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Title: Models, Gaming, and Simulation Session 11


1
Models, Gaming, and Simulation - Session 11
  • The Future of Combat Modeling and Simulation

2
Topics
  • Issues in MS
  • Hardware Improvements
  • Software Improvements
  • Implications for MS
  • Distributed Simulations
  • History and Vision
  • DIS
  • HLA

3
Issues 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

4
Issues 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.

5
MS Technology Improvements
REQUIREMENTS
Analysis Requirements
Training Requirements

Army DOD MS Programs
Software Paradigms and Capabilities
CAPABILITIES
Hardware Improvements
6
Technology 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?
  • JSIM
  • JWARS

7
Hardware 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

8
Hardware 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.

9
Software Improvements
  • Object-Oriented Design
  • Artificial Intelligence
  • Parallelism
  • Distributed Systems

10
Trends in Software Engineering
(90s - 00s)
(80s - 90s)
(70s)
Unstructured Programming
11
Object-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
12
Object-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.

13
Object-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.

14
Componentware 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.

15
Componentware 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.

16
Componentware 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

17
Artificial 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.

18
Artificial 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

19
Artificial 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

20
Parallelism
  • 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.

21
Parallelism - 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.

22
Distributed 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.

23
Advanced 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
24
Advanced 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

25
Advanced 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

26
Advanced 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.

27
Advanced 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.

28
The Distributed Simulation Vision disparate
simulations participating in a unified exercise.

Parallel Simulation optimistic Time Warp
execution
multiprocessor
29
A 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
30
A 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/
31
A 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
32
Distributed 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

33
Distributed 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)

34
Distributed 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.

35
Excerpts 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/
36
DoD 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
37
DoD 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.
38
How 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
39
Scope 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)

40
Role 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)

41
DoD 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

42
How 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

43
Rationale 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

44
The 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
45
Defining 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

46
Federation 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.

48
HLA Interface Specification
49
Rationale 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)

50
HLA 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

51
HLA 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.

52
HLA 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

53
HLA 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

54
The Prototype Runtime Infrastructure (RTI)
  • Distributed operating system-like services to
    support federation runtime operations
  • RTI prototype will support multiple
    proto-federations
  • Phased development

55
The Platform Proto-federation
  • Platform level real time simulators/simulations
  • Currently use DIS 2.X
  • Key issues
  • performance
  • transition from DIS to HLA implementation

56
The Joint Training Proto-federation
  • Distributed discrete event simulations
  • Key issues
  • Time management
  • Object ownership
  • Environmental representation

57
The Analysis Proto-federation
  • Faster than real time,closed form analysis
    simulation
  • Key Issues
  • Time management
  • Data filtering
  • Replicability
  • Runtime efficiency

58
The 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

59
The 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)

60
Proto-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

61
Interoperability
  • 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

62
HLA 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

63
Opportunities 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)
64
On-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
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