Title: SYST 680 PRINCIPLES OF C3I
1SYST 680 - PRINCIPLES OF C3I
Overview of Models, Gaming, and Simulation
- Dr. Rob Alexander
- robert.s.alexander_at_saic.com
2Topics
- What is a combat simulation?
- How should they be used?
- Where is the field headed?
3What is a combat simulation?
- Definitions, taxonomies, structure, and
components of a force-on-force combat simulation,
and an example.
4Some definitions
- Model an abstract representation of reality
- Physical (iconic, e.g., windtunnel and
airframe, map) - Mathematical (e.g., LP, Simultaneous Eqns,
DiffEQ) - Logical (e.g., computer code)
- Simulation
- A model that uses numerical evaluation to imitate
a systems operations or characteristics, often
over time (Kelton, Sadowski, Sadowski) - A model that represents activities and
interactions over timeA simulation is an
operating representation of selected features of
real-world or hypothetical events and processes.
(DoD) - Wargame a simulation which depends primarily on
humans for simulation control, decisionmaking,
and assessment of results (may use computer for
bookkeeping)
5TAXONOMIES
- Static vs Dynamic
- Static no consideration of time
- Dynamic evaluate a model over time
- (DoDs definition implies that all simulations
are dynamic) - Continuous vs Discrete
- Continuous state of model can change
continuously over time - Discrete state of model can change only at
distinct points in time.
6TAXONOMIES
- By degree of abstraction
- Field Experiment or Live-Fire Test
- FTX (Field Training Exercise)
- CPX (Command Post Exercise)
- Wargame
- Computer Simulation
- Mathematical Model
- By means of representing reality
- Live (actual equipment)
- Virtual (crews in simulators)
- Constructive (computer simulations)
7Taxonomies
- By degree of aggregation 3 sets of terms
ARMY
AIR FORCE
- Engineering Models
- e.g., munition effects
- High-Resolution Models
- Co, Bn, Bde operations
- Weapon versus weapon
- Medium-Resolution Models
- (not a common term)
- Bde, Div, Corps operations
- Unit versus Unit
- Low-Resolution Models
- Corps or Theater operations
- Force versus Force
- Engineering Models
- e.g., munition effects
- Milliseconds to seconds
- Engagement-level
- Aircraft and ADA interactions
- Missile versus A/C
- Seconds to minutes
- Mission-level
- Several Aircraft versus several ADA sites
- Takeoff through mission actions to landing
- Campaign-Level
- Air Campaign
- Multiple days of operations
TRAINING COMMUNITY
8Taxonomies
- By function
- Ground Combat
- Air Combat
- Naval Operations
- Log/personnel
- Air-Land
- Joint
- Operations Other Than War
- (others)
- By Durability
- Ad Hoc
- Standing
- By probabilistic nature
- Stochastic
- Direct computation
- Monte Carlo
- Deterministic
- Expected-value model (not
mathematically correct term) - No randomness represented
9Some Well-Known Combat Simulations
10Basic Elements of a Combat Model
- Preprocessor (instantiate the conceptual model)
- Tool(s) to set up input data, build a scenario,
and test for completeness and correctness - Simulation (move the model forward through time)
- Controls (start, pause, checkpoint, etc.)
- Simulation Infrastructure
- Mechanism to advance time (usually an event
queue) - Mechanism to compute state-changes for each event
- Algorithms that define state changes
- Postprocessor (analyze the results)
11Basic Algorithms and Models of a Combat Simulation
- Entity / Unit State how the basic actors are
defined - Movement how the actors change location
- Target Acquisition how observers use sensors to
acquire targets - Attrition lethality of weapons and vulnerability
of targets - Decision-making autonomous and semi-autonomous
behavior, reactive and preplanned - Communications how messages are sent
- Reporting how information is relayed from one
actor to another - Situational Awareness how each actor perceives
the state of the world
12Eagle Combat Model An MS Case Study
13Eagle - What Is It?
- Corps-level Combat Model.
- Force-on-Force, Unit-Based, Battalion Resolution.
- Deterministic, Time-Stepped Model.
- Balanced Across Battlefield Functions.
- Command and Control Represented Explicitly.
14Why Was It Developed?
- Represent command and control explicitly.
- Integrate emerging (circa mid-80s) artificial
intelligence and computer science methods. - Rule-based reasoning.
- Automated route planning.
- Object-oriented programming.
- Reduce entire study life-cycle time, including
scenario development and post-processing.
15Design Philosophy
- Build on accepted combat modeling methods, but
use AI and advanced computer science where
appropriate. - Use rapid prototyping software development
paradigm. - Use object-oriented programming paradigm.
- Develop in-house using DoD civilians and
active-duty military. - Carefully craft knowledge representation schemes.
- Develop balanced representation of BOSs.
16Eagle What Does It Look Like?
17A Brief History of Eagle
Proof-of-Concept (LANL)
DMSO C2 Exp. (HLA)
Prototype (TRAC LANL)
Prototype Postprocessor
JPSD
Trailblazer Pegasus (HLA) (JFCOM UV00)
Division Eagle
Eagle / BDS-D
Prairie Warrior
retired
Corps Eagle
Requirements (TRAC)
JVB MATREX (ACS FCS)
Small Studies
Partial VV
Planning Preprocessor
JVL
DLRC
CAA Pre- and Postprocessors
DMIF
1989
1990
Transition to AWARS
VAA (First Large Study)
1991
1988
1987
1992
1993
1994
2005
1995
1996
2003
Development activities
1997
1998
1999
2002
2000
Use in exercises or studies
18How Did Eagles Role Develop?
- As a test-bed for distributed simulation
technology (JPSD, BDS-D, DIS, HLA) - As an exercise driver for staff training (Prairie
Warrior, DLRC) - As an analysis tool (USA Concepts Analysis
Agency) - As an analysis federate (Pegasus / JVB / MATREX
for JFCOM / ACS / FCS)
19What's In It?
- Command and Control
- Movement
- Direct Fire
- Indirect Fire
- Engineers
- Atk Helicopters
- Logistics
- Intel Fusion
- Fixed Wing CAS/Interdiction/SEAD
- ADA
- Sensors
- Commo (limited)
- HLA Interface
- C2 Interface (MCS, GCCS, others)
20What's Not In It?
- EW
- Light Infantry
- Abn/Airmobile Opns
- NBC
- Allocation of Fixed Wing Sorties
- Weather
- Detailed communicationLOS, nets, radios
- Automated planning
- Internal staff actions of a headquarters/command
post - Not a functional area model for any one
functional area - Partial VV only (attrition, sensing)
21How should force-on-force simulations be used?
- Purposes within DoD
- Verification, Validation Accreditation
- Principles for analysis
- Example
22PURPOSES OF COMBAT MODELS
- Analysis
- Research and Development theoretical
investigation of combat phenomena and design of
weapons - Requirements Analysis aid in understanding what
the military needs in equipment, force
capability, and organization. - Test and Evaluation augments live tests in the
materiel acquisition process - Production and Logistics aids for studying
industrial base, producibility, and logistics
problems. - Operations aids for planning on-going operations
- Training aids for preparing soldiers and units
for combat
23The Scientific Method
- The scientific method
- Process
- Propose a hypothesis
- Test the hypothesis
- Accept, refine, or reject the hypothesis
- Repeat
- Characteristics
- Objective
- Conforms to standard of scientific proof
- Open to examination
- Subject to peer review
- Verifiable (falsifiable)
- Combat Models partially conform to the scientific
method. - They provide objective, reproducible tools for
analysis - But they are not strictly falsifiable
- The underlying process cannot be tested
- Therefore validation is not really possible
24V V A, plus C
- Verification is the conceptual model correctly
implemented? - Validation does the conceptual model adequately
represent the relevant elements of the real
world? - Accreditation is the implementation approved
for a particular use? - Certification is the input data approved for
use by a particular model for a particular
purpose?
25V V A
Specific Use (e.g., a study)
Relevant Aspects of the Real World
Purposes (Study Questions)
Modeling
Conceptual Model
Validation
Accreditation
SW Engineering (SW Rqmts)
Simulation (or other tool)
Verification
26Principles of Good Analysis
- REMAIN OBJECTIVE!
- ANSWER THE QUESTION (Dont change the question to
fit your model) - Dont ask questions of a model it was NOT
DESIGNED TO ANSWER - Use model within design range.
- Dont limit analysis to just one model.
- Consider back-of-the-envelop analysis
27Principles of Good Analysis
- KNOW WHY the model gave the answers it did
(Because the model says so is never the right
response) - PARAMETERIZE against uncertainty (i.e.., do
sensitivity analysis concerning subjective inputs
and assumptions) - Brief the ANALYSIS, not the MODEL. (If possible,
dont even mention the model by name)
28Principles of Good Analysis
- State your ASSUMPTIONS (Non-modelers will
probably ascribe more power and depth to a combat
model than it actually deserves.) - Dont claim to provide POINT PREDICTIONS of the
outcome of battle - Combat models are not precise enough to do this
- Human factors play too large a part in combat
- Combat is a dynamical system subject to chaos
- The simulation may also be subject to chaos
- Instead report ranges of outcomes, trends, and
insights.
29Basic Principles
- Remember the scope and resolution
- Model primary process mechanisms (explicitly)
- Model secondary process effects only (implicitly)
NOTE dont expect more resolution of a model
than it was designed for. (Or, dont measure with
a micrometer and cut with a hacksaw.)
30Basic Principles
- Ensure that each sub-model has
- a cause
- an effect (either the cause of another sub-model
or a logged MOE) - a model mechanism to realize the effect given the
cause.
31Basic Principles
- In a Force-on-Force study, evaluate each system
in the context of its marginal contribution to
overall force effectiveness. - Test each system model by itself (or with other
tightly coupled systems) by considering measures
of performance. - But measure the effect of each system in the
context of all other candidate systems by looking
at force-level measures of effectiveness.
32MODES OF COMBAT MODEL USE
- Descriptive describe the nature of combat gain
insights and describe trends - Prescriptive prescribe a (perhaps optimal)
solution to a problem - Predictive predict the outcome of battle
33Example Simulation as a tool in an analysis
- Future Force Warriors Exploratory Analysis
process
FFW was an Army ATD run by Natick Soldier RDEC
from 2002 through 2007 that investigated various
individual Soldier technologies in a platoon
context.
34Simulation for Estimating Contributions to Combat
Effectiveness
- Design a run matrix that prescribes runs using
various combinations of the capabilities under
consideration - Run multiple replications of each run (for
stochastic sim) - Do regression analysis on the results
- A capabilitys regression coefficient represents
its marginal contribution to overall combat
effectiveness
35Methodology
- EXPERIMENTAL DESIGN Vary the mix of future
systems in each run experimental design
specifies which systems to represent in each run. - COMBAT MODEL simulation measures force
effectiveness for each replication. - SYSTEM EFFECTIVENESS ESTIMATION Fit a Response
Surface to the results of the combat model
Slopes of the surface estimate each
capabilitys marginal contribution to force
effectiveness.
Specifies Xij (presence of capability i in run j)
Computes Yj (realization of MOE for run j)
Solves for ?i (contribution of capability i) such
that ?i ??i2) (or ?i ?i ) is minimized in Yj
?j ?i Xij ?i
36Run Matrix Example
37Where is the field going the future of MS
within DoD
- Where has it been?
- Where is it going?
38Where has it been?
- Past MS Initiatives
- Early Simulations
- Army Hierarchy of Models
- Army Model Improvement Program
- DMSO, AMSO, etc.
- C2 in Simulations
- Plethora of Ad Hoc Models
- Large, Monolithic Simulations
- Primacy of data
39Where is it going?
- Distributed Simulation
- Composable Simulations
- Non-linearity Issues
- Terrain Issues
- Agent-based Simulation
- Multi-Trajectory Simulation
- Much-faster-than-real-time simulations
- Lessons from the hobby gaming world
40More Definitions
- Distributed Simulation
- Simulators, simulations, and real systems
collaboratively representing combat operations. - Distributed Interactive Simulation
- Definition a set of protocols specifying how
simulations interact on a network - Purpose 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, running at real-time (wall-clock
time). - High Level Architecture
- Concept A common simulation architecture to
facilitate the interoperability of all types of
models and simulations among themselves and with
C4I systems - Definition 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.
41The Distributed Simulation Vision disparate
simulations participating in a unified exercise.
42The 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
43Issues in Modeling and Simulation
- 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 - 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. - Multi-Resolution Modeling
- Linking aggregate-level and entity-level models
- Mechanics are possible, though tedious
- Validation poses substantial problems.
- Modeling Support and Stability Opns (SASO)
- Peacekeeping and Humanitarian Relief Operations
- Mobilization and Deployment
- Anticipating hotspots in the world
44Issues 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. - In the age of computer-supported forces which are
deployable anywhere in the world, terrain
databases must be available to take advantage of
automation. - Terrain Visualization
- 3D real-time visualization is important for
interactive system-level simulations - Dynamic Terrain
- Automatic Scenario Generation
- Largely a problem of automated planning
- Standards
- For distributed simulation (DIS and HLA)
- For scenario generation (OneSAF SISO effort -
MSDL) - For terrain translation (SEDRIS)
45Issues in Modeling and Simulation
- Agent-Based Simulation
- Concept autonomous agents with simple
behavioral rules that execute those rules in an
environment - We hope to find emergent behavior that can help
us understand the value of the agents rules. - Much-Faster-Than-Real-Time Simulations
- Many applications require thousands of runs of
slow simulations - High-Performance Computing
- Lessons from Hobby Gaming
- First-person shooter games
- Massively Multiplayer Online Games
- Example Americas Army
- Naval Postgraduate Schools MOVES Institute does
research in this area (among others) - Multi-Trajectory Simulation explore alternate
futures
46Multi-trajectory Simulation
- Example from DARPA Course-of-Action Analysis
Program (1997-9)
47Summary
- Simulations are widely used as analysis,
training, and testing tools throughout DoD. - Use simulations appropriately follow principles
of good simulation-based analysis. - The MS field has many compelling challenges to
support the military of the future.
48Suggested Reading and Links
- Virtual Combat, David Neyland
- Introduction to Military Training Simulations A
Guide for Discrete Event Simulationists Ernest
H. Page and Roger Smith, Proceedings of the 1998
Winter Simulation Conference. - DMSO home page http//www.dmso.mil/
- The Stochastic Versus Deterministic Argument for
Combat Simulations Tales of When the Average
Wont Do, Thomas W. Lucas, Military Operations
Research, Vol 5, Number 3, 2000. - Land Warfare and Complexity, Part I
Mathematical Background and Technical
Sourcebook, Andy Ilachinski, Center for Naval
Analyses, July 1996 (available for download at
http//www.cna.org/isaac/on-line-papers.htm) - Land Warfare and Complexity, Part II An
Assessment of the Applicability of Nonlinear
Dynamics and Complex Systems Theory to the Study
of Land Warfare, Andy Ilachinski, Center for
Naval Analyses, July 1996 (available for download
at http//www.cna.org/isaac/on-line-papers.htm) - http//www.ecst.csuchico.edu/hla/ (HLA training
course notes) - Course notes from SYST-683/OR-649 taught each
Spring semester http//classweb.gmu.edu/ralexan3/
SYST683