SIMULAtion
Directed Energy Models for Distributed,
Synthetic Environments
My
Simulation is from Mars; Yours is from Venus
Joint
Scenarios and Simulation for High Level Information Fusion Development
General-Purpose Visualization of
Large-Scale Finite Element Analysis Simulations
Results of a
Federated Simulation of
Urban Chemical Disaster
Response
Collective Mission Simulation in The
Netherlands Key Problems & Solutions
Advanced Simulation Architecture as a
ROK-US OPCON Transformation Enabler
Challenges
in Digital and Hardware
in the Loop
Simulation Integration
Modeling Computer Network Attack of the Civilian
Information Infrastructure in OneSAF
Computer Generated Forces for Joint Close
Air Support and Live Virtual Constructive Training
A
High Performance Route-Planning Technique for Dense Urban Simulations
TOWARD
A STANDARD SYSTEMS ENGINEERING PROCESS FOR DISTRIBUTED SIMULATION
Model Driven Development for Distributed
Simulation using SysML
Initialize. Train. Initialize. Win.
A
Hybrid Approach for Automating Building Interiors
Towards
Cross Domain Terrain Services
Physics Based Modeling of Helicopter Brownout
for Piloted Simulation Applications
Adaptive Behavior Models for Asymmetric
Adversaries
Modeling Coercive Behavior in OneSAF
Spatial Profiling with Adversarial Process
Modeling
Towards Interactive Training with an
Avatar-based Human-Computer Interface
Blended Inverse Kinematics: Delta3D System
Utilization
E-MAT
+ TC3sim: A Tale of Two Sims
Beyond playing games: Federating game-based
technology with large-scale simulation systems
OneSAF
Testing in Complex Web Defense (CWD) Experiment
Battle Management Language: Proof of
Principle and Future Developments
The Hitchhiker’s Guide to Developing OneSAF HLA
Interfaces
Continuous Validation Framework: A Case Study of SEAS
and Afghanistan
Directed Energy Models for Distributed, Synthetic Environments2008 Paper No. 8009 Joe Sorroche ASRC
Communications, Ltd. USAF
Distributed Mission Operations Center Kirtland
Air Force Base Directed Energy (DE) weapons and
weapons effects are not accurately modeled in a distributed simulation environment.
The IEEE 1278.1 – 1995 Distributed Interactive Simulation (DIS) protocol was
created when DE weapons were conceptual or in the initial development stages.
IEEE 1278.1a is currently being updated by the Simulation Interoperability Standards
Organization (SISO) DIS Product Development Group (PDG). The DIS PDG has
further defined existing Protocol Data Units (PDUs) and also created new PDUs
to enhance the distributed modeling capabilities of the IEEE 1278.1a
standard. The DE Tiger team, part of the DIS PDG, designed two new DIS PDUs
for high fidelity DE distributed simulation: DE Fire and DE Damage Status.
These PDUs include DE specific parameters necessary for high fidelity DE weapons
and weapons effects modeling. The PDUs can model several different DE weapons
as well as model the effects they have on different platforms. The additional
modeling parameters include precision aim points, beam spot size, shape,
irradiance effects, and damage effects models not found in the DIS Entity
State PDU. The Air Force Research Laboratory (AFRL) provided funding to
develop and test the new PDUs during Advanced Concept Event (ACE) 06 and ACE
07. These events provided a unique opportunity to test the DE PDUs before incorporation
into the IEEE 1278.1a-200X standard. This experiment also tested the
interoperability of higher fidelity DE simulations with legacy simulations
that model DE weapons using existing DIS PDUs. Additional Problem Change
Requests (PCRs) have been submitted to correct modeling errors and
capabilities not found in the original models. Subsequent testing provided
results that confirmed the proposed model was accurate. This paper presents
the DE weapon modeling techniques as well as Gaussian beam spot modeling
algorithms. This paper also presents the DE experiment plan, results, and a
way forward for DE distributed simulation modeling. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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My Simulation is from Mars; Yours is from Venus2008 Paper No. 8097
When two or more combat
simulations are federated, differences in the ways they represent and reason
about the world and how they communicate state
changes can provide artificial advantages that lead to unfounded outcomes. Simulations are simplified
representations of the real world that preserve detail and data where
necessary to support their intended purpose and use abstractions where data is unavailable
or in secondary areas. Such design decisions are valid when the simulations will be used as intended.
However, when multiple systems, each of which have a unique purpose and supporting
design, are combined in novel uses, their simplifying assumptions can overlap
in ways that are not complementary
and may result in invalid system interactions. Federated simulation events
must minimize such occurrences to
provide realistic results. However, this is much easier said than done;
invalid interactions are typically caused
by factors that can be deeply ingrained within each individual simulation
system. Differences between these
fundamental elements often only become obvious when the internals of the
individual simulations are contrasted with
each other. To achieve a fair fight, the simulations must be founded on
compatible object models that preserve
sufficient semantic equivalence between world models. The algorithms that
form the basis for individual system
reasoning must provide equivalent results across the interacting systems. The
individual system environmental
representations must be sufficiently correlated so that the potential for
interaction between world objects is equivalent for all world objects. This paper
considers these three fundamental characteristics of simulation systems: object
models, reasoning algorithms, and environmental representations, from the
perspective of the cross-system equivalence required to enable valid
interactions. The general nature of the problem is defined, procedures to detect
incompatibilities are developed, and strategies to prevent invalid
interactions are proposed. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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Joint Scenarios and Simulation for High Level Information Fusion Development2008 Paper No. 8165
The need for situation and threat assessment
(STA) tools with modern command and control systems is commonly acknowledged.
STA tools help in managing the enormous information load in the command and control
task by enhancing situation awareness. However, the development process of
STA systems and tools can be difficult when suitable test environments and
input data are not available. The main purpose of our research project was to
develop and evaluate STA algorithms for joint command and control systems through
a wide range of real-time sensor and knowledge-based information. With the
Finnish Air Force Headquarters co-operating in the project we designed a testbed to assist in the development and evaluation
process of STA algorithms. We implemented, developed, and evaluated several state-of-the-art
STA algorithms using our STA testbed (STATB), and
we tested them with diverse and wide joint level simulations. For simulation
runs we have constructed and used real scale joint level scenarios based on
tactical and strategic doctrines. The scenarios include task, mission, and
operation level activities for friendly and hostile forces. We developed and used a scenario editor and
simulation tools in the STATB development process and gained experience on
the process. The construction and simulation of scenarios have proved to be
essential but often underrated parts of the STA development process in our
research. This article describes the experience gained and the requirements
for STA development established within our project, as well as some details,
such as the testbed structure, the developed
scenario data formats, and the simulation methods used for better understanding
the STA development issues. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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General-Purpose Visualization of Large-Scale Finite Element Analysis Simulations2008 Paper No. 8046 Voicu Popescu, Christoph Hoffmann Purdue University West-Lafayette, IN Finite Element Analysis (FEA) is a versatile
numerical simulation method that replicates with great fidelity complex
physical interactions. FEA software systems are enhanced with postprocessors
that allow simulation experts to examine simulation results visually.
However, such postprocessors are typically quite limited when it comes to
imparting the results of the simulation beyond the narrow community of numerical
simulation experts that devised the simulation. The lack of such
general-purpose visualization capability is particularly limiting as the power
of compute platforms and the sophistication of
simulation codes increases. We propose to achieve high-quality,
general-purpose visualization of FEA simulation data through automatic,
scalable, and robust translation into forms suitable for rendering with
state-of-the-art animation systems. The translator converts the finite
elements into polygonal surface representations, physical material models
into material models describing surface/light interactions, and deformation
and displacement data into animation data. The method was used to produce
visualizations of our Pentagon and World Trade Center simulations, where it
proved its effectiveness for conveying the results of the simulations to the
general public. The visualizations have been downloaded millions of times,
they have been relayed by hundreds of mass media outlets, and they were
requested by the September 11 National Memorial and Museum for permanent
exhibition. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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Results of a Federated Simulation of Urban Chemical Disaster Response2008
Paper No. 8278
In late 2005, the Department of Homeland
Security selected a multi-University consortium led by the Johns Hopkins
University (JHU) to form a National Center for the Study of Preparedness and
Catastrophic Event Response (PACER). One of PACER’s three- year cross-cutting
projects is the construction of an initial integrated M&S framework
focused on preparing for the response to catastrophic events. His project is
led by the JHU Applied Physics laboratory, and involves researchers from the
University of Alabama at Birmingham, Florida Atlantic University, Florida
A&M University, and the Brookings Institution. The first prototype simulation,
completed during the winter of 2007-08, was designed to simulate the
emergency response to an urban chemical disaster – the release of chlorine
from two explosively ruptured railcars – and was developed using the IEEE
1516 High Level Architecture standard. This paper describes the design of the Urban
Chemical Disaster simulation; provides the simulation system engineering
considerations that led to the structuring of the flow of simulation
execution into a set of slower-than-real-time components (some of which were
executed using high-performance-computing equipment) followed by the
faster-than-real-time federation executed using personal computers: and
discusses the results of the simulation federation integration and
demonstration. The components discussed include the wind field generation
simulation, the chemical transport simulation, and the insertion of chemical
concentrations into the federation: a traffic flow simulation (populated with
road network, traffic signal, and demographic information): the dynamic
mechanical simulation of the railcar explosion/rupture and the resulting
chemical release rate… This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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Case Study of the Application of Gurney Equations to Simplified Shrapnel Lethality Estimation in Comprehensive Military Utility Analysis Models2008 Paper No. 8142
It has become common practice to employ
comprehensive simulations in performing military utility analysis (MUA) to
evaluate candidate military systems and architectures. But the accuracy and
flexibility of these simulations rely on accurate individual models focused
on detailed resolution of local events. This study evaluates the efficient
and advanced employment of the Gurney equations within the context of a comprehensive
MUA model. The resulting model evaluates a wide range of criteria including
multiple mixed detonations, target armor, warhead placement and endgame
maneuvering, buildings and terrain, and environmental criteria to estimate
shrapnel lethality. The result is an efficient model that can be used either stand-alone
or embedded within the larger framework. It has sufficient detail to analyze
shrapnel effects in munitions ranging from the individual IEDs (Improvised
Explosives Devices) employed in asymmetric warfare up through the employment
of alternate artillery rounds in conventional warfare. This model evaluates
individual warhead detonations by predicting shrapnel velocity and geometric
distribution based upon the type and amount of the core charge, physical
properties of the outer casing creating fragments, the incoming vector
velocity of the warhead, etc. Burst density and a kinetic energy distribution
are derived from these factors. These are compared to the presented
vulnerable area of all targets within the region in lethality evaluation.
When embedded in the JFORCES simulation environment the results of this model
are directly used to measure to impact on localized operations and
effectiveness. In addition to introducing the model this paper includes a
sample analysis to demonstrate its within a larger
framework. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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Collective Mission Simulation in The Netherlands Key Problems & Solutions2008 Paper No. 8002 Jeroen Voogd, Klaas Jan de Kraker, Lesley
Jacobs, Frido Kuijper TNO Defence, Security and Safety The Hague, The
Netherlands
Simulation has established itself as a
powerful tool for the military domain. Collective Mission Simulation involves
the use of mission simulation - the execution of (parts of) a tactical or
operational mission in a (partly) simulated environment - for one or multiple
teams. The Royal Netherlands Armed Forces have exploited Collective Mission
Simulation (CMS) through participation in a number of virtual exercises. The potential
of collective mission simulation has been recognized and the requirement for
a CMS capability was formalized. The need for a CMS capability has led to a
Dutch national research into a collective mission simulation environment that
can support training, exercises, mission rehearsal and experimentation. Such
a simulation environment that supports collective missions in combined and
joint settings is characterized by effective realism, interoperable systems
across domains, and seamless information flow. Within the next few years the
Royal Netherlands Armed Forces wants to establish a validated, reusable,
interoperable mission simulation environment that will support the
distributed simulation of tactical and operational missions at varying
degrees of security classification. Clearly, the Royal Netherlands Armed
Forces intends to also use the CMS capability in the international context of
NATO and bi-lateral exercises/events. In this paper we describe the
challenges and shortcomings associated with applying collective mission simulation
by the Royal Netherlands Armed Forces. We present our vision for a future CMS
environment and the building blocks that are necessary for obtaining… This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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Advanced Simulation Architecture as a ROK-US OPCON Transformation Enabler2008 Paper No. 8110 Kim, YongHyo, Lee, YoungJu and Lee, ChongHo Combined Battle
Simulation Center, ROK-US Combined Forces Command YongsanDong Yongsan-Gu, Seoul,
Republic of Korea In this paper, we discuss the advanced
simulation architecture for KSIMS (Korea Simulation System) models. Thus far,
ROK models have participated in ROK-US combined exercises as members in a
single combined ROK-US federation. Now facing the transformation era, ROK
Armed Forces is preparing the Wartime Operational Control Authority Transfer
between ROK-US in the year 2012. It is essential to design and implement the
advanced simulation architecture to fulfill its specific needs and
requirements—the new architecture should enable us to conduct various
exercises independently with its own models while remaining able to conduct
ROK-US bilateral (currently called combined) exercises interdependently in an
interoperable and need-to-know basis. To achieve this purpose, we have
designed the hierarchical federations to assure the fulfillment of functionality
aligning with our requirements focused on the interoperability and security
issues. We present our current results and on-going efforts to confirm the
pros and cons of the design. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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Challenges in Digital and Hardware in the Loop Simulation Integration2008 Paper No. 8038 Dr. Tony Valle SPARTA, Inc. Colorado Springs, CO Gretchen Joseph Northrop Grumman Corporation Colorado Springs, CO MDA relies heavily on simulation to assess
the functionality and capabilities of the ballistic missile defense system.
In particular, hardware-in-the-loop (HWIL), or equivalently processor in the
loop (PIL) simulation is often employed to ensure high confidence in
simulation outcomes through the use of the highest possible fidelity models.
The cost and complexity of HWIL simulation, however, naturally limits the scope
of exercises that can be conducted, necessitating the use of constructive
simulation surrogates to augment the test event. Such a mix of HWIL and
digital constructive simulation poses challenges for the simulation architecture
and the achievement of the necessary interoperability. This paper addresses
the techniques in use today and under development by MDA to improve the integration
of HWIL and digital simulation to satisfy the growing requirements for test support.
Specific topics addressed include: integrating discrete-event and frame-based
time-stepped models, priority processing, and algorithms for graceful
degradation in short-term overload situations. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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Modeling Computer Network Attack of the Civilian Information Infrastructure in OneSAF2008 Paper No. 8117 Joe R. Gonzalez Jr. Texas A&M
University Engineering Program College Station,
Texas To support the Contemporary Operating
Environment (COE) in Army simulations a representative model of the Civilian
Information Infrastructure (CII) has been developed and is being integrated
into OneSAF. The COE Opposing Force (OPFOR) is the
collective set of organizations existing in and acting on the environment in
the Blue Force area of operations as representative of current military
operations. The CII is the collective set of communications, transportation,
services and supporting sub-infrastructures that form the backbone for the
exchange of information for any geo-political region. COE OPFOR organizations
will use components of the Civilian Information Infrastructure as a principal
or alternate Battle Command System (BCS) and Information Operations (IO)
mechanism. Thus the CII provides the capability to exercise COE
organization’s BC and IO networks during simulation. Information Operations is
an organic component of operations in the COE. As part of ongoing IO
development a computer network attack (CNA) model has been developed. This
model has the ability to perform various system and network attacks on the
web-based components of the CII. There are two key Warfighter
value added consequences of the ability to perform CNA in the CII. The first
is that it is possible to compromise, degrade or attrit
COE organization’s BC and IO, their networks and communications, to influence
operations. The second are the effects spawned by the attacks; modifications
of the mood (soft factors, cooperation matrix and continuous entity behavior)
of the portion of the general population that experienced the attack. This
consequent change in mood could influence the execution of Blue Force missions
in the area of operations. This paper describes the computer network attack
process and performance as applied to the CII, how CNA can be used by COE
organizations and how it can be integrated into OneSAF
and other simulations. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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Computer Generated Forces for Joint Close Air Support and Live Virtual Constructive Training2008 Paper No. 8075 Mr. Craig Eidman & 1Lt
Clinton Kam Air Force Research
Laboratory, Warfighter Readiness Research
Division, Mesa, AZ Conducting robust, reoccurring Joint CAS
training for Terminal Attack Controllers (JTACs) on live ranges is problematic.
While stationary observation points and targets are useful for initial and
basic call for fire training, live bombing ranges do not provide mobile,
realistic targets for training in troops in contact, joint/coalition training,
and operations in urban terrain. Distributed simulation and
Live-Virtual-Constructive networks can provide JTACS with training to enhance
their team, inter-team, and joint skills with greater frequency, at lower
cost, and potentially more combat realism than live-range training exercises.
One of the key advantages of distributed simulation training for JTACs
working with attack aircraft, is that the activities can be focused on
specific skills such preparing and communicating 9-line coordination
briefings, procedurally “talking aircraft on to” targets, and coordinating
for directives, priorities and deconfliction of
fires. Fidelity requirements for computer generated forces (CGFs) have typically
revolved around air-to-air fighter training or large scale wargaming. In 2004, the Air Force Research Laboratory
initiated a Joint Terminal Attack Control Training and Rehearsal System
research and development project. The goal of this effort was enhancing JTAC
readiness by designing, developing and evaluating an immersive, DMO
compatible training system using fully integrated JTAC equipment. After
initial system evaluations by JTAC subject matter experts, it was apparent
that the CGF scripting, intelligent behavior, systems models, and weapons
would need major modifications to support effective JCAS training. To
overcome these difficulties researchers developed a rapidly customizable CGF
environment and instructor operator station. This paper discusses some of the
unique modifications made to CGFs to support JTAC training and overall
lessons learned from modeling and simulation of the JTAC environment to
include behavior scripting, artillery models, realistic air-to-ground weapons
delivery simulation, modeling the air-to-ground C2 environment, instructor
tools, and scenario management. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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A High Performance Route-Planning Technique for Dense Urban Simulations2008 Paper No. 8293
To exploit the explicit and implicit
advantages of data parallelism and heavily threaded modern multi-core processors,
specifically the NVIDIA family of general purpose graphic processing units
(GPGPU), research efforts such as "Accelerating Line of Sight
Computation Using GPUs" (Manocha 2005) and
"Implementing a GPU-Enhanced Cluster for Large-Scale Simulations"
(Lucas 2007) addressed various problems found in military simulations, yet
other practical uses for the GPU in these types of simulation applications
remain to be explored. An example application that has immediate use for a
fast and large-scale graph-based construct is a route-planning algorithm
found in complex urban conflict simulation, e.g. the Joint
Semi-Automated Forces (JSAF) simulation. JSAF currently employs a heuristic
A* search algorithm to do route planning for its millions of entities –- the
algorithm is sequential and thus very computationally expensive. Using the
GPU, the JSAF simulation can off-load the route-planning component to the GPU
and remove one of its major bottlenecks. The objective of this research effort is to
build a framework that utilizes all the features and raw computational power
of the GPU architecture to solve the above challenge. Our research effort
addresses the many challenges of parallel programming on the GPU: data
locality, massive thread counts, and race conditions, to name a few. Our
project will greatly benefit the modeling and simulation community facing issues
specific to route planning and of particular interest are those simulations
dealing with dense urban environments, homeland security, and mass casualty
and disaster simulations. We achieve this goal by providing a practical and
seemingly "endless" source of raw computing powers found in GPUs
for massively large graph-based family of problems. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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TOWARD A STANDARD SYSTEMS ENGINEERING PROCESS FOR DISTRIBUTED SIMULATION2008 Paper No. 8068
There are several different
distributed simulation architectures in use today. Each of these
architectures has an established user community with a recognized set of
systems engineering practices and procedures for building distributed
environments within their domain. Examples include the High Level
Architecture (HLA) Federation Development and Execution Process (FEDEP) [IEEE
1516.3] and the Distributed Interactive Simulation (DIS) Exercise Management
and Feedback Process [IEEE 1278.3]. Although existing process models
generally work quite well within a given user community, the requirements
imposed by modern, large-scale joint exercises and experiments often
necessitate the integration of numerous dissimilar simulation assets. Since
such assets are frequently owned by different user communities, it is
necessary for developers within these communities to work together
collaboratively toward common goals. However, the variations inherent in the
local processes employed by these communities are recognized barriers to
effective communication and thus increase risk from both technical and cost
perspectives. This paper describes a standards development
project within the Simulation Interoperability Standards Organization (SISO)
to develop a systems engineering process for all users of distributed
simulation. The title of this product is the Distributed Simulation
Engineering and Execution Process (DSEEP). SISO is developing DSEEP in its
capacity as a standards sponsor for the Institute of Electrical and
Electronics Engineers (IEEE). The DSEEP [IEEE P1730] does not specify a “one
size fits all” process, but rather defines a generic systems engineering
framework into which the lower-level practices native to each individual user
community can be easily integrated. This paper will discuss the historical
roots of the DSEEP, the current structure and content of the DSEEP document,
and the SISO/IEEE standards development process being applied to guide the
continued evolution of the DSEEP standard. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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Model Driven Development for Distributed Simulation using SysML2008 Paper No. 8187 Michel Keuning, Arno Gerretsen National
Aerospace Laboratory NLR Amsterdam,
The Netherlands How to build joint distributed
mission simulations that are more effective with respect to the set
objectives? Faced with already available simulators, optimal matching between
these simulators in a distributed mission simulation is normally not
possible. Often however these simulators can be connected together and
configured such that they have at least basic interactions in a common environment.
This however gives rise to questions on the effectiveness of such distributed
simulations, which primarily depends on the objectives set out for the
distributed simulation. When a simulation can be effectively used to satisfy
an objective it is said to have effective realism with respect to this objective.
Interoperability standards for distributed simulation, first Distributed
Interactive Simulation (DIS) later High Level Architecture (HLA), focus on
information distribution. However, these interoperability standards do not
specify how distributed information shall be used within the receiving
simulations, neither do they specify to what degree reality must be modeled.
Both well defined information usage and an adequate abstraction of reality
throughout the distributed simulation are key interoperability factors to
ensure effective realism. This paper proposes a method,
named Model Driven Development for Distributed Simulation (MD3S), to ensure better
effective realism of distributed simulations. This method supports the
Federation Development and Execution Process (FEDEP) and incorporates
objectives, requirements, constraints, scenario interactions, conceptual
model, design and some implementation aspects into a single unified and fully
correlated development model, which also benefits verification and
validation. It is based on common systems engineering practices and uses the
standard Systems Modelling Language (SysML) for model expression. This paper presents the MD3S
concepts by means of a case-study that has been performed. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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Initialize. Train. Initialize. Win.2008 Paper No. 8279
As a result of various
digitization initiatives, Army Battle Command (BC) systems have evolved into
sets of interconnected systems, forming synchronized information
architectures. Operationally, the purpose of these information architectures
is to establish and maintain a distributed, consistent understanding upon
which organizations execute synchronized operations. Underpinning this
capability for distributed understanding is the need for distributed,
consistent data. Each BC system must be initialized with that consistent data
to be able to synchronize with the other BC systems. And, to support the
requirements to “train as we fight”, modeling and simulation (M&S)
systems must also be able to synchronize with these BC systems, using that
same consistent data. This is an enormous challenge. Currently, there are multiple
initialization processes executed by multiple organizations using multiple
tool sets for multiple systems (e.g., modeling and simulation, battle
command, and communications networks). The cost in time and resources to
initialize all of these systems is perceived to be excessive, and the full
range of Army systems and processes that perform initialization is not well
understood much less streamlined. As the Army moves towards digitization and
as embedded, inter-vehicle training systems become a reality, the
inefficiencies and overlap in these processes become a costly impediment.
Rapid, repeatable and error-reducing initialization processes and tools to
implement those processes must be available to both the BC and M&S
systems. Sponsored by SIMCI (PEO STRI and
PEO C3T), this paper will present the analysis of initialization requirements
for BC and communications systems and M&S systems used by a Heavy Brigade
Combat Team (HBCT). It will detail the methodology used to collect data and
present the results to include: a characterization of the common data for BC,
communications, and M&S; an estimate of resources required to derive
these data; and recommendations for future work. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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A Hybrid Approach for Automating Building Interiors2008 Paper No. 8020
Warfighter training systems rely heavily on the use of costly 3D visual
and correlated terrain databases. Over recent years, high-fidelity modeling
of urban terrain has become increasingly important, with databases commonly
containing thousands of building models with navigable interiors. Although
tools are available to produce these feature-rich, synthetic environments, it
may still take an experienced modeler a week or more to create each
individual building model. This effort is further complicated when large buildings
with intricate interior layouts are required. Rapid generation of geo-typical
interior layouts is an important aspect in creating high-fidelity urban
terrain databases in a cost-effective manner, but there are few current
technologies that address this problem. Existing solutions are known to use
procedural, template-based algorithms that rely on rectangular building outlines
and are incapable of leveraging enhanced source attribution, such as the
locations of exterior doors and windows. Furthermore, the deterministic
nature of these algorithms results in the same layout for each floor of a
building model, lessening the training usefulness of the terrain database. In this paper, we discuss the
current state of the art in automating the construction of building interiors
and introduce an alternative method using a hybrid, heuristics-based and
procedural algorithm. Our approach is based on data-driven, procedural
modeling of navigable subareas combined with a genetic algorithm used to
place rooms and apertures in accordance with a user-defined rule set. By
combining these two methodologies, we are able to overcome severe limitations
in current layout algorithms: the lack of variation between multiple floors
or buildings, the implicit dependency on orthogonal walls, and the inability
to leverage enhanced source data attribution. The result is a more realistic,
randomized building interior that enhances the overall training capability of
urban terrain databases. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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Towards Cross Domain Terrain Services2008 Paper No. 8143 Jesse
Campos, Steven Borkman, Gregory Peele, Chuck Campbell Applied
Research Associates Orlando,
FL The One Tactical
Engagement Simulation System (OneTESS) is pushing
the bounds of simulation performance in the domain of live training
simulations. This is particularly evident in OneTESS’
terrain simulation capabilities. The OneTESS
terrain services solution requires terrain fidelity beyond traditional
tactical or simulation capabilities while executing on hardware with the
computational power comparable to that of a common cellular phone. This
prompted the development of the Live Terrain Format (LTF) capability as a
prototype of run time services for the Live domain community. Having
successfully established the LTF capability, work continues toward evolving
the live terrain services to align with virtual and constructive terrain
services. The result will allow building a run time terrain services
capability that is truly cross domain. This paper presents how LTF prototypes
this evolution with an emphasis on how LTF can evolve in general to meet
virtual and constructive requirements, the reasons for doing so, the
considerations exploring such a capability, and the long term mechanisms to
move forward. This paper begins with a review of the
driving requirements, objectives, and design artifacts of the live domain
terrain that drove the development of the OneTESS
terrain solution. It then presents findings from the evaluation and
application of the live domain terrain services in LTF to the constructive
and virtual domains. These findings include interoperability and fair fight
considerations along with mitigation strategies for existing technologies
such as One Semi-Automated Forces (OneSAF) and the
Common Training Instrumentation Architecture (CTIA). Additionally, the paper
documents an analysis of data acquisition strategies and possible mechanisms
for meeting cross domain data needs. Finally, this paper introduces the
Common Live, Virtual, and Constructive (LVC) Terrain Evolution work under the
Defense Modeling and Simulation Coordination Office. This introduction will
cover the genesis, objectives, tasks, and products of the work. The paper
concludes by describing how the effort is enabling terrain services that
cross the live, virtual, constructive, and operational domains. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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Physics Based Modeling of Helicopter Brownout for Piloted Simulation Applications2008 Paper No. 8177
The entrainment and circulation of ground
debris by rotorcraft downwash over unprepared fields, often referred to as
“brownout”, represents a critical safety issue for rotary-wing aviation
today. Helicopter pilots often first experience brownout in actual flight
conditions, and it is desirable to advance the state of training simulations
by providing high fidelity modeling of brownout conditions during landing and
take-off. While semi-empirical brownout visual models are available in
training simulators, these models lack the level of fidelity required to capture
the complex interaction of rotor downwash, ambient winds, and the effect of
vehicle maneuvering, in combination with debris transport and visual
obscuration effects due to the wide range of possible surface cover materials
and ground topology. This paper describes the development and integration of
an advanced, physics-based model of rotorcraft brownout for piloted simulation.
A central element to the model is an advanced rotorwash
model based on real-time, free vortex wake methods to represent the complex
flow field of maneuvering rotorcraft in the proximity of the ground. This rotorwash model is combined with debris entrainment and
transport models to determine the visible obscuration effects of brownout
based on physical principles. The models are incorporated into a real-time
module that has been integrated into the U.S. Army Advanced Prototyping
Engineering and Experimentation (APEX) laboratory rotorcraft flight
simulation for the UH-60M, CH-47F and ARH aircraft and image generator system
at the System Simulation and Development Directorate at Redstone Arsenal in
Huntsville, AL. This paper provides an overview of the brownout model and
validation, and describes the software architecture, integration approach,
and results from this successful integration. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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Adaptive Behavior Models for Asymmetric Adversaries2008 Paper No. 8254
In order for simulation based training to
help prepare warfighters for modern asymmetric
tactics, opponent models of behavior must become more dynamic and challenge
trainees with adaptive threats consistent with those increasingly encountered
by the military. In this paper we describe an adaptive behavior modeling
framework designed to represent asymmetric adversaries within a multi-player
virtual environment. The framework aims to provide a means for adversary
models to analyze the tactical situation during execution, and adapt their
behaviors and tactics accordingly. Dynamic adaptations occur both within an
exercise and across exercise runs, with an automated means to carry “lessons
learned” forward from one exercise to the next and adapt tactics in
subsequent training sessions. This paper provides details on two distinct
areas of investigation. The first area is a survey of the space of asymmetric
tactics and adaptations from real-world military operations, initially
focusing on urban “presence patrols”. A number of training experiments were
conducted in a virtual environment to solidify the behavior modeling
requirements for this specific operational area, and provide a basis for
generalizing to other domains. The second research area is the design and
development of artificial intelligence techniques for creating adaptive
adversaries. The approach makes use of an authoring tool for defining
adaptive behavior models specified as partial plans that can be instantiated
with choices partly driven by reward functions using data from previous events.
Based on this initial behavior specification, new adaptive behaviors can be
automatically generated with methods based on evolutionary algorithms. In
both cases, the adversary model adapts over time in conjunction with training
events. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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Modeling Coercive Behavior in OneSAF2008 Paper No. 8131
Simulations have primarily represented conventional force
on force battles, with predictable outcomes – the side with the most firepower
in the right place at the right time wins. This engenders a relatively simple
training environment for both execution and review, but does not expose
training units to the irregularities and complexities of the operational
environment in asymmetric warfare. Behaviors are normally tasks performed
by either a unit or an entity to accomplish a singular goal. Typically,
behaviors have no more impact on the game after the action is completed—they
are first order effects. However, Coercive Behaviors by threat forces, like
kidnapping or other intimidating behaviors lead to second and third order
effects beyond the initial physical action. Coercive actions cause a variety
of effects including: constraining or enhancing the amount and quality of
information a commander or side receives, spawning of additional enemy forces
from the populace (dynamic side change), migration of populace, and
additional violent acts or coercive actions from the population. Training in
this environment dictates that commanders consider second and third order
consequences to their own and their adversary’s actions, thus getting beyond
the force on force paradigm (without role players and white cell injects). Commanders must have a strong grasp of the
positive and negative impacts of their actions and the actions of their
opponents on the population within their area of interest, as well as upon
local, regional, and national attitudes. Where noncombatant populations are
concerned, commanders must balance risk vs. reward for every operation they
undertake. Currently, no simulation adequately portrays coercive effects nor
consequently stimulates commander’s thinking and decision process in this
regard. As a step in rectifying this deficiency and toward filling this
training and experimentation gap, the TRADOC Intelligence Support Activity -
Models and Simulation Directorate (TRISA M&SD) has taken the initiative
to create and integrate Coercive Behaviors into OneSAF. This paper
discusses Coercive Behaviors, second and third order effects of a coercive
action, and the implementation of the actions and effects into OneSAF. It also discusses the challenges and benefits of
coercive and persuasive psychological operations in military simulations. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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Spatial Profiling with Adversarial Process Modeling2008 Paper No. 8346 Alex Reeve, Dan Fu Stottler Henke Associates San Mateo, CA Geographic profiling (GP)
techniques for crime analysis have proven useful for identifying the
locations where serial killers dwell. In this paper we examine the
application of geographic profiling techniques to an organized group of
individuals, such as drug dealers and insurgents; in particular, tackling the
problem of predicting which facilities in an urban area might support
clandestine activities such as drug processing or bomb making. GP techniques
assume a single perpetrator whose only observable actions are punctuated killings.
In contrast, clandestine organizations involve several distributed
individuals who communicate, coordinate, make plans, and execute. Most of
their actions, potentially observable such as phone calls, are seemingly
innocuous. Through the use of a simulated intelligence stream, we combine GP
techniques with plan recognition technology. We advocate a recognition
approach which exploits a wide range of knowledge about the group, including
the methods of operation, preferences, constraints, and relationships with
other like-minded groups. In turn, GP techniques can be augmented with more
sophisticated distance metrics using derived geo-spatial attributes, such as
cost-of-travel and perceived route risk. We then discuss approaches to fuse
all information into a predictive model for each group. This model estimates
the risk of future activity based on current observations of group presence.
This estimated risk is used to generate actionable products such as security
force search paths and prioritization of intelligence collection requests.
Finally, we evaluate accuracy of the approach in the presence of noise and
incomplete data. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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Towards Interactive Training with an Avatar-based Human-Computer Interface2008 Paper No. 8054
The development of avatars has significant
potential to enhance realism, automation capability, and effectiveness across
a variety of training environments. Project Lifelike is a three-year National
Science Foundation effort whose objective is to develop and evaluate
realistic avatar interfaces as portals to intelligent programs capable of
relaying knowledge and training skills. This interface aims towards support
of spoken dialog within a limited domain and capabilities for learning to
maintain its knowledge current and accurate. Research objectives focus on the
integration of speaker-independent continuous speech recognition technology
with a context-based dialog system and real-time graphics rendering
capability derived from live subject motion capture traces. The motion
capture traces are used by the avatar to provide spoken interaction with
gestural expressions. This paper describes the first phase of the Lifelike
project which developed an interactive avatar prototype of a National Science
Foundation (NSF) program manager, Dr. Alex Schwarzkopf, for whom a contextual
graph representation of domain knowledge was created. A Graphical Asset
Production Pipeline was developed to allow digitization of the facial
characteristics and physical movements of Dr. Schwarzkopf. Next, an example
subset of his knowledge of NSF protocols was encoded in a grammar-based
speech interpretation system and context-based reasoning system. These
systems were integrated with the Lifelike Responsive Avatar Framework to
enable the avatar to receive spoken input and generate appropriate verbal and
non-verbal responses. The system demonstrates conveyance of knowledge within
a limited domain such as NSF project reporting requirements. Work toward
improving the realism of the avatar, long-term efforts toward creating a
toolbox for generalization to other training applications, and results of
evaluation of how users respond to different characteristics that contribute
to realism in an avatar are discussed. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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Blended Inverse Kinematics: Delta3D System Utilization2008 Paper No. 8078 Michael
Guerrero, Chris Darken, PhD MOVES
Institute, Naval Postgraduate School Monterey,
CA Traditional inverse kinematics
systems are riddled with issues that make their use in real-time simulations
prohibitive. Foremost, the computational costs associated with these methods
are too high to make their widespread use practical. Furthermore, their usage
typically results in the synthesis of animations that fail to impart the
sense of weight and timing that would be present in either motion captured or
artist created forward kinematic animation. This is a byproduct of using a
mathematical technique to solve an artistic problem. A new method we have developed
succeeds in overcoming these shortcomings. By using a database of predefined
animation poses, a new animation can be derived to achieve the desired pose.
At its simplest, the technique can be used to manually control a character’s
gaze for simulating environmental awareness as well as directing a
character’s gun to point in the desired direction for aiming or shooting. It
does all of this and more without burdening the CPU and can be easily
enhanced using hardware skinning for optimal performance. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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E-MAT + TC3sim: A Tale of Two Sims2008 Paper No. 8301
HapMed’s
Extremities-Multiple Application Trainer (E-MAT) Arm provides Army personnel
a simulated arm with sensors and an on-board computer that determines whether
they have applied a tourniquet correctly. It is great for learning this
extremely important manual skill. Extremity hemorrhage is one of the three
major preventable forms of death highlighted in the Army's Tactical Combat
Casualty Care (TC3) program. TC3 is an initiative that teaches combat medics
how to do point of injury care in a tactical environment. TC3sim is a gamebased simulation that allows the player to take on
the role of a combat medic and make decisions about triage, treatment, and
tactical safety. But, it does not support any hands-on training. This paper will discuss the work to combine
these two simulation systems. TC3sim provides training for tactical situational
awareness and high-level decision-making. HapMed’s
E-MAT Arm provides training for hands-on medical skills. An interface between
TC3sim and HapMed’s E-MAT Arm is authored to allow
data to be shared. HapMed’s E-MAT Arm physiological
data about bleeding rate and tourniquet effectiveness are sent to TC3sim to incorporate
into its larger scenario. The virtual wounded soldier's
wounded state, simulated by TC3sim, now incorporates data from HapMed’s E-MAT Arm. Effectively,
HapMed’s E-MAT Arm now simulates the soldier's amputated
arm. The trainees have the opportunity to practice their medical
decision-making knowledge and their tourniquet application skills. They get the
best of both worlds: a low resource impact substitute for a live exercise and
an effective training tool for manual medical skills. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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Beyond playing games: Federating game-based technology with large-scale simulation systems2008 Paper No. 8338
Game-based technologies have entered the
traditional modeling and simulation (M&S) community to offer new, lighter-weight
augmented or alternative solutions to military M&S problems.
Increasingly, to fully leverage their potential contributions, game-based
simulations are required to federate within the Live, Virtual, Constructive (LVC) paradigm by providing geographically
separated instrumented operational equipment, human-in-the-loop simulators,
and wargame simulations. These systems can include
legacy M&S systems, vehicle and instrument simulators and even other
game-based products. In this paper, we discuss the federation of game-based simulations
via the High Level Architecture (HLA) within a large scale government M&S
program. Specifically, we draw upon our experience federating a game-based
simulation within the prototype for the Joint Terminal Control Training and Rehearsal
System (JTC TRS). This paper draws upon our team’s experience
providing the visualization framework for a lightweight, laptop deployable, training
solution for Joint Terminal Attack Control (JTAC) trainees. The resulting
system satisfied the goal of integrating distinct systems, including existing
Department of Defense simulations and custom components to support the JTC
TRS requirements. The systems that were integrated represent varying levels
of simulation fidelity and have a diverse range of functionality. The work done
on this project has demonstrated that: 1) a gamebased?
technology simulation can act as a member of an HLA federation, 2) as a
member of a federation gamebased technology
products can both visualize inputs from other COTS and GOTS solutions and
generate outputs back to them and, 3) game-based simulations can provide an
acceptable level of simulation fidelity for training while offering a
deployable lightweight simulation. We draw upon direct experience to share
lessons learned and make recommendations for successful integration of
game-based simulations within the LVC environment. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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Wargaming with PMESII2008 Paper No. 8361
Providing a comprehensive planning and
decision support framework appropriate to today’s complex operational environments
requires a shift from the traditional approach of single-scope, military wargaming. To fully capture the operational environment
requires the representation of a multi-sided political, military, economic, societal, information, and infrastructure (PMESII)
framework that can be integrated to support course of action (COA) development
for Wargaming, Mission Rehearsal and analysis. This
integration must be across diverse domains, span local to global scopes, and
allow for excursions over different time durations and geographical regions. Such
an integrated adaptive planning environment is a many-sided approach allows a
user to plan the actions of any entity in the environment and at any scope. The
core simulation technology described herein consists of the Synthetic
Environments for Analysis and Simulation (SEAS — an agent-based model), and
the Integrated Gaming System (IGS — the DoD
Adaptive Planning and COA analysis tool), linked together in a Society of
Systems (SoS) that integrates the heterogeneous simulations
into a single experimentation environment. This paper describes how a multidisciplinary
team developed this integrated planning and experimentation framework using
the SoS approach. Further, it describes the
employment of this framework to support the training objectives of both the
USMC Command and Staff College’s Nine Innings Exercise and the U.S. Army War College’s
Strategic Decision Making Exercise, two wargaming
environments intended to provide current and future decision makers an
appreciation of the utility of PMESII Modeling and Simulation as a key
element of the planning process. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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OneSAF Testing in Complex Web Defense (CWD) Experiment2008 Paper No. 8067
In March 2008, under the Mounted Maneuver
Battle Lab (MMBL) leadership, the Army’s Training and Doctrine Command’s
(TRADOC), Battle Lab Collaboration and Simulation Environment (BLCSE)
federation executed the Complex Web Defense (CWD) experiment. Parallel
to multipurpose OneSAF Testbed
(OTB) baseline’s main entity driver functionality, OneSAF
Objective System was used to examine the effectiveness of systems and tactics
of a force composed of a Combined Arms Bn
(CAB), one Stryker Infantry Battalion, Force Design Update (FDU)
Reconnaissance Squadron, supported by appropriate joint and army
enablers against a predominately-dismounted enemy that was embedded in
a semi-urban environment. The expected result of OneSAF
usage was to provide an integral simulation service for a BLCSE
federation which has a wide and varied group of simulations to include those
involved in analysis of advanced military concepts, requirements,
research and development. The CWD was the first to fully evaluate the usability
of OneSAF for BLCSE experimentation. This paper describes all aspects of using OneSAF in the CWD experiment. These include, employment separately
in both the DIS and the HLA protocols, configuration with classified
performance data, development of CWD-specific component and entity
compositions, development of BLCSE-specific models, verification of correct
simulation modeling, integration with the other BLCSE federates, and
operational usage in the experiment. In addition, other topics covered
include the ongoing interactions between PM OneSAF,
Joint Army Models and Simulation Division (JAMSD) Integration Section and
MMBL Engineers, lessons learned concerning OneSAF's
design and models, integration challenges, and employment strategies for
using OneSAF in future BLCSE experiments. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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Battle Management Language: Proof of Principle and Future Developments2008 Paper No. 8166
The NATO Modeling and Simulation Group
Technical Activity 048 (MSG-048) was chartered in 2006 to investigate the
potential of a Coalition Battle Management Language (C-BML) for Multinational
and NATO interoperation of command and control systems with Modeling and
Simulation. At its May, 2007 meeting, MSG- 048 decided to undertake, as its
first technical project, a multinational demonstration using the US Joint
Battle Management Language (JBML) Web services as the central infrastructure.
The JBML Web services were developed for land, air and maritime operations.
The MSG-048 demonstration was presented at the I/ITSEC'07
and consisted of three different operational national C2 systems
interoperating with three different national simulations, supported by the
JBML Web services. In all, eight software systems from five nations
successfully interoperated on a complex Land Coalition scenario at the
Brigade level. In ‘08 work was done to take this a step further and work towards
an experiment involving military personnel using real C2 systems and
simulators to support the military planning process. The systems used in the
’07 demonstration were upgraded and new systems were added to present a
realistic decision support environment to the operators. The initial results
will be demonstrated at the I/ITSEC’08. This
paper will provide an overview of the lessons learned from the ’07
demonstration, the work done in ‘08 to be ble to
use the systems and a view towards the future of C2 – Simulation coupling
using Battle Management Language.
The MSG-048 results will be fed back to the SISO C-BML PDG. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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The Hitchhiker’s Guide to Developing OneSAF HLA Interfaces2008 Paper No. 8262 Jennifer Lewis, Kirk E. Kemmler and Khoi Do Science
Applications International Corporation Orlando, FL Army Capabilities Integration Center (ARCIC)
is integrating OneSAF into its Battle Lab
Collaborative Simulation Environment (BLCSE), in an ongoing effort to
integrate new technologies into war gaming experimentation. This integration
requires modifications to OneSAF’s High Level
Architecture (HLA) interoperability module to enable OneSAF
to interact in the experimental and ever-changing BLCSE federation. This
paper introduces OneSAF HLA interface design
concepts and provides detailed examples to allow the reader to perform
similar development in his own simulation environment. The reader will learn
about the OneSAF HLA interoperability architecture
and structure, how to use OneSAF’s Object Data
Model (ODM) and Federation Object Model (FOM) variables, and how to implement
converter classes when FOM changes are required. To illustrate these
concepts, the paper uses case studies from the BLCSE integration effort,
which has resulted in successful, record-run experiments using OneSAF in HLA mode. Specifically, the case studies
describe how to implement a new FOM attribute to enable the OneSAF Plan View Display (PVD) to display whether an
external individual combatant is armed, and how to implement a new FOM
interaction to perform terrain damage effects. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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Continuous Validation Framework: A Case Study of SEAS and Afghanistan2008 Paper No. 8362
An agent-based simulation, called the Synthetic
Environments for Analysis and Simulation (SEAS), has been used to provide
detailed analytical support to a theater-level command to improve operational
level decision making in regards to the Political, Military, Economic,
Social, Informational, and Infrastructure (PMESII) dimensions of operations. SEAS allows observations from multiple perspectives, which
highlights the economic, political and cultural factors that influence
military and non-military PMESII outcomes. One of the goals in support to the theater
was to continuously track the current political, economic and cultural climate
of the observed world by keeping SEAS data within thirty days of the current
real-world date. In order to accomplish this, Simulex,
Inc., the developer of SEAS, has developed and implemented a process of
continuous validation under which a “Reference World” is tracked within
thirty days of the current date by extracting data from multiple
heterogeneous sources on a daily basis, injecting real-world events into SEAS
over the recent timeline, and using referent data sources to provide
assessments of the SEAS outputs. This paper describes how the validation was
conducted and how challenges were encountered/resolved,
as well as the shortcomings of the effort. It is the intention that insights
gained in this effort can serve to enhance future evolutions of SEAS as well
as make contributions to the art and science of ABM validation. This
paper is available on the 2008 I/ITSEC CD ROM. Order
the paper from I/ITSEC’s Website. |
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