Gaming and HLA 1516 Interoperability within the Swedish Defence - PowerPoint PPT Presentation

1 / 13
About This Presentation
Title:

Gaming and HLA 1516 Interoperability within the Swedish Defence

Description:

Calisto Data AB. Adam Backlund. Bj rn Waller. Swedish Air ... Few games are best-sellers; many games flop commercially. Inexpensive products. 2005 FALL SIW ... – PowerPoint PPT presentation

Number of Views:184
Avg rating:3.0/5.0
Slides: 14
Provided by: pbur7
Category:

less

Transcript and Presenter's Notes

Title: Gaming and HLA 1516 Interoperability within the Swedish Defence


1
Gaming and HLA 1516 Interoperabilitywithin the
Swedish Defence
Adam Backlund Björn Waller Swedish Air Force
Combat Simulation Center
Björn Möller Björn Löfstrand Pitch Technologies
Robert Virding Swedish DefenceMaterial
Administration
Jouni Lindqvist Calisto Data AB
05F-SIW-118
2
Overview of this Paper Four Perspectives
What is Game Technologyand what can we learn?
Interoperability in the Game industry versus
the Defence industry
A technical implementationof gaming and HLA
1516interoperability
An example of providingreal life valueGaming
and HLA 1516in Peace SupportOperations training
3
Some Background
  • Defence MS Industry
  • Customers operations are required to
    interoperate and so are their simulations.
  • MS needs to produce realistic and operationally
    valid training experiences or analysis metrics.
  • VVA important part of the process.
  • Requirements for interoperability explicitly
    stated during acquisition.
  • Open interoperability standards used since 90s
  • Systems maintained for many years or even decades
  • Procured by a small number of large customers.
  • Long-term customer relationships
  • Expensive products
  • Gaming Industry
  • Aimed at giving an entertaining experience to the
    end-user.
  • Defense-related titles very popular
  • Customer lock-in desirable, especially for
    platform games. Interoperability between titles
    seldom available.
  • Compatibility with existing hardware is an
    important factor when purchasing but not
    interoperability with other titles.
  • Purchased by a large number of small customers
    through mass-market channels.
  • Little direct customer influence on a title
  • Few games are best-sellers many games flop
    commercially.
  • Inexpensive products

4
Game Technology
Defence MSreuse potential
Modifications Tools
Many opportunities but few realized
Game level editors, Terrain editors, ...
Game Engines
Many opportunities but few realized
Everything but the content
Middleware
Many opportunities but few realized
Physics, AI, networking, ...
Low-Level APIs
Open GL, MS Direct X, ...
Already major benefits
Hardware
Already major benefits
3D Graphics, Audio, Controllers, ...
  • Peer-to-peer
  • Client-server
  • Client-server clusters

Multiplayer game architectures
5
Why Games Dont Use OpenInteroperability
Standards
  • Tailored performanceNeed performance optimized
    for a certain title running on computers and
    networks meeting minimal requirements.
  • Game Play ExperienceNeed for a fine tuned
    experience for a particular title.
  • ComplexityDifferent multiplayer architectures,
    protocols, shared virtual environments, fidelity,
    resolution, ...
  • No StandardsLack of de-facto standards and
    information models.
  • Prevent CheatingNeed to protect on-line games
    from cheaters, especially commercial ones.
    Cheating is a sub-culture in gaming.
  • Different Business ModelsSome are free or
    advertisement funded, others require a
    subscription.

6
A Defence Perspective onGame Technology
  • Many technologies can be shared.
  • Lessons learned can be reused, for example
    Massive Multiplayer Online (MMO) scalability
    approaches.
  • Games usually trade validity, correctness and
    repeatability for an improved gaming experience.
    But not always!
  • Interoperability approaches heavily tailored to
    game titles. This limits the reuse for defense
    purposes.
  • No major driving factor for developing
    interoperability between titles in the same
    domain or between different domains.
  • Limited experience of semantic and substantive
    interoperability issues in the gaming community.

7
An MS Flight Simulator 2002to HLA 1516 Bridge
  • Developed at GameStudio at the Swedish Defence
    Materiel Administration (FMV) together with
    FLSC.
  • MS Flight Simulator chosen because of good
    dynamic models, availability of aircraft models,
    well-documented SDK and expected demonstration
    impact.
  • The bridge provides a two-way gateway.
  • FS 2002 protocol partially resembles RPR-FOM.
  • FS 2002 provides players (platforms) and
    observers.
  • Some limitations on how many airplanes that can
    be displayed simultaneously by FS 2002.

8
Bridging Architecture




HLA 1516RTI
Direct-Play 7
FS2HLA
B

r




FSIM 2002Objects andactions
FSIM 2002Session

RPR-FOMObjectsandinteractions
i



RPR-FOMSimulation

d


g



e
  • FSIM 2002 objects and actions mapped to RPR-FOM
    objects and interactions
  • DirectPlay 7 used on the FS 2002 side. Can run up
    to 16 simulators using peer-to-peer mode or an
    unlimited number using third-party hosting
    applications.
  • HLA 1516 (pRTI 1516) with RPR FOM 2.0 used on the
    HLA side.
  • This architecture allows for great scalability on
    both sides.

9
Challenges in Mapping FS 2002 withHLA 1516 with
RPR FOM 2.0
S
P

BaseEntity
PhysicalEntity
Aircraft
Platform
HLAObjectRoot

Spatial EntityType
These challenges are very similar to what is
common in defence interoperability
  • Mapping of player names/identifiers between HLA
    and FS 2002.
  • No force, site or application IDs in FS 2002.
  • RPR FOM Entity Type needs to be mapped to FS
    models.
  • No fire or detonation packets in FS 2002. Packet
    PLAYER_CRASH may be used.
  • FS 2002 representation of coordinates and speed
    not clearly documented. Information found later
    in FSUIPC documentation.
  • Speed represented as lat/long units per second
    and altitude speed in feet/s. Needs to calculate
    WGS84 XYZ velocities from this. No acceleration
    vector.
  • Unclear dead-reckoning algorithms in FS 2002.

10
Some Use Cases
  • Used for studies on future C2 prototypes
  • LedsystT Federation
  • SE/US SNR PA (FMV/CERDEC demonstration)
  • FLSC
  • Example The FS2HLA bridge handled 62 HLA Objects
    without problems. However, FS 2002 had some
    problems rendering them.
  • FS 2002 has been used as a low-cost, low-fidelity
    generic aircraft human-in-the-loop for
  • JAS 39 Gripen
  • Hercules (C130/TP84)
  • Argus (FSR 890)
  • Huey helicopter (UH1)
  • Generic UAV
  • FS 2002 has as also been used as a low-cost
    federation visualization tool.

11
Using Games for PSO Training at the Swedish Air
Force Combat Simulation Center (FLSC)
  • The Swedish Air Force Air Combat Simulation
    Centre (FLSC) is part of the Swedish Defense
    Research Agency (FOI)
  • Provides operational simulation services for the
    Swedish Air Force and for international customers
    (training, SBA, etc)
  • Provides manned simulators, computer-generated
    forces, powerful visualization equipment and
    interoperability capabilities for large-scale
    distributed simulations
  • Use case Peace Support Operations (PSO) training
    for pilots and AWACS staff from different
    countries using the FS2HLA and Flight Simulator
    2002.
  • Major topics include practicing international
    terminology and methodology during operations,
    typically patrolling non-flying zones.
  • Adding FS2HLA and FS 2002 makes it possible to
    bring in logistics pilots to these exercises at
    very modest additional cost.

12
Setup at FLSC
  • FLSC version of FS2HLA initially developed as a
    proof of concept to demonstrate the potential of
    mixing gaming and defense MS applications.
  • Based on the same code as the GameStudio
    implementation.
  • Simulates the logistic platform TP84 which is
    based on Hercules 130.
  • Dedicated hardware controllers similar to TP84.

13
Conclusions
  • Defence and game industries operate in completely
    different markets and under completely different
    conditions. The strong customer requirement for
    interoperability in the defence market is
    unmatched in the game market.
  • Many game technologies can be directly reused for
    defence purposes. Example graphics adapters are
    directly reusable.
  • Others, like game titles and moding, may be
    reused but possible limitations in realism,
    fidelity and VVA need to be understood.
  • A bridge between HLA 1516 and MS Flight Simulator
    2002 with a scalable architecture has been
    developed.
  • The technical challenges experienced have been
    very similar to what is usually seen in
    corresponding defence interoperability efforts.
  • One use case is Peace Support Operations where
    logistics pilots can be added to existing
    exercises.
  • This can enrich existing training and extend the
    type of training that can be given, all at a very
    modest cost.
Write a Comment
User Comments (0)
About PowerShow.com