
New programs (JSIMS, JWARS)
HLA policy established
88 89 90 91 92 93 94 95 96 97 98
DoD Dir 5000.59MS Management
DEPSECDEF MemoEXCIMS formedand DMSO established
DoD 5000.59-PMS Master Plan
DoD Simulation Policy Study
DoD VVAInstruction
DoD MS Executive Agents
All ServicesMS officesin place
SBA TaskForce
ArchitectureManagement Group
Management
HLA Transition Plan approved
EXCIMSFunctional Area Councils
39Scope of HLA
High Level Architecture
Major functional elements, interfaces, and design
rules, applicable to all DoD simulations, and
providing a common framework within which
specific system architectures can be defined.
- Applicable to broad range of functional areas
(e.g., training, contingency planning, analysis,
and acquisition) - Applicable to simulations involving pure software
representations, man-in-the-loop simulators, and
interfaces to live components (e.g.,
instrumented-weapon systems and C3 systems)
40Role of HLA
- Used by simulation system developers and policy
makers - Provides systematic and consistent basis for
addressing simulation system design and
implementation issues - Many difficult issues still need to be resolved
at system level e.g., mechanisms for
scalability, aggregation-disaggregation - Facilitates interoperability and reuse through a
set of commonly applicable rules - Furnishes framework for making policy decisions
(e.g., imposition of specific standards)
41DoD HLA Policy
- DoD Policy
- Under the authority of DoD Directive 5000.59,
and as prescribedby the DoD Modeling and
Simulation Master Plan, I designatethe High
Level Architecture as the standard technical
architecturefor all DoD simulations. - HLA supersedes Distributed Interactive
Simulation (DIS) and ALSP - No Can Dates
- No Can Pay- first day of FY99
- No funds for developing/modifying
non-HLA-compliant simulations - No Can Play- first day of FY01
- Retirement of non-HLA-compliant simulations
- Waivers must be decided on a corporate basis
- Dr. Paul Kaminski, USD(AT) 10 September 1996
42How HLA Will Extend DIS and ALSP Capabilities
HLA vs. ALSP capabilities
HLA vs. DIS capabilities
- HLA applies to multiple time management schemes
- DIS applies to only real-time, platform level
niche of MS market - HLA separates data from architecture-- evolves
data as required by applications - DIS embeds data in architecture causing protocols
to be inflexible and ineffective - HLA selectively passes data among simulations
- DIS uses full broadcast distribution approach
- Does not scale from a network or processor
viewpoint - HLA is built around simulation services that DIS
does not possess
- HLA applies to multiple time management schemes
- ALSP applies to only discrete-event, logical-time
niche of MS market - HLA new, more robust approach designed in from
onset - ALSP designed to accommodate legacy simulations
- HLA supports broad DoD user community
- ALSP evolution driven by Joint Training
Confederation (JTC) needs
43Rationale for HLA Design
- Basic premises
- No single, monolithic simulation can satisfy the
needs of all users - All uses of simulations and useful ways of
combining them cannot be anticipated in advance - Future technological capabilities and a variety
of operating configurations must be accommodated - Consequence Need composable approach to
constructing simulation federations - Resulting design principles
- Federations of simulations constructed from
modular components with well-defined
functionality and interfaces - Specific simulation functionality separated from
general purpose supporting runtime infrastructure
44The High LevelArchitecture (HLA)
- Architecture calls for a federation of simulations
- Architecture specifies
- Ten Rules which define relationships among
federation components - An Object Model Template which specifies the
formin which simulation elements are described - An Interface Specification which describes the
way simulations interact during operation
Live Participants
Interfaces toLive Players
Support Utilities
Simulations
Interface
Runtime Infrastructure (RTI)
Federation Management Declaration
Management Object Management
Ownership Management Time Management
Data Distribution Management
The HLA is not the RTI the HLA says there will
be an RTI that meets HLA requirements but it
doesnt specify a particular software
implementation
45Defining the HLA
- HLA Rules. A set of rules which must be followed
to achieve proper interaction of federates during
a federation execution. These describe the
responsibilities of federates and of the runtime
infrastructure in HLA federations - Interface Specification. Definition of the
interface services between the runtime
infrastructure and the federates subject to the
HLA - Object Model Template. The prescribed common
method for recording the information contained in
the required HLA Object Model for each federation
and federate
46Federation Rules
- 1 Federations shall have an HLA Federation Object
Model (FOM), documented in accordance with the
HLA Object Model Template (OMT). - 2 In a federation, all representation of objects
in the FOM shall be in the federates, not in the
runtime infrastructure (RTI). - 3 During a federation execution, all exchange of
FOM data among federates shall occur via the RTI. - 4 During a federation execution, federates shall
interact with the runtime infrastructure (RTI) in
accordance with the HLA interface specification. - 5 During a federation execution, an attribute of
an instance of an object shall be owned by only
one federate at any given time.
47 Federate Rules
- 6 Federates shall have an HLA Simulation Object
Model (SOM), documented in accordance with the
HLA Object Model Template (OMT). - 7 Federates shall be able to update and/or
reflect any attributes of objects in their SOM
and send and/or receive SOM object interactions
externally, as specified in their SOM. - 8 Federates shall be able to transfer and/or
accept ownership of attributes dynamically during
a federation execution, as specified in their
SOM. - 9 Federates shall be able to vary the conditions
(e.g., thresholds) under which they provide
updates of attributes of objects, as specified in
their SOM. - 10 Federates shall be able to manage local time
in a way which will allow them to coordinate data
exchange with other members of a federation.
48HLA Interface Specification
49Rationale for Object View
- Provides a convenient way to describe the real
world - Facilitates communication between simulation
users and developers - Promotes common understanding of real-world
representations within and between simulations - Caveat Use of object view implies nothing about
implementation means (e.g., use of
object-oriented programming languages)
50HLA Object View
- Real-world entities of interest for a simulation
are regarded as objects - Objects have three basic characteristics
- Identity Those features (e.g., name) that
distinguish one object from all others - State The composite of all the static and
dynamic properties of an object at any instant in
time - Behavior How an object acts and reacts in
terms of its state changes - The relationship of objects to one another is
specified through - Attributes Those state variables and other
parameters of an object that can be accessible to
other objects - Association The conceptual connection between
objects (e.g., one object is part of a larger
object) - Interaction The influence of one object's
state on the state of another object
51HLA Object Models
- Object models describe
- The set of shared objects chosen to represent the
real world for a planned simulation or a
federation - The attributes, associations, and interactions of
these objects - The level of detail at which these objects
represent the real world, including spatial and
temporal resolution - The key models and algorithms used in
representing the objects - The HLA will provide a template to characterize
the object models - Object Model Template (OMT) specification
- Note The term object model here should not be
identified with the term used in some texts on
object-oriented analysis and design
methodologies. The term is used more generally
here.
52HLA Object Models and Object Model Template
- Object Model Template (OMT)
- Provides a common framework for HLA object model
documentation - Fosters interoperability and reuse of simulations
and simulation components via the specification
of a common representational framework - Federation Object Model (FOM)
- A description of all shared information (objects,
attributes, associations, and interactions)
essential to a particular federation - Simulation Object Model (SOM)
- Describes objects, attributes and interactions in
a particular simulation which can be used
externally in a federation
53HLA Prototype Federations
- Five prototype federations
- Platform Proto-federation
- Joint Training Proto-federation (JTFp)
- Analysis Proto-federation
- Engineering Proto-federation
- Joint Precision Strike Demonstration (JPSD)
Experiment
54The Prototype Runtime Infrastructure (RTI)
- Distributed operating system-like services to
support federation runtime operations - RTI prototype will support multiple
proto-federations - Phased development
55The Platform Proto-federation
- Platform level real time simulators/simulations
- Currently use DIS 2.X
- Key issues
- performance
- transition from DIS to HLA implementation
56The Joint Training Proto-federation
- Distributed discrete event simulations
- Key issues
- Time management
- Object ownership
- Environmental representation
57The Analysis Proto-federation
- Faster than real time,closed form analysis
simulation - Key Issues
- Time management
- Data filtering
- Replicability
- Runtime efficiency
58The Engineering Proto-federation
AFEWES
REDCAP
IADS
SBD
JMASS
ACETEF
Runtime Infrastructure
TE EW
- Networked Engineering-level simulation
capabilities - Validated detailed, high fidelity simulations
- DoD 5000 series-compliant acquisition supportfor
TE and concept evaluation - Key Issues
- Object ownership management
- Performance
59The Joint Precision Strike Demonstration (JPSD)
HLA Experiment
- Heterogeneous mix of federates in an existing
experimental simulation environment - Current implementation augments DIS 2.X with
tailored HLA-like functionality - Key issues
- Can HLA support current functionality?(declaratio
n management, object ownership management,
performance)
60Proto-federations and HLA Baseline Definition
- Proto-federation experiences support HLA
baseline definition - HLA Specifications Feedback in
InterfaceSpecification, Object Model Template,
and test procedures(through AMG working groups) - Lessons Learned for Transition Profiles of
federate adaptation to capture implementation
experience - Process of Use Generating a Federation
Development and Execution Process based on
composite experience
61Interoperability
- MS Interoperability The ability of a ...
simulation to provide services to, and accept
services from, other ... simulations, and to
use the services so exchanged to enable them to
operate effectively together. - DoDD 5000.59
62HLA and Interoperability
- Interoperability requires the ability both to
exchange data and to interpret it consistently - HLA-required functionality and interfaces provide
ability to exchange data - Provides mechanism to establish federation of
simulations, transfer object data among
simulations, and coordinate simulation operations - HLA-required federation object models facilitate
consistent interpretation of exchanged data - Provide information on objects, their public
attributes, associations, interactions, level of
resolution, and key models and algorithms used in
their representation
63Opportunities for Reuse
Instrumented Ranges
Weapon Systems
Simulations
IndividualCombatants
Real-world C4I
environment, military systems, doctrine
SupportUtilities
Interfaces to live players
HLA Interface Specification
Runtime Infrastructure
Communications (e.g., DSI)
64On-Line Documentation
- Proceedings and products of the AMG appear under
the subtopic Common Technical Framework for
MS, under High Level Architecture. DMSO home
page site is - http//www.dmso.mil/
- Specific questions can be directly addressed to
DMSO via electronic mail at - hla_at_msis.dmso.mil