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SIMNET SIMNET

‹‹

Technical challenges Technical challenges

™

™ how to fabricate high-how to fabricate high-quality, lowquality, low--cost simulatorscost simulators

™™how to network them together to create a consistent battlefieldhow to network them together to create a consistent battlefield

‹‹

Testbed Testbed

™

™ 11 sites with 5011 sites with 50––100100simulators at each sitesimulators at each site

™™a simulatora simulatorisisthe portal to the synthetic environmentthe portal to the synthetic environment

™

™ participantsparticipantscan interact/play with otherscan interact/play with others

™™play was unscriptedplay was unscriptedfree playfree play

™

™ confined to the chainconfined to the chainof commandof command

SIMNET NSA SIMNET NSA

Basic

Basic components components

i.i.

An object An object -event architecture - event architecture

ii.

ii.

A notion of autonomous simulator nodes A notion of autonomous simulator nodes

iii.

iii.

An embedded set of predictive modelling An embedded set of predictive modelling algorithms (i.e., algorithms (i.e.,

‘dead

‘dead reckoning’) reckoning’)

(2)

i. Object

i. Object - - Event Event Architecture Architecture

‹‹

Models Models the world as a collection of the world as a collection of objects objects

™

™ vehicles and weapon systems that can interactvehicles and weapon systems that can interact

™™a single object is usually managed by a single hosta single object is usually managed by a single host

™

™ ‘selective functional fidelity’‘selective functional fidelity’

‹

‹

Models Models interactions between objects as a interactions between objects as a collection

collection of of events events

™

™ messages indicating a change in the world or object statemessages indicating a change in the world or object state

‹

‹

The basic terrain and structures are separate from the collection The basic terrain and structures are separate from the collectio n of objects

of objects

™

™ if the structure can be destroyed then it has to be reclassifiedif the structure can be destroyed then it has to be reclassifiedas an as an object,

object, whose statewhose stateis continually transmitted onto the networkis continually transmitted onto the network

ii. Autonomous

ii. Autonomous Simulator Nodes Simulator Nodes

‹‹Individual players, vehicles, and weapon systems on the network are Individual players, vehicles, and weapon systems on the network are responsible

responsiblefor transmitting accuratelyfor transmitting accuratelytheir current statetheir current state

‹

‹ Autonomous nodes do not interact with the recipients by any other wayAutonomous nodes do not interact with the recipients by any other way

‹

‹ Recipients are responsible forRecipients are responsible for

™

™ receiving state change informationreceiving state change information

™

™ making appropriate changes to their local model of the worldmaking appropriate changes to their local model of the world

‹‹Lack of a central serverLack of a central server

™™ single pointsingle pointfailures do not crash the whole simulationfailures do not crash the whole simulation

™

™ players can join and leave at any time (persistency)players can join and leave at any time (persistency)

‹

‹ Each node is responsible for one or more objectsEach node is responsible for one or more objects

™

™ the node has tothe node has tosendsendupdate packetsupdate packetstotothe network whenever its objects have the network whenever its objects have changed enough

changed enough to notify the other nodesto notify the other nodesof theof thechangechange

™

™ a ‘heartbeat’a ‘heartbeat’message, usually every 5 secondsmessage, usually every 5 seconds

(3)

iii. Predictive

iii. Predictive Modelling Modelling Algorithms 1 (3) Algorithms 1 (3)

‹‹

An embedded and well- An embedded and well -defined set of defined set of predictive predictive modelling

modelling algorithms algorithms called called dead dead reckoning reckoning

‹

‹

Originally each change was reported Originally each change was reported

™™for some objects packets were generated as fast as possible (i.e., atfor some objects packets were generated as fast as possible (i.e., at frame

framerate)rate)

™

™ floodedfloodedthe network and the network and overloadedoverloadedthe CPUsthe CPUs

‹

‹

Objects and ghosts paradigm to reduce the packet traffic: Objects and ghosts paradigm to reduce the packet traffic:

™™objectsobjectsplace packets onto the network only when their home node place packets onto the network only when their home node determines that the others can

determines that the others can no longer predictno longer predicttheir state within a their state within a certain threshold

certain threshold

™

™ the otherthe othernodes maintain nodes maintain ‘ghost’‘ghost’copiescopies

™™predict the currentpredict the currentlocation using location using the lastthe lastknown direction, velocity, known direction, velocity, and location

and location

iii. Predictive

iii. Predictive Modelling Modelling Algorithms 2 (3) Algorithms 2 (3)

‹‹

When new packets arrive, the ghost object is seen to move When new packets arrive, the ghost object is seen to move over or back slightly

over or back slightly

‹‹

Larger Larger thresholds mean fewer packets but larger jumps thresholds mean fewer packets but larger jumps

‹‹

Helps also to cope with packet losses Helps also to cope with packet losses

‹‹

Current properties are good for prediction if the object does not Current properties are good for prediction if the object does no t move wildly

move wildly

™™ififit does, another packet is most likely to be receivedit does, another packet is most likely to be receivedsoonsoon

‹‹

The heartbeat packets The heartbeat packets also update also update the object state the object state

(4)

iii. Predictive

iii. Predictive Modelling Modelling Algorithms 3 (3) Algorithms 3 (3)

‹‹

Average SIMNET Average SIMNET packet rates: packet rates:

™

™ 1 per second for slow-1 per second for slow-moving ground vehiclesmoving ground vehicles

™™3 per second for air vehicles3 per second for air vehicles

‹‹

Some of the information is relatively static Some of the information is relatively static

™

™ single bit for indicating whether thesingle bit for indicating whether thevehicle is stationaryvehicle is stationary

™™if stationary, the ghostif stationary, the ghostcomputations are turned offcomputations are turned off

‹‹

Other packets Other packets

™

™ fire: a weapon has been launcedfire: a weapon has been launced

™™indirectindirectfire: a ballistic weapon has been launcedfire: a ballistic weapon has been launced

™

™ collision: a vehicle hits an objectcollision: a vehicle hits an object

™™impact: a weapon hits an objectimpact: a weapon hits an object

SIMNET Major Software Modules SIMNET Major Software Modules

Computer Image Computer Image--

Generator Generator Software Software

Other Other--Vehicle Vehicle

State Table State Table

Network Interface Network Interface

Software Software

Control and Control and Interface Software Interface Software

Own Own--Vehicle Vehicle

Dynamics Dynamics

Sound

Sound--Generator Generator Software Software Local Area

Local Area NetworkNetwork

(5)

Distributed Interactive Simulation (DIS) Distributed Interactive Simulation (DIS)

‹‹

SIMNET protocol was designed to satisfy a contract with the SIMNET protocol was designed to satisfy a contract with the U.S.

U.S. government government

™™diddidnot define the NSA for general purpose simulationnot define the NSA for general purpose simulation

™

™ lacklackof documentationof documentation

‹

‹

DIS DIS was an attempt to formally generalize and extend the was an attempt to formally generalize and extend the SIMNET protocol

SIMNET protocol

‹‹

First version of the IEEE standard for DIS appeared 1993 First version of the IEEE standard for DIS appeared 1993

‹

‹

Goals Goals

™™to allowto allowany type of any type of player,player,on any type of machineon any type of machine

™

™ totoachieve larger achieve larger simulationssimulations

DIS NSA DIS NSA

‹‹

Derived from SIMNET Derived from SIMNET

™™object-object-eventeventarchitecturearchitecture

™

™ autonomousautonomousdistributed simulation nodesdistributed simulation nodes

™

™ predictivepredictivemodeling algorithmsmodeling algorithms

‹

‹

Covers more simulation requirements Covers more simulation requirements

‹‹

Protocol data unit (PDU) Protocol data unit (PDU)

™

™ determine whendetermine wheneach vehicle (node) should issue a each vehicle (node) should issue a PDUPDU

™™the DIS standardthe DIS standarddefines 27 different defines 27 different PDUsPDUs

™

™ only 4 of them interact with the environmentonly 4 of them interact with the environment

~

~entity state, fire, detonation, and collisionentity state, fire, detonation, and collision

™™the restthe restof the definedof the definedPDUsPDUs

~

~simulation control, electronic emanations, and supporting simulation control, electronic emanations, and supporting actionsactions

~

~not supported and disregarded by most DIS applicationsnot supported and disregarded by most DIS applications

(6)

Issuing Issuing PDUs PDUs

‹‹

The vehicle’s node is responsible of The vehicle’s node is responsible of issuing issuing PDUs PDUs

™

™ entity state PDU entity state PDU

~

~when when positionposition, orientation, , orientation, velocity changesvelocity changessufficiently (i.e.,sufficiently (i.e.,others others cannot accurately predict the

cannot accurately predict the position any more)position any more)

~~as a heartbeat if as a heartbeat if the timethe timethreshold (5 seconds) isthreshold (5 seconds) isreached after the lastreached after the last entity state PDU

entity state PDU

™

™ fire PDUfire PDU

™™detonation PDUdetonation PDU

~~a fired projectile explodesa fired projectile explodes

~

~node’s vehicle has died (death selfnode’s vehicle has died (death self--determination)determination)

™

™ collision PDUcollision PDU

~

~vehicle has collided with somethingvehicle has collided with something

~~detection is detection is left upleft upto the individual nodeto the individual node

Receiving Receiving PDUs PDUs

‹‹

The recipient is responsible for The recipient is responsible for

™™receivingreceivingthe PDUthe PDU

™

™ changingchangingthe appropriate state tablesthe appropriate state tables

™

™ updatingupdatingthe displaythe display

™™entity state PDU entity state PDU

~

~update the otherupdate the other--vehicle state tablevehicle state table

™™fire PDUfire PDU

~~create a new vehiclecreate a new vehicle

™™detonation PDUdetonation PDU

~~compute the effectscompute the effects

~

~change the otherchange the other--vehicle and ownvehicle and own--vehicle state tablesvehicle state tables

™

™ collision PDUcollision PDU

~

~process similarlyprocess similarly

Computer Image- Generator Software

Other- Vehicle State Table

Network Interface Software

Control and Interface Software

Own- Vehicle Dynamics

Sound- Generator

Software Local Area Network

(7)

Lost

Lost PDUs PDUs 1 (2) 1 (2)

‹‹

Packets are sent via unreliable UDP broadcast Packets are sent via unreliable UDP broadcast

‹‹

State tables may differ among the hosts State tables may differ among the hosts

‹‹

Lost detonation PDU Lost detonation PDU

‘fromfromthe the afterlife’afterlife’

Lost Lost PDUs PDUs 2 (2) 2 (2)

‹‹

Lost entity state PDU Lost entity state PDU

™™not a big problemnot a big problem

™

™ larger jumps on the displaylarger jumps on the display

‹‹

Lost fire PDU Lost fire PDU

™™receive entity state PDU for which no ghost entry existsreceive entity state PDU for which no ghost entry exists

‹‹

Lost collision PDU Lost collision PDU

™

™ continue to display a vehicle as livecontinue to display a vehicle as live

™™next heartbeat packet solves the situationnext heartbeat packet solves the situation

(8)

The Fully

The Fully Distributed, Heterogeneous Distributed, Heterogeneous Nature

Nature of DIS of DIS

‹‹

Any computer that reads/writes Any computer that reads/writes PDUs and manages the state of PDUs and manages the state of those

those PDUs PDUs can can participate a DIS environment participate a DIS environment

‹

‹

The virtual environment can include The virtual environment can include

™™virtual players (humansvirtual players (humansat computerat computerconsoles)consoles)

™

™ constructive players (computer-constructive players (computer-driven players)driven players)

™™live players (actual weapon systems)live players (actual weapon systems)

‹‹

Problem of the advantages of the low- Problem of the advantages of the low -end end machines machines

™

™ the less details in the scenery, the better visualitythe less details in the scenery, the better visuality

‹

‹

Problems with modelling Problems with modelling

™™dynamic terrain dynamic terrain

~~soil soil movementmovement

™™environmental effectsenvironmental effects

~~weather, smoke, weather, smoke, dust,…dust,…

Additional Properties Additional Properties

‹‹

DIS DIS standard defines 9 dead reckoning algorithms standard defines 9 dead reckoning algorithms

™™fields in the entity state PDUfields in the entity state PDU

™

™ deaddeadreckoning will bereckoning will bediscussed discussed later in the courselater in the course

‹‹

DIS DIS packets are larger than SIMNET packets packets are larger than SIMNET packets

™™the entity state PDU has a lot of static informationthe entity state PDU has a lot of static information

™™position of a vehicle can be expressed in a subnanometerposition of a vehicle can be expressed in a subnanometerresolution resolution (64

(64--bit bit coco--ordinateordinatefield)field)

™

™ couldcouldbe redesigned to 20% of the current sizebe redesigned to 20% of the current size

‹

‹

Designed Designed for fewer than 300 for fewer than 300 units units but DoD but DoD wants even wants even 300,000 units

300,000 units

‹‹

Does not define how to define new types of information nor Does not define how to define new types of information nor how to modify the DIS NSA

how to modify the DIS NSA

(9)

High High - - Level Architecture (HLA) Level Architecture (HLA)

‹‹

Aims at providing a general architecture and services for Aims at providing a general architecture and services for distributed data exchange.

distributed data exchange.

‹

‹

While the DIS protocol is closely linked with the properties of While the DIS protocol is closely linked with the properties of military

military units and vehicles, HLA does not prescribe any units and vehicles, HLA does not prescribe any specific implementation or technology.

specific implementation or technology.

™™could be used also with non-could be used also with non-military applications (e.g., computer military applications (e.g., computer games)

games)

™

™ targeted towards new simulation developmentstargeted towards new simulation developments

‹

‹

HLA was issued as IEEE Standard 1516 in 2000. HLA was issued as IEEE Standard 1516 in 2000.

Academic Academic NVEs NVEs

‹

‹

DoD’s projects DoD’s projects

™

™ large-large-scalescaleNVEsNVEs

™™mostmostof the research is unavailableof the research is unavailable

™

™ lack-lack-ofof--availabilityavailability, lack, lack--ofof--generalitygenerality

‹

‹

Academic community has reinvented, extended, and Academic community has reinvented, extended, and documented what

documented what DoD DoD has done has done

™

™ NPSNETNPSNET

™™PARADISEPARADISE

™

™ DIVEDIVE

™

™ BrickNetBrickNet

(10)

NPSNET NPSNET

‹‹

Naval Postgraduate School (NPS Naval Postgraduate School ( NPS), Monterey, California ), Monterey, California

™

™ ‘Longest‘Longestcontinuing academic research effort in NVEs’continuing academic research effort in NVEs’

™

™ ‘The‘Thecomplete breadth of human-complete breadth of human-computer interaction and software computer interaction and software technology’

technology’

™

™ …that can be useful for …that can be useful for DoDDoD

(Guess where our course books authors come from...) (Guess where our course books authors come from...)

Evolution

Evolution of NPSNET of NPSNET

NPSNET-1

NPS-Stealth NPSNET-2 & 3

NPSNET-IV

NPSNET-V

NPS invented protocol for LANs only

SIMNET protocol and Bridged LAN for WAN communications

DIS protocol and IP Multicast for WAN communications

vrtp and HLA for communications

(11)

PARADISE PARADISE

‹‹

Performance Architecture for Advanced Distributed Interactive Performance Architecture for Advanced Distributed Interactive Simulations Environments (PARADISE)

Simulations Environments (PARADISE)

‹

‹

Initiated in 1993 at Stanford University Initiated in 1993 at Stanford University

‹‹

Explicitly addressed NSA issues in the case of thousands users Explicitly addressed NSA issues in the case of thousands users

‹‹

Assign a different multicast address to each active object Assign a different multicast address to each active object

‹‹

Object updates similar to Object updates similar to SIMNET and DIS SIMNET and DIS

‹‹

A hierarchy of area A hierarchy of area- -of of- -interest interest servers servers

™™monitor the positions of objectsmonitor the positions of objects

™™which multicast addresses are relevantwhich multicast addresses are relevant

S

PARADISE

PARADISE (cont’d) (cont’d)

‹‹

All objects, including terrain, are capable of transmitting state All objects, including terrain, are capable of transmitting stat e updates

updates

‹‹

Recognizes that update need varies for objects Recognizes that update need varies for objects

‹‹

Improved Improved dead reckoning protocols dead reckoning protocols

™

™ positionpositionhistory-history-basedbaseddeaddeadreckoningreckoning

‹

‹

Support for multiple communication flows per object Support for multiple communication flows per object

™™unique dead reckoning for each flowunique dead reckoning for each flow

‹‹

Combine information about groups of objects Combine information about groups of objects

™

™ based on their locationbased on their locationand on their typeand on their type

‹

‹

Support for slowly changing entities Support for slowly changing entities

™™to eliminate the heartbeat messages of DISto eliminate the heartbeat messages of DIS

(12)

DIVE DIVE

‹‹Distributed Interactive Virtual Distributed Interactive Virtual Environment (DIVE)

Environment (DIVE)

‹

‹ Swedish Institute of Computer Swedish Institute of Computer Science

Science

‹‹To solve problems of To solve problems of collaboration and interaction collaboration and interaction

‹

‹ Simulate a large shared memory Simulate a large shared memory over a network

over a network

‹‹Distributed, fully replicated Distributed, fully replicated database

database

‹

‹ Entire database is dynamicEntire database is dynamic

™™ add new objectsadd new objects

™

™ modify the existing databasesmodify the existing databases

™™ reliabilityreliabilityand and consistencyconsistency

BrickNet BrickNet

‹‹NationalNationalUniversity of Singapore, University of Singapore, started in 1991

started in 1991

‹

‹ Support for graphical, Support for graphical, behavioural

behavioural, and network , and network modelling

modellingof virtual worldsof virtual worlds

‹‹Allows objects to be shared by Allows objects to be shared by multiple

multiple virtual worldsvirtual worlds

‹

‹ No replicated databaseNo replicated database

‹

‹ The virtual world is partitioned The virtual world is partitioned among the various clients among the various clients

PowerPC

7137

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