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

Case Study of the Application of Gurney Equations to Simplified Shrapnel Lethality Estimation in Comprehensive Military Utility Analysis Models

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

Wargaming with PMESII

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 Environments

2008 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.

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My Simulation is from Mars; Yours is from Venus

2008 Paper No. 8097

 

Robert F. Richbourg, Ph.D

Institute for Defense Analyses

Alexandria, VA

Andy Ceranowicz, Ph.D

Alion Science and Technology

Alexandria, VA

Robert R. Lutz

Johns Hopkins APL

Laurel, MD

 

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.

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Joint Scenarios and Simulation for High Level Information Fusion Development

2008 Paper No. 8165

 

Janne Ropponen, Timo Lampinen

M.Sc. (Eng)

Insta DefSec Oy, Tampere Finland

Tommi Laitinen

M.Sc. (Eng)

Finnish Air Force HQ, Tikkakoski Finland

 

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.

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General-Purpose Visualization of Large-Scale Finite Element Analysis Simulations

2008 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.

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Results of a Federated Simulation of Urban Chemical Disaster Response

2008 Paper No. 8278

 

James E. Coolahan, Ph.D.,  Michael T. Kane

Johns Hopkins University Applied Physics Laboratory

Laurel, MD

 

Roy P. Koomullil, Ph.D.

University of Alabama at Birmingham

Birmingham, AL

 

Evangelos I. Kaisar, Ph.D.

Florida Atlantic University

Boca Raton, FL

Kenneth K. Walsh, Ph.D.

Florida A&M University

Tallahassee, FL

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…

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Case Study of the Application of Gurney Equations to Simplified Shrapnel Lethality Estimation in Comprehensive Military Utility Analysis Models

2008 Paper No. 8142

 

Paul Vogel

Northrop Grumman Information Technology

TSAC

Socorro, NM

Dr. Seokbin Lim

Dept. of Mechanical Engineering

New Mexico Tech

Socorro, NM

 

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.

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Collective Mission Simulation in The Netherlands Key Problems & Solutions

2008 Paper No. 8002

 

Jeroen Voogd, Klaas Jan de Kraker, Lesley Jacobs, Frido Kuijper

TNO Defence, Security and Safety

The Hague, The Netherlands

Michel Keuning

National Aerospace Laboratory

Amsterdam, The Netherlands

Rombout Karelse

Simulation Expertise Centre, Netherlands MoD

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…

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Advanced Simulation Architecture as a ROK-US OPCON Transformation Enabler

2008 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.

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Challenges in Digital and Hardware in the Loop Simulation Integration

2008 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.

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Modeling Computer Network Attack of the Civilian Information Infrastructure in OneSAF

2008 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.

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Computer Generated Forces for Joint Close Air Support and Live Virtual Constructive Training

2008 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.

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A High Performance Route-Planning Technique for Dense Urban Simulations

2008 Paper No. 8293

 

John J. Tran, Ke-Thia Yao, Gene Wagenbreth,

Dan M. Davis and Robert F. Lucas

Information Sciences Institute/USC

Marina del Rey, California

David J. Brakeman

Nakuru Software Inc

Seattle, Washington

 

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.

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TOWARD A STANDARD SYSTEMS ENGINEERING PROCESS FOR DISTRIBUTED SIMULATION

2008 Paper No. 8068

 

Robert Lutz 

Johns Hopkins University

Applied Physics Lab

Laurel, MD

Paul Gustavson 

SimVentions

Fredericksburg, VA

Katherine L. Morse, Ph.D.

SAIC

San Diego, CA

 

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.

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Model Driven Development for Distributed Simulation using SysML

2008 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.

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Initialize. Train. Initialize. Win.

2008 Paper No. 8279

 

Dr. Amy E. Henninger

Institute for Defense

Analyses (IDA)

Alexandria, VA

Dr. William J. Gerber

IDA Consultant,

WJ Gerber Consulting

Orlando, FL

Mr. Paul Works, Jr.

Methods and Research

TRADOC Analysis Center

Ft. Leavenworth, KS

Dr. Michael Hieb

Center of Excellence in

George Mason University

Fairfax, VA

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.

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A Hybrid Approach for Automating Building Interiors

2008 Paper No. 8020

 

Timothy Walker, Matthew Janisz

Applied Research Associates

Orlando, FL

Craig Porter, Timothy Duggan

University of Central Florida

Orlando, FL

 

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.

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Towards Cross Domain Terrain Services

2008 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.

 

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Physics Based Modeling of Helicopter Brownout for Piloted Simulation Applications

2008 Paper No. 8177

 

Daniel A. Wachspress, Glen R. Whitehouse,

Jeffrey D. Keller

Continuum Dynamics, Inc.

Ewing, NJ

Kevin McClure, Phillip Gilmore, Michael Dorsett

SAIC, Redstone Arsenal

Huntsville, AL

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.

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Adaptive Behavior Models for Asymmetric Adversaries

2008 Paper No. 8254

 

Randy Jensen, Jeremy Ludwig

Stottler Henke Associates, Inc.

San Mateo, CA

Michael Proctor, Jon Patrick

University of Central Florida

Orlando, FL

Wyatt Wong

Forterra Systems

San Mateo, CA

 

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.

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Modeling Coercive Behavior in OneSAF

2008 Paper No. 8131

Robert Crowson

TRISA MS&D

Ft. Leavenworth, Ks

Mel Cape

TRISA MS&D, Booz Allen Hamilton, Inc

Ft. Leavenworth, Ks

 

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.

 

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Spatial Profiling with Adversarial Process Modeling

2008 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.

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Towards Interactive Training with an Avatar-based Human-Computer Interface

2008 Paper No. 8054

Ronald F. DeMara, Avelino J. Gonzalez,

Victor Hung, Carlos Leon-Barth, Raul A. Dookhoo

Intelligent Systems Laboratory

University of Central Florida

Orlando, FL

Steve Jones, Andrew Johnson, Jason Leigh, Luc Renambot, Sangyoon Lee, Gordon Carlson

Electronic Visualization Laboratory

University of Illinois at Chicago

Chicago, IL

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.

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Blended Inverse Kinematics: Delta3D System Utilization

2008 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.

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E-MAT + TC3sim: A Tale of Two Sims

2008 Paper No. 8301

 

Paul Kelly, Howard Mall

Engineering and Computer Simulations

Orlando, Florida

Todd Lazarus

Institute for Simulation and Training

Orlando, Florida

Teresita Sotomayor

RDECOM-STTC

Orlando, Florida

 

 

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.

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Beyond playing games: Federating game-based technology with large-scale simulation systems

2008 Paper No. 8338

 

Daniel Scolaro, Jennifer McNamara

BreakAway, Ltd.

Hunt Valley, MD

John Little

Nova Technologies

Orlando, FL

 

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.

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Wargaming with PMESII

2008 Paper No. 8361

 

Paul Everson & Daniel Snyder

Booz Allen Hamilton

Suffolk, VA

Dr. Alok Chaturvedi & Brian Armstrong

Simulex, Inc

West Lafayette, IN

 

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.

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OneSAF Testing in Complex Web Defense (CWD) Experiment

2008 Paper No. 8067

 

Paul Monday

Lockheed Martin

Ft. Knox, KY

Engin Z. Altan

SAIC

Heathrow, FL

 

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.

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Battle Management Language: Proof of Principle and Future Developments

2008 Paper No. 8166

 

Nico de Reus, Paul de Krom

TNO

The Hague, The Netherlands

Dr. Ulrich Schade

FGAN-FKIE

Wachtberg, Germany

Dr. J. Mark Pullen

Center of Excellence for C4I, George Mason Univ.

Fairfax, VA

 

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.

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The Hitchhiker’s Guide to Developing OneSAF HLA Interfaces

2008 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.

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Continuous Validation Framework: A Case Study of SEAS and Afghanistan

2008 Paper No. 8362

 

R. Chaturvedi

Simulex Inc.

West Lafayette, Indiana

S. Mellema, A. Chaturvedi, M. Mulpuri, G. Pinczuk

Simulex, Inc

West Lafayette, Indiana

 

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.

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