Malls, Sprawl and Clutter: Realistic Terrain for Simulation of JUO
Steve Prager, PhD and Kent Cauble
Lockheed
Martin STS
Bellevue, WA
David Bakeman
Nakuru Software,
Inc.
Seattle, WA
Steve Haes and Glenn
Goodman
Alion Science and
Technology
Washington, DC
Until recently,
the vast majority of joint modeling and simulation (M&S) activities were
germane to theater level operations.
Where they existed, synthetic environments for M&S of urban
activities were typically of limited scope and out of context to the remainder
the battlespace (e.g., the broader theater of
operations, the rest of a given city).
Recent Joint Urban Operations (JUO) experimentation at the J9 Joint
Experimentation Directorate, USJFCOM, sets a new standard for urban synthetic
natural environment (SNE) development and urban M&S. A key driver in the requirements for the
JUO synthetic environment is the idea that a realistic opposing force must be
able to take advantage of the urban environment. This “thinking” enemy is driven through a
human in the loop (HITL) process wherein enemy activities are modeled after
real world threats and realistic “local” advantage. In order for this local advantage to be
prosecuted, a realistic urban environment is required that supports such
activities.
The terrain
database produced for JUO thus represents a revolutionary step forward in
terms of combined scale and detail of a synthetic environment. The database produced for JUO
experimentation includes over 1.8 million attributed buildings (many
thousands of which are based on real-world footprints and corresponding urban
terrain zones), a road network that is approximately five times denser than
VMAP1 data, and numerous discrete intensified features such as parked cars,
dumpsters, jersey barriers, individual trees, tree canopies, and
trashcans. The scale and fidelity of
the JUO database is, in turn, one of the key drivers behind a series of
significant changes to the Joint Semi-Automated Forces (JSAF) Compact Terrain
Data Base (CTDB) format. This paper
will discuss the characteristics of the JUO database, details regarding the
data content and production methodology, and the rationale for the
requirements that drove intensification and production and format
decisions.
2004 Paper No. 1884
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Creating a Communication Infrastructure for
Simulating Urban Operations
Richard
Williams
BMH
Associates, Inc.
Norfolk, VA
John J. Tran
Information
Sciences Institute, USC
Marina del Rey, CA
Bill Helfinstine
Lockheed
Martin
Boston, MA
Joint Forces
Command is currently developing a large-scale, human-in-the-loop (HITL)
federation to support a Joint Urban Operations (JUO) experiment. This resulting JUO HITL federation brings
together hundreds of simulations running on both Scalable Parallel Processors
and standard desktop computers located at sites ranging from Hawaii to Virginia. This endeavor faced the challenge of developing a
communication infrastructure that could support a demanding set of simulation
requirements while faced with multiple technological hurdles. These diverse issues, which included high
latency rates, huge amounts of network traffic, and organizing large numbers
of computers, had to be solved to create both a stable and reliable
federation.
This paper
shall focus on how the communication infrastructure for the JUO HITL
Environment was constructed. It shall describe how the capabilities and
demands of the network, machines, run-time infrastructure, and multiple
simulations affected the communication topology design. The paper shall also
describe the resulting infrastructure used for the JUO HITL federation with a
discussion of system strengths and weaknesses. The paper shall use
quantitative measurements to illustrate how changes to infrastructure affect
network traffic levels and performance. This paper shall also introduce the
specific tools created to facilitate the rapid generation and distribution of
the complex communication topology. Finally, future development work shall be
discussed that should result in an even more robust system with improved
implementation features.
2004 Paper No. 1733
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Successful Joint Experimentation Starts at the Data
Collection Trail—Part II
Robert J. Graebener, Gregory Rafuse, Robert Miller & Ke-Thia Yao
M&S Team,
Experimentation Engineering Department, J9 USJFCOM
Suffolk, Virginia
Last year
Joint Forces Command’s, Joint Experimentation Directorate (J9) initiated
planning and development in technical support of the most complex experiment
(URBAN RESOLVE) undertaken to date. The experiment trials (Summer 2004) will explore future
concepts and technologies for achieving situational awareness and
understanding when operating in a robust large-city urban environment. In addition, the need for generating
quantifiable results took on a renewed level of interest. The Commander,
Joint Forces Command directed that future experiments provide findings that
can survive critical scrutiny, particularly if those transformational
products and solutions are to be promulgated across the Department. The
authors’ add another chapter to last year’s paper, as they craft a system for
providing more creditable and quantifiable data to support experiment
findings. This paper will cover:
changes made in the initial plan for data collection and analysis as
new challenges arose along the way; the technical issues related to the
architectural choices; as well as the challenges awaiting the group of
individuals charged with maintaining a nationwide, distributed federation and
network whose ultimate goal is to provide cogent, traceable data generated
from the federation and human-in-the-loop player inputs. In preparing for the
experiment trials, initial data storage assumptions gave way to the realities
of finding more robust methods of collection as bandwidth traffic increased as
federation architectures were modified to support emerging user requirements.
Innovative approaches on how near-real-time data would be collected were
instantiated as attention turned towards the post-processing needs that would
sustain the experiment analysis team in the months following the trials.
Integrating scalable parallel processors and addressing issues dealing with
the means for storing and retrieving extremely large quantities of data added
to the challenges. Finally, major lessons learned will be addressed from a
transformational perspective.
2004
Paper No. 1579
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Interchange and Interoperability – Modeling
Environmental Data with the Common Data Model Framework
Dale D.
Miller, Annette C. Janett, Melissa E. Nakanishi,
Leo J. Salemann, Timothy W. Miller
Lockheed
Martin Simulation, Training and Support
Bellevue, WA
Paul A. Birkel
The MITRE
Corporation
McLean, VA
Denise Hovanec, Constance Gray
U.S. Army Engineer Research and Development
Center,
Topographic Engineering Center
Alexandria, VA
Julio De La
Cruz, Todd Kohler
U.S. Army Research and Development Command,
Simulation
and Training Technology Center
Orlando, FL
A
logical Environmental Data Model (EDM) specifies the entities, attributes of
the entities, and relationships between entities in any environmental domain:
terrain, atmosphere, ocean and space. Formal EDMs
have been developed for emerging and legacy modeling and simulation systems,
data products produced by authoritative data providers, and for systems in
the C4ISR domain. The Common Data Model Framework (CDMF) is a collection of
tools based on Microsoft Access© that help automate the
generation, maintenance and analysis of EDMs. For
example, the CDMF automates answering questions like “What percentage of the
environmental terrain data required by Objective OneSAF
is actually provided by the National Geospatial-Intelligence Agency ( NGA)
product Urban Vector Map?” Other
analyses allow investigation of environmental data interoperability between
specific M&S and/or C4ISR systems. The CDMF was developed under
government sponsorship and is freely available for both government and
commercial use.
Recently,
the CDMF has been extended to better support the interchange, inter
operability, and use of EDMs in different
communities of i terest.
While originally developed using the Environmental Data Coding Specification (ISO/IEC 18025 Final Committee Draft) as
its data dictiona y, support for multiple data dictionaries is now pro- vided. Mappings may be defined
between equivalent or related concepts in multiple data dictionaries. The
mappings between individual concepts may be exact or approximate. The CDMF
now supports interchange of EDMs with commercially
available data modeling tools through the use of XML Metadata Interchange
(XMI).
The
CDMF has also been extended to support the forward-engineering of EDMs to physical data models (where the data structures
themselves are defined) and realizations using commercial technology. For
terrain representation, one physical data model takes the form of an ESRI Geodatabase. ESRI Geodatabase
implementations are in current use in a number of Joint and Army systems, all
key to the evolving National System for Geospatial Intelligence.
2004 Paper No. 1553
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Composability Perspectives Within the Threat Modeling
and Analysis Program (TMAP)
James C.
Watkins, Carolyn Hare, and Roy O. Scrudder
Applied
Research Laboratories
The University of Texas at Austin
Austin, TX 78758
Ollen Landrum and Michelle Busbee
Air and
Electronics Directorate
National Air
and Space Intelligence Center
Wright-Patterson
AFB, OH
A
primary mission of the Intelligence Production Centers (IPCs)
within the U.S. DoD is to acquire, collect,
analyze, produce, and disseminate information on foreign threat weapons
systems. This community has begun
transitioning from static textual-based products to integrated, dynamic
engineering- and engagement-level threat models based upon commercial modeling software, thereby
promoting better predictive analysis capability, increased integration, and significantly improved efficiency
in providing comprehensive assessments
to the client base. The Threat
Modeling and Analysis Program (TMAP) is the result—a four-year-old initiative
within the DoD that has facilitated this major
improvement in process and a revolutionary new way of doing business. As the centers continue to develop
products in the TM AP environment, they will develop a “critical mass” of
model classes describing all threat systems, as well as a core of skilled
analysts able to employ these tools effectively to sustain their intelligence
products.
The
primary TMAP focus thus far has been on developing initial capabilities and
embedding these processes into the analytical culture of each center’s “lane
in the road.” As proficiency has progressed
dramatically over the past two years, some of the centers have increasingly
begun to explore and embrace the composability
philosophy and work toward defining and implementing a common approach to
this innovative method of producing threat assessments. The desired end-state is a set of composable simulation components that can be rapidly
assembled in an interoperable simulation environment.
This
paper will explore the current state of TMAP development guidance and
standards that have the potential for improving composability
aspects of TMAP models and simulations.
Specifically, it will address those characteristics of TMAP models
that contribute to M&S composability. This approach will define the
characteristics that distinguish core, common, and custom structures used in
simulation environments.
2004 Paper No. 1646
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Improving Information Quality and Consistency for
Modeling and Simulation Activities
Roy Scrudder
Applied
Research Laboratories
The University of Texas at Austin
Austin, Texas
Dr. W. Henson
Graves, Tom Tiegen, Chris Johnson
Lockheed
Martin Aeronautics Company
Joint Strike
Fighter Program
Fort Worth, Texas
Steve Hix
Paradigm
Technologies, Inc.
Arlington, VA
James W. Hollenbach
Simulation
Strategies, Inc.
Washington, D.C.
Modeling
and simulation (M&S)
has taken its place as a key enabler in all phases of today’s military
systems development and fielding, from research and development through
training and operations planning. The quality and value of M&S activities
are dependent not only on the quality of M&S software, but also on the
information that drives models and simulations. When M&S is employed in a
large-scale enterprise, data dependencies among models and simulations
emerge. These range from sharing data among models
and simulations to using model and simulation outputs to drive other models
and simulations.
In
the Joint Strike Fighter (JSF) Program, M&S is a key enabler to all
activities, from design through training. Hundreds of models, simulations,
and modeling environments (such as computer-aided design systems) enable a
web of interrelated activities and require a corresponding information flow.
The JSF pioneered an information management approach utilizing metadata to
facilitate the understanding and appropriate use of data. Traditional metadata management approaches
focus on describing the content and format of individual information
resources. The unique aspect of the JSF information management approach is
the addition of metadata that captures the lineage of data, allowing
information traceability from external sources and through the chain of
M&S activities.
This
information management approach has been incorporated in the Resource Access
System (RAS), which is part of the overall JSF product data management
system. RAS is used to locate, access,
and register data about the JSF weapons system and other systems with which
it interacts. RAS uses metadata for
information location and retrieval and for validation of data integrity
conditions. We defined an Extensible
Markup Language (XML)-based data interchange format that is used to package
information resource metadata along with the data content and share these
across activities.
2004 Paper No. 1718
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Behavior Composability Support Through Standardized
Ontology Representations
William J. Gerber,
Ph.D., Lee W. Lacy
Dynamics Research
Corporation
Orlando,
Florida
Currently,
significant resources within the Department of
Defense (DoD) are
invested in developing
Computer Generated Force (CGF)
behaviors for various simulations. Unfortunately, that entails high costs for
developing new behavior representations for each new simulation or behavior
and repeatedly verifying, validating, and accrediting those behaviors in
their different forms. Often, similar
primitive behaviors are implemented in multiple CGF systems, where the
implementation of those primitive behaviors is simulation specific.
However,
the metadata describing those primitive behaviors can be represented in a
manner that is independent of the simulation implementation. Additionally, many of the newer simulation
systems are using hierarchies for representing simulations. In their behavior
hierarchies, simulation specific primitive behaviors are combined in a
temporal framework to compose complex behaviors. The use of these composite
behaviors, describing and relating the primitive behaviors in a formal
ontology, results in sophisticated behavior representations and promotes
reuse of behaviors, as they are themselves independent of the simulation
implementation. Thus, a composite
behavior developed for one simulation could be reused in another if the
composite behavior
made reference to
primitive behaviors that were
functionally equivalent in the two simulations.
This
paper describes research supported by the Defense Modeling and Simulation
Office (DMSO) for using the Web Ontology Language (OWL) to develop a means for
standardizing the representation of
CGF behaviors within simulations.
The research project investigated the use of ontologies
for describing both primitive behavior metadata and composite behaviors and
has developed a prototype to demonstrate how they could be used for composing
standardized behaviors in the future.
2004
Paper No. 1667
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Formalized Behavior Models for MOUT OPFOR Individual
Combatant Weapon Firing
Richard Stottler
Stottler Henke
Associates, Inc.
San Mateo, CA
Stephanie
Lackey
NAVAIR TSD
Orlando, FL
John Brian
Kirby
Stottler Henke
Associates, Inc.
San Mateo, CA
This
paper describes techniques to augment the behavioral models of automated
Opposing Forces (OPFOR) Individual Combatants (ICs) with a realistic,
practical set of weapon firing behaviors for virtual Military Operations in
Urban Terrain (MOUT) training environments.
These behaviors represent a formalization of target acquisition and
firing execution tactics and techniques based on doctrine, input from subject
matter experts, and observations from the field. The formalisms are based on Behavior
Transition Networks (BTNs), an extension of Finite
State Machines (FSMs). A COTS toolkit allows for rapid visual
behavior specification, testing and modification, easy simulation
integration, and flexible architectures. The behaviors are designed
hierarchically so that the actions and goals of a human combatant can be
modeled at various levels of detail.
Polymorphism is used heavily to alter the behaviors based on the type
and current state of the IC at all levels of the model. For example, an IC just exposed to a stun
grenade behaves very differently from one who has not been so exposed. A motivated, well-trained, elite OPFOR IC
behaves very differently from a conscript.
Uncertainty is incorporated both in the initial selection of
attributes (boldness, speed, aiming accuracy, etc.) of the ICs to give their
behaviors natural variation and in runtime execution of decision making to
keep even a single IC from being too predictable. This paper also describes
the behavior modeling process itself from knowledge engineering to
formalization and implementation through validation. The initial prototype is described in which
IC behaviors are implemented and interfaced to a real-time IC simulation.
2004 Paper
No. 1774
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Adapting to Urban Warfare
Andy Ceranowicz
Alion Science and
Technology
Alexandria, VA
Mark Torpey
Lockheed
Martin
Burlington, MA
Urban
operations are currently of great concern to the defense community. J9, the
Experimentation Directorate of USJFCOM, and the Joint Advanced Warfighting Project are currently conducting an
experiment to investigate concepts for applying future technologies to joint
urban operations. The first phase of the experiment focuses on employing
future sensors to remotely monitor and understand enemy operations in a
foreign city. Characteristics of the urban environment include high building
density, a large civilian population, and a cultural environment. These
characteristics pose significant challenges for simulation designers. This
paper describes the modifications required to adapt the simulations
supporting the experiment, JSAF and SLAMEM, to the urban environment. A
landscape with a large number of buildings had to be automatically generated
and represented in a space efficient manner.
Large concentrations of vehicles and pedestrians had to be modeled
moving realistically through the city. This behavior had to be automatically
generated since it would be impossible to individually control 100K entities.
Embedding cultural features within the database in the form of building
functions and other building attributes allows the civilian entities to
automatically plan their movements based on generic daily schedules. Sensors
had to be modified to detect building properties. The density of both
entities and structures made both movement and intervisibility
calculations significantly more expensive requiring optimization combined
with the application of large amounts of hardware. Computation and control
was distributed between three CONUS sites and the High Performance Computing Center at Maui. Limiting and balancing simulation
traffic was a major effort. Source squelching was enabled by a distributed
data collection system developed to collect data locally on each simulation
node while still allowing analysts to perform real time queries during the
experiment.
2004 Paper No. 1554
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Red Force Modeling in JFCOM Experiment Urban Resolve
Ernest
Haskell, Jamie Volkert
Alion Science and
Technologies
Alexandria, VA
Brett Dufault
Alion Science and
Technologies
Boston, MA
The
nature of urban warfare and the challenges of creating a reasonable and
effective Red force for the urban environment are considerably different and
divergent from the traditional and legacy approach in JSAF. This paper will address modeling an
adaptive and challenging RED urban defense in support of the Joint Urban
Operations Human-in-the-Loop (HITL) Experiment "Urban
Resolve". The presentation will
include a discussion of the challenges associated with aligning the Red force
order of battle and simulation behavior requirements within the three phases
of the experiment, developing the most cost effective approach to building
the simulation code, and implementing a strategy for executing a war plan by
a simulation cell. In the past, JSAF
efforts have focused on fighting Cold War-type scenarios with fast- moving
formations of armored vehicles rapidly crossing open terrain while engaging a
similarly organized, equipped and trained opponent over several kilometers
distance. Although recent events have
shown the continued utility of such thinking, larger more densely populated
urban areas may preclude such an approach to modern warfare, resulting in
drastically reduced operational tempos and focusing on smaller areas of
interest. This is especially true when
facing a prepared and technologically advanced Red force. Recent events have also demonstrated
effective low-tech alternatives for U.S. adversaries to apply in the
confrontation of forces with superior technologies. The challenge for JSAF in Urban Resolve is
carrying these ideas into the simulation environment, as well as applying
them to an appropriate Red force.
2004 Paper No. 1730
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Simulating Urban Traffic in Support of the Joint
Urban Operations Experiment
Dan Speicher, Deborah Wilbert
Lockheed
Martin
Simulation,
Training & Support
Advanced Simulation Center
Burlington, MA
Providing
background vehicles to serve as sensor clutter is an important component for
experiments involving sensor detection of clandestine opposing forces. The ClutterSim
has been used since 1998 to cheaply simulate large amounts of civilian
vehicles for the purpose of confusing or overloading sensors. Clutter vehicles need to be simple enough
to be cheap to simulate, but realistic enough that OPFOR vehicles are
difficult to detect when they are performing their tasks. In support of the
Urban Resolve 2004 (JUO) experiment, it was necessary to further increase the
intelligence of the clutter vehicles to mimic realistic urban traffic
patterns, including traveling on the correct side of the road, stopping at
traffic lights, parallel parking, stopping for pedestrians, and so fort
h. This was perhaps the most
challenging requirement in the history of clutter development, since it
conflicted with one of the primary methods for keeping clutter cheap to
simulate: clutter vehicles are
completely unaware of all other vehicles, including other clutter
vehicles. A further complication was that
any solution had to work properly over the network, since clutter is commonly
simulated on multiple machines. This paper describes the solution to this
problem: the creation of an network-synchronized
traffic intersection controller which permits appropriate behavior of clutter
vehicles at an intersection while preserving clutter vehicles' ignorance of
the presence of other vehicles and only adding a minimal amount of network
traffic.
2004 Paper No. 1888
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Improving Image Generator System Performance Through
Video Frame Extrapolation
Richard E.
Pray
President,
RPA Electronics Design, LLC
Binghamton, NY
Douglas H. Hyttinen
Visual
Engineer, NAVAIR Orlando TSD
Orlando, FL
Pushing
the limits of scene complexity to maximize image generator performance
creates the potential for system overload conditions. The result is generally
characterized by dropped up date frames of imagery resulting in discontinuous
apparent motion in the scene. The result of such events can be minimized by
continuously capturing the video stream in real time, recognizing overload
events, and using extrapolation techniques to manipulate the last frame video
according to expected viewpoint motion. Techniques can be applied to provide
various levels of fidelity of the substituted imagery of which several will
be explored. These range from simple,
linear extrapolation to more complex non-linear methods based upon range to
objects within the scene. By utilizing the proper method for anticipated
scene motion, such methods can be utilized to not simply reduce effects from
missed updates, but also to purposely operate the IG system at overload or near
overload capacity at all times in order to maximize scene content and
complexity.
2004 Paper No. 1617
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An Intelligent Synthetic Wingman for Army Rotary Wing
Aircraft
Randolph M.
Jones, Alan J. Wallace, Jens Wessling
Soar
Technology, Inc.
Ann Arbor, MI
The
Army has a rich store of highly immersive flight simulations/simulators. Due to the expense of deploying multiple
flight simulators, they are often used in experimental scenarios that only
represent a single aircraft at a time.
However, this is unrealistic because modern tactical Army aviation
rarely flies solo, rather flying at a minimum in pairs. To enable more realistic simulation while
reducing costs, applications often use constructive simulation of
entities. However, the standard
implementations of constructive entities sacrifices simulation fidelity by
using low-cost desktop simulations that do not provide the precision and accuracy
necessary in modern simulated warfighting
exercises. A desirable solution would decrease cost while also retaining
realism by providing autonomous, tactically correct, high-fidelity behaviors
for the constructive simulated entities.
This is the goal being addressed by the Automated Wingman
project. This project integrates a
state-of-the-art simulation architecture with the most advanced current
technology for building knowledge-intensive intelligent agents. In addition to the most immediate
application, providing automated wingmen for Army experimentation with
rotary-wing aircraft, this project provides a more general opportunity to
broaden the use of Intelligent Synthetic Force (ISF) models in DoD applications. The industrial- strength integration of
the Soar architecture for intelligence and the VR-Forces simulation
environment creates a robust platform for future applications both in the DoD and the commercial arena. This integration relies upon a clean design that include s independent but interacting
components. As a consequence, the
resulting system contains individual part s that can be reused or upgraded as
future demand and development dictate.
2004 Paper No. 1651
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Going Beyond Reality: Creating Extreme Multi-Modal
Mixed Reality for Training Simulation
Scott Malo, Christopher Stapleton
Media
Convergence Laboratory
University of Central Florida
Orlando, Florida
Charles E.
Hughes
School of Computer Science
University of Central Florida
Orlando, Florida
Nothing
replaces the importance of the sweat, blood and tears of a live simulated
training experience in which all your senses (visual, audio, haptic, olfactory, gastronomy, etc.) play into a
physical, mental and emotional life-and- death scenario in a fully three
dimensional, real-time world. When
Virtual Reality is provided as an alternative, it can pale in comparison, as
it is a disembodied experience no matter how much artistry has been applied
to the aesthetic display and emotional thrill. This statement is applicable even to
military simulations that drive complex and intricate training, and yet
rarely cause trainees to break a sweat.
There is a need for systems that integrate training scenarios into
physically responsive live environments, enhanced by compelling entertainment
techniques. Such systems must support
the delivery of a wide range of simulation applications including vehicular,
dismounted and constructive simulation planning.
This
paper covers recent developments in integrating multi-modal functionality
into Mixed Reality (MR), the blending of real and virtual sight, sound and
special effects. More specifically, we
present an overview of an MR research project and the multi-modal training
engine (versus game engine) produced as a consequence of this research. This
engine composes real and synthetic sensory stimulations into an interactive,
multi-sensory, non-linear, immersive experience.
One
application of this MR system is to create a MOUT (Military Operations in
Urban Terrain) environment that blends real assets, such as buildings or
building facades, with virtual assets including neutrals and combatants, both
friends and foes. The entire system (software and hardware) is designed to be
deployed into the field to transform any site into a MOUT for use in military
training, homeland security, emergency response, informal education and
entertainment. It can adapt core
content experiences to custom environments providing in-the-field lush,
compellingly, interactive and non-linear group experiences.
2004 Paper No. 1897
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21st Century Simulation: Exploiting High Performance
Computing and Data Analysis
Dan M. Davis
Information Sciences Institute, USC
Marina del Rey, California
Garth D. Baer
Oracle Corporation
Culver City, California
Thomas D. Gottschalk
California Institute of Technology
Pasadena, California
This
paper identifies, defines, and analyzes the limitations imposed on Modeling
and Simulation by outmoded paradigms in computer utilization and data
analysis. The authors then discuss two
emerging capabilities to overcome these limitations: High Performance
Parallel Computing and Advanced Data Analysis. First, parallel computing, in
supercomputers and Linux clusters, has proven effective by providing users an
advantage in computing power. This has been characterized as a ten-year lead
over the use of single-processor computers.
Second, advanced data analysis techniques are both necessitated and
enabled by this leap in computing power.
JFCOM’s JESPP project is one of the few
simulation initiatives to effectively embrace these concepts. The challenges facing the defense analyst
today have grown to include the need to consider operations among non-
combatant populations, to focus on imp acts to civilian infrastructure, to
differentiate combatants from non- combatants, and to understand non-linear,
asymmetric warfare. These requirements
stretch both current computational techniques and data analysis
methodologies. In this paper, documented examples and potential solutions
will be advanced. The authors discuss the paths to successful implementation
based on their experience. Reviewed technologies include parallel computing,
cluster computing, grid computing, data logging, OpsResearch,
database advances, data mining, evolutionary computing, genetic algorithms,
and Monte
Carlo
sensitivity analyses. The modeling
and simulation community has significant potential to provide more
opportunities for training and analysis. Simulations must include
increasingly sophisticated environments, better emulations of foes, and more
realistic civilian populations. Overcoming the implementation challenges will
produce dramatically better insights, for trainees and analysts. High
Performance Parallel Computing and Advanced Data Analysis promise increased
understanding of future vulnerabilities to help avoid unneeded mission
failures and unacceptable personnel losses.
The authors set forth road maps for rapid prototyping and adoption of
advanced capabilities. They discuss the beneficial impact of embracing these
technologies, as well as risk mitigation required to ensure success.
2004 Paper No. 1517
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Development of a Next Generation Embedded Simulation
Engine for FCS
Henry
Marshall
US Army
Research, Development and Engineering
Command,
Simulation and Training
Technology Center
Orlando, Florida
Charlie Ragusa, Stewart Grayson
Science
Applications International
Corporation
(SAIC)
Orlando, Florida
Gary Green
Institute for
Simulation and
Training
(IST), University
of Central Florida (UCF)
Orlando, Florida
Embedded
training is a Key Performance Parameter of the Future Combat Systems (FCS)
program, and thus a requirement for fielding FCS systems. Historically, embedded training
capabilities have been appended to existing system architectures as
afterthoughts. Consequently, embedded training hardware and software have
been distinctly separate from the operational system and consume space and
power resources not planned for in the original design. For FCS, embedded
training and operational capabilities are tightly coupled and development
will proceed concurrently. The Embedded Combined Arms Team Training and
Mission Rehearsal (ECATT-MR) Science and Technology Objective (STO) is exploring a new embedded training simulation engine for
FCS, based on the OneSAF Objective System (OOS).
OOS is being leveraged to provide critical support for modeling and control
of both ownship and ancillary virtual vehicles
(i.e. ground and air robotic platforms), in addition to the usual computer
generated forces support. Early releases of OOS and the FCS System of Systems
Common Operating Environment (SoSCOE) are being
used to implement the architecture, and an FCS-like Infantry Carrier Vehicle
(ICV) crewstation simulator is used as a testbed for its evaluation. This paper explores the
issues, advantages and findings of this research and suggests future
enhancements to the architecture.
2004 Paper No. 1525
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Developing an Incident Management Simulation for
Training Emergency Responders
Dr. Jim Wall, Randy Elms
Texas Engineering Experiment Station
The Texas A&M University System
College Station, TX
Dave Nock
Texas Engineering Extension Service
The Texas A&M University System
College Station, TX
The
use of simulation for training in the defense community is well-established
and has evolved over many years as acceptance among service members grew
rapidly based upon the high payoff results in real-world operational
settings. It could be legitimately argued that the use of simulation for
training contributed heavily to the great success of Operation Iraqi Freedom
(OIF). Although methods may vary, the deliberate integration of simulation
into unit training programs is relatively commonplace in all military
services.
The
same cannot be said for civilian agencies and jurisdictions that are
diligently seeking programs and methods to improve preparedness against the
threat of terrorists including the use of weapons of mass destruction (WMD).
The return on the military’s investment in simulation driven and assisted
training can be attributed, in large part, to the simple fact that it is a
mature, well-established institution. This provide s a foundation built over
time that includes centralized organization and equipment development
processes, sanctioned operational doctrine, standardized leadership, soldier
training, and clear-cut chains of command. This type of environment does not
exist for the relatively loosely coupled collection of agencies,
organizations, local jurisdictions and departments that are responsible for
homeland security at the operational level.
This
paper will present the lessons learned during the development of a simulation
by the Texas Engineering Experiment Station for the National Emergency
Response and Rescue Training Center (NERRTC) at College Station, Texas. The simulation is used to train
emergency responders/managers for incident management and decision making
during WMD scenarios. The lessons learned include discussions on many of the
differences in simulation requirements in the defense and emergency responder
communities, the requirements generation process based upon direct
interaction with dozens of emergency responders from a broad national base, and
feedback from dozens
of emergency responders participating in a series of pilot training
classes.
Finding
the right simulation for training homeland defense organizations is a major
piece of the preparedness puzzle, but not the only piece. Simply refitting an
existing military simulation will not solve the overall training problem.
Designing a simulation that can be tailored to compensate for differing
organizational structures or doctrine and that can fit a range of possible
exercise needs is a better alternative and generally less costly.
2004 Paper No. 1865
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The Portable Source Initiative - Building Reusable
Databases
W. Kent
Nichols
NAVAIR
Patuxent River, MD
For
many years, the U.S. Government and the training industry at large has been
forced into paying for visual and sensor databases over and over again, due
to the proprietary nature of every Image Generator (IG) vendor’s software
solution. Different concepts have been developed to enable re-use of these
databases, but have yet to be widely accepted or fully embraced within the
simulation community. With the advent of low-cost, PC-based visuals, readily
available imagery, and blazingly fast processors, the time has come to
leverage technology and put our money into building new databases and
enhancing existing ones with additional features instead of rebuilding the same virtual
world over and over again.
To
this end, NAVAIR’s Multispectral
Environment Engineering Team (MEET) at Patuxent
River NAS has spearheaded an effort to develop processes that would allow us
to build visual and sensor databases that maximized portability and minimized
the re-work required to cross platforms. The Navy’s Portable Source Initiative
is focused on building an area of the world in open format source and
distributing it to our industry participants for re-hosting on their own
platforms in whatever formats they choose.
By
building visual and sensor databases using a variety of sources, then feeding
all value-added work back into standard, open, widely used source formats,
databases can be published from this "refined source data" in a
relatively simple, automated, and repeatable fashion. This allows various IG
vendors to continue supporting their own optimized proprietary formats for
run-time while maximizing portability and minimizing trade-offs and
limitations normally imposed by attempting to build a database for multiple
platforms.
To
date, the MEET has worked with a half-dozen source providers and produced no
less than ten databases which have been published to at least twelve
different run-time environments.
2004 Paper No. 1569
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The Portable Source Initiative - An Industry
Perspective
Michael Scott
Jacobs
Aechelon Technology,
Inc.
San Carlos, CA
The
Portable Source Initiative, an effort spearheaded by NAVAIR’s
Manned Flight Simulator team at Patuxent River and the Training System Division in Orlando, strives to define formats and processes
to allow the creation of visual and sensor databases that maximize
portability while minimizing effort required for reuse on multiple IG
platforms. The goal of the initiative is to reduce duplication of costs: a
visual database for a given geographic area is created once, and its
components are stored in well-defined, industry-standard formats that can be
ingested in a straightforward fashion by any image generator vendor. Moreover, the concept allows a given vendor
to provide value-added features and performance enhancements specific to a
given runtime database, while still ensuring reasonable correlation with
other vendor’s versions.
In
the past, IG vendors’ database generation tools have focused upon the
creation of runtime simulation databases from raw source data. The emergence
of PSI has clarified an important partition of the phases of database
production: that is, the process of creating a synthetic environment, as
distinct from the process of publishing that environment for a given target
platform. This distinction sows the seed of correlation for all consumers:
out-the-window image generation, sensor (NVG, IR, radar) image generation,
and constructive simulations.
This
methodology has significant advantages over similar past efforts in that it
truly enables the database generation tools, runtime database format, and IG
hard ware to be completely independent of the database. Also, the concept of publishing from
refined source data allows for future ‘republishing’ of the database for
increased database fidelity as IG performance increases over time (e.g.,
higher terrain resolution, greater density of cultural features).
This
paper describes the effects that the transition toward PSI has had on one
vendor, in terms of shaping the evolution of tools, successes and challenges,
and our perception of the work remaining on both the Government and industry
sides to bring PSI forward as a robust and well–accepted standard.
2004
Paper No. 1679
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Database Correlation in an Increasingly Parametric
World
Dan E.
Brockway
MultiGen-Paradigm,
Inc.
Plano Texas
Advances
in graphics processing technology have caused an explosion of new geometry
construction and graphics rendering techniques in the modeling and simulation
industry. These advances make it possible to shift some of the work of
producing the synthetic natural environment from the database generation
system into run-time visual simulation applications. Un fortunately this
trend stresses a co re tenet of distributed interactive simulation: that interoperability among simulation
applications is a function of the agreement between those applications on the
content within the environment. When one application advances beyond the
capabilities of the others, the correlation of the distributed system is
called in to question. This paper
presents a conceptual architecture for Parametric Modeling as a method for
managing advancements and innovations in a way that provides for correlation
with existing simulation applications.
The
flow of environment data as it is refined from source materials, constructed
and integrated into a common synthetic environment database, then prepared
for use in simulation applications is presented as a reference model of the
simulation system architecture. This model provides context for an
explanation of how correlation is currently achieved which sets the stage for
the description of Parametric Modeling. The benefits of Parametric Modeling
are discussed and a business model to manage the risks is offered.
Parametric
Modeling is a technique for describing features in the synthetic environment
as parametric objects before they are constructed in to 3D geometry. This
allows a static 3D geometry version of the feature to exist in the database
as the definition of “truth”, and it allows innovative graphics applications
to construct functionally equivalent geometry in the running
application.
The
point of Parametric Modeling is to improve system performance by reducing
bandwidth utilization, taking advantage of advancements in graphics hardware
and innovative geometry construction algorithms while maintaining system
level correlation.
2004 Paper No. 1824
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Generating Polygons in Real Time: Minimizing
Synthetic Environment Costs
Mr. Nephi
Lewis
Evans &
Sutherland Computer Corporation
Salt Lake City, Utah
Synthetic
environments clearly play a key role in simulation, training, mission
planning, and increasingly, command and control operations, and represent a
significant cost of these systems.
They have traditionally been “pre-built” into render-able databases by
converting what is largely vector and gridded data
into polygonal and texture formats.
Once built these databases are unfortunately, often difficult to
modify and verify, not easily re-used on other platforms, and contain
proprietary data and data formats, specific to one vendor’s methods for
rendering. Because of their monolithic
nature, and the difficulty of modifying them, they are also less likely to be
based on current source data, such as the latest SRTM terrain data.
By
taking advantage of today’s increasingly faster PC processors and building
polygons on the fly, much of the work of pre-building data for rendering can
be eliminated. Instead of paging
polygons stored on disk, elevation grid posts and vector data, which contain
the essential elements that describe the world in a much more compact form
than polygons, are paged to a rendering engine that is not only capable of
rendering polygons and texture, but creating them from
the more basic vector form.
Segregating the several types of data that make up a synthetic
environment (such as terrain, feature data, atmospheres, imagery, and moving
entities), until just before rendering, facilitates the dynamic creation of
scene polygons. This markedly reduces
the cost of synthetic environment production, maintenance, and
verification. In simple terms, this
shortens the path from NGA source data to real time polygons.
2004 Paper No. 1841
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Integration of PFPS Mission Planning System into LASAR CMS
Thomas Burch, Ben Cash
CAE USA Military Simulation and Training
Tampa, Florida
Mr. Chris
Bailey
Information
Technology & Telecommunications
Laboratory
Atlanta, Georgia
SOF
Mission Planning is accomplished via the Portable Flight Planning Soft ware
(PFPS), a set of tools that includes applications for performance, weight and
balance, weapons, threat,
weather, etc. The map interface for route planning and threat location is FalconView. The
incorporation of the PFPS essential functions into the LASAR Combat Mission
System provides a total training environment, allowing the mission rehearsal
environment to be configured with the same components as in planning the
actual mission. The W&B tool is used to configure the aircraft elements
that affect simulated flight characteristics, and to initialize systems in
the simulator. The AWE tool is used to configure the mission weapons,
avionics and communications system on the aircraft, and is used to initialize
the mission computer in the simulator. FalconView
is used as the map display for the simulator, and as a GUI for the CGF. It
provides controls and depicts positions and activities of CGF entities during
the mission.
Incorporation
of software components that were not designed to be integrated with external
components, such as the W&B and AWE tools presented a challenge to the
successful integration of PFPS. In order to use these components of PFPS,
some modification were necessary to the form at of the data stored by these
components. The use of FalconView as the GUI for
the CGF was another challenge. To
preserve components of the tools used in actual mission planning required the
creation of a new published interface to FalconView.
Specific outcome of the integration effort will be described in the final
paper. They include; transfer of mission planning data in to the simulation
environment, inter-play of computer generated forces with the FalconView display at the Instructor Operator Station,
real time updates to own-ship position on the FalconView
display, and generation of mission data
for after-action-review.
2004 Paper No 1489
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Culture Matters: Better Decision Making Through
Increased Awareness
Alex Davis, Dan Fu
Stottler Henke
Associates
San Mateo, CA
We
describe an ongoing effort to develop a decision aid to give military
planners, from battle planners to psychological operators, a handle on the
nature and behavior of populations in an unfamiliar cultural climate. The aid
provides products including profiles of people relevant to psychological
operations and cases of cultural interactions. The system consists of a model for the
effects of culture on decision making and behavior, based on the Cultural
Lens model of cultural differences in military domains, as well as a
case-based reasoning engine that uses historical examples of scenarios and
groups with specific cultural traits. We describe our current efforts
focusing on articulation of a case base as well as the representations and
artificial intelligence methods necessary to define and apply
cultural aspects of behavior and decision-making. We also discuss the problem
of cultural modeling in general, and the power and limitations of computational
representations.
2004 Paper
No. 1852
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Developing an Immersive, Cultural Training System
Chris
McCollum, John Deaton,
Charles Barba, & Thomas Santerelli
CHI Systems,
Inc.
Fort Washington, PA
Michael J.
Singer & Bruce W.
Kerr
U.S. Army Research Institute for Behavioral and
Social
Sciences
Orlando, FL
CHI
Systems, under contract to the U. S. Army Research Institute, is developing
an immersive training system, called Virtual Environment Cultural Training
for Operational Readiness (VECTOR), which applies highly experiential,
scenario-based virtual environments to training in cultural familiarization.
This paper describes the cultural-training application, the architectural
design, and the associated implementation of the immersive environments and intelligent agent
technology. This training system employs
1) a virtual environment/3D game engine, 2) cognitive and emotion modeling,
and 3) intelligent tutoring/instructor agents. The virtual environment allows a trainee to
explore the manner in which synthetic actors, or non-player characters (NPCs), respond to the actions of a trainee-led security
force. An important determinant of the
success of the training system is the representation of significant aspects
of NPCs’ cultural background and affective
processes. One of the innovative
features of the virtual environment is the use of executable cognitive models
and emotion models, which play significant roles in the overall reactions and
behaviors of NPCs toward the trainee. In addition to influencing the behavior of
the active NPCs, the emotion models constrain
interactions with NPCs encountered later in a
scenario. In this way, the training
system provides a means of modeling the overall cumulative emotional state of
the simulated population and their impact on the simulated situation. The initial implementation of the virtual
environment, focused on Iraqi Kurdish culture, is discussed.
2004 Paper No. 1604
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Simulating Non-Kinetic Aspects of Warfare
Alok R. Chaturvedi
Purdue University
West Lafayette, IN
Rae W. Dehncke
Institute for Defense Analyses
Alexandria, VA
Daniel R. Snyder
Booz Allen Hamilton
Suffolk, VA
The
United States Joint Forces Command (JFCOM) has the requirement to conduct
joint experimentation for the Department of Defense. Joint experiments are conducted for many
purposes: examine new warfighting concepts,
determine the impact of new technology, assist in the development of new
procedures, and study a specific type of joint combat or stability operation.
A major shortcoming in previous experiments conducted by JFCOM has been the
inability to model the political, economic, diplomatic, cultural, social,
religious, psychological, informational,
and infrastructure issues associated with modern warfare. For several
y ears, JFCOM has been searching for a tool with the potential to model these
critical areas of Effect s-Based Operations, and al so be used to bring
members of the inter-agency groups into JFCOM experiments in a realistic,
timely and cost effective manner. A recent prototype event demonstrated
modeling at an unprecedented level of a granularity. The Krannert
Graduate School of Business at Purdue University developed and modified for use the SEAS
(Synthetic Environment for Analysis Simulation) simulation engine. SEAS is an agent-based simulation that models populations
at varying levels of abstraction by portraying: environments, artificial
agents, and the interactions among environments and agents. Human players dynamically
try to influence the behaviors of the simulated agents, in keeping with their
player defined strategy, as both players and agents respond to the
confrontational dilemmas that the simulation facilitates. This paper will
outline the reasons why a simulation like SEAS is so important to joint
experimentation today. It will discuss how EAS was used in a recent prototype
demonstration conducted by JFCOM and address the potential for future use at
JFCOM and the military services. The academic theoretical underpinnings of
SEAS will be described, as will the composition and functioning of the
intelligent agents used to represent the groups and organizations modeled in SEAS.
2004 Paper No. 1700
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Integrating Physics-Based Damage Effects in Urban Simulations
John Mann, Dr Allen York, Bob Shankle
Applied
Research Associates, Inc.
Raleigh, NC
Military
simulations requiring realistic damage effects such as building structural
damage from a direct air strike have typically resorted to look-up tables to
determine the damage caused by munitions. More complex responses such as a
physics-based calculation of structural collapse are beyond the capabilities
of currently fielded simulations.
Although look-up tables are a quick way to approximate damage, the
main drawbacks are the lack of realism and limited flexibility in handling a
wide range of damage effects and munitions. A physics-based approach offers
much better realism and also adapts to diverse inputs, yet physics-based
effects have historically been relegated to analytical simulations which do
not require real-time or near real-time response. In this paper we will
discuss lessons learned in developing a physics-based damage server for a
real-time urban simulation using HLA.
The damage server produces physically accurate penetration holes,
craters and rubble for complex 3D building models using a wide variety of munition types. The server can output damage descriptions
in a variety of polygonal formats for visualization. In addition, the extreme
environments resulting from the weapon detonation are stored and available to
compute personnel casualty and equipment damage. The damage server uses DoD accredited physics models.
2004 Paper No. 1481
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Converting a Large Simulation System to a 64-bit
Computer
Roger D.
Smith
Titan
Corporation
Orlando, Florida
Command
and staff level training events and experiments rely on very large simulation
scenarios. Events like Ulchi Focus Lens and
Millennium/Olympic Challenge may be driven by databases with 10,000 objects,
running 24-hours a day, for more than
7 days. These scenario databases have
grown extremely large as our interests in representing a more diverse set of
aggregate units and individual vehicles have increased. Support units like logistics and
maintenance forces have been added; non-combatant units play a role; and UAVs and precision weapons are represented at the entity
level. These factors have resulted in
the repeated doubling of the scenario data size and have driven the current
generation of 32-bit computers to the edge of their ability to support these
events.
Legacy
systems like the Corps Battle Simulation (CBS) rely on the most stable
version of the Red Hat Linux operating systems running on an Intel-based
computer. Both Red Hat 7.3 and the
Pentium chip support 32-bit computing, which imposes limits on the size of
memory, address space, and individual files that can be used by the computer
or addressed by a single application.
Simulations like CBS have evolved such large scenarios that they are
beginning to exceed these limits.
In
this paper we describe our experiments in porting CBS to a 64-bit computing
environment. This transition included
the impacts and limitations of a new CPU, operating system, device drivers,
shared libraries, compiled executables, and language compilers. This process exposed a number of valuable
and surprising lessons that will be faced by any project converting to a
64-bit computer. There are a number of other simulation systems that will
soon exceed the limits of 32-bit computers and will face the need for this
same type of conversion.
2004 Paper No. 1497
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Realtime Pixel Lighting Using Fragment Programs
Steven Hales
Lockheed
Martin
Orlando, FL
This
paper will describe techniques to implement the lighting algorithms for point
and spot light sources at a pixel level at realtime
rates using fragment program capabilities on current graphics cards.
Visual
simulation has long been required to simulate point and spot light sources
such as headlights, search lights, flares, and steerable
landing lights. To calculate lighting
at a pixel level from these sources has traditional been difficult to run at realtime rates.
Today's commercial graphics cards now have the ability to do pixel
lighting at realtime rates using fragment programs
(pixel shaders).
The complex calculations for range and angle attenuation of these
lights sources can be imbedded into texture maps and
"looked-up". Two or
multi-pass algorithms per
polygon of the past are no longer necessary.
The
generation of texture coordinates and generation of the texture maps from the
attenuation calculations will be described.
Lighting from directional light sources (e.g., sun or moon) and
illumination of fog will also be addressed.
The
pixel lighting performance of current commercial graphics cards (NVIDIA/ATI)
will be discussed.
2004 Paper No. 1830
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The DMT Master Conceptual Model
Dr. Tony
Valle
SPARTA, Inc.
Orlando, FL
Bruce
McGregor
Northrop
Grumman Mission Systems
Orlando, FL
The
Distributed Mission Training (DMT) program links high fidelity cockpit
simulators and crewmember workstations over a wide-area network into a single
virtual battlespace. Simulators in the DMT system
have been procured from different vendors and are largely designed to provide
the best possible team training for that crew. Achieving interoperability among these
disparate simulators and support items is the primary challenge for the DMT
Operations and Integration (O&I) contractor.
The
key to achieving effective interoperability in the DMT environment is the
integration of constructive and virtual simulations and models through the
use of a common battlespace
content and a consistent set of data protocols. It depends upon a common data
model for the battlespace that covers the full
scope of required inter-team training simulation content, in a manner that
can be implemented in a variety of ways for different federations and
mission types. The DMT Master
Conceptual Model (MCM) provides the description of the shared battlespace necessary for team training interactions.
The
MCM is a set of products that together define a battlespace
or virtual world at a level of abstraction suitable for defining training
objectives, guiding implementation, and identifying limitations to inter-team
training scope. It
provides the conceptual framework for DMT battlespace
entities and interactions, and guides the development of the standards and the DMT Portal software. The
data model of the battlespace provides the common
semantic content in
the form of entities, events, interactions, and phenomena along
with the parameters that describe them.
2004 Paper No. 1508
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Integrating the Portal into the Distributed Mission Operations Network (DMON)
Bruce
McGregor
Northrop
Grumman Corporation
Orlando, Florida
Robert Lillie
USAF ASC/YWI
Dayton, Ohio
The
United States Air Force has embarked upon an ambitious long-term strategy to
enhance the training of its operational crews through the Distributed Mission
Training (DMT) program. The DMT
Operations and Integration
(O&I) Team has deployed Portals as part of its operational
network. The Portal provides an
architectural mechanism for interoperability between Distributed Interactive
Simulation (DIS) protocols and various versions of the High Level
Architecture (HLA) run-time-infrastructures (RTIs)
as well as performing other functions.
The
approach we have used with the Portal is to divide the large and complex (N2)
problem of overall DMT System interoperability in to parts; the first of which
is the single Portal-to-Portal interoperation problem over the WAN. The other parts are the “N” simpler Portal
to Mission Training Center (local simulators) interoperation
problems on the local MTC LAN.
Deployment of the Port al is underway with the associated performance
testing required to ensure quality operational training.
This
paper will discuss the test results and lessons learned to date of
implementing the Portal into the Distributed Mission Operations (DMO)
network. Analysis will include the
integration impacts experienced during lab testing at Northrop-Grumman,
between Ai r Force Research Laboratory (AFRL) and the Distributed Mission
Operations Center – DMOC (formerly the Theater Aerospace Command and Control
Simulation Facility – TACCSF) and during operational training between sites
on the DMO network.
2004 Paper No. 1511
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Transfer of Control between Operational and Tactical
Environment Generators
Joe Sorroche
Distributed
Mission Operations Center/ASRCC
Kirtland AFB,
New Mexico
Jerry Szulinski
Distributed
Mission Operations Center/LMC
Kirtland AFB,
New Mexico
The
705thExercise Control Squadron (EXS), the
Air Force Distributed Mission Operations Center (DMOC), located at Kirtland
AFB, New Mexico, conducts four Virtual Flag distributed
training exercises each year. The
exercises focus on Tactical Command and Control (C2) Mission Operations
Training. The Air Force Command and
Control Wing (CCW), formerly the Air Force Command and Control Training
Innovation Group (AFC2TIG), located at
Hurlburt Field, Florida, conducts four Blue
Flag exercises per year, which support Operational C2 Mission Operations Training. A decision has been made to merge the
Virtual Flag, tactical level exercises, with the Blue Flag, operational level
exercises. The combined exercise will
fulfill both operational and tactical training objectives.
To
fulfill both training objectives, the environment generators that create air
and ground tracks, or entities, must also merge. One way to merge these simulations is to
transfer control of appropriate, selected air and ground entities from the operational
environment generator to the tactical environment generator, thus taking
advantage of each
simulation’s strengths. Transfer of control between operational and tactical
simulations was demonstrated during Virtual Flag 03-3 and Joint Expeditionary
Force Experiment (JEFX) 04 System Integration Test 1. The participating sites were the DMOC and
the CCW. Control of Air Warfare Simulation (AWSIM) aircraft was transferred
to the Next Generation Threat System (NGTS), using the Distributed
Interactive Simulation (DIS) Transfer Control Request, Set Data,
and Acknowledge Protocol Data Units (PDU)s.
NGTS then applied higher fidelity engagement and radar models to the
aircraft, and engaged tactical-level virtual simulators. Once tactical training was completed, the
aircraft were transferred back to AWSIM to continue with operational training
support. All aircraft and associated
parameters were transferred successfully.
This
paper presents how the AWSIM and NGTS simulations transferred control of
aircraft, thereby, supporting both tactical and operational training
requirements.
2004 Paper No. 1624
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Progress Report on the Battle Lab Collaborative Simulation Environment
Paul E.
Hanover, CMSP
Science
Applications International Corporation
Heathrow, Florida
SAIC’s Systems Solutions and Technologies Business Unit, Huntsville, AL, is currently on task to support the
improvements needed to fully integrate the eighteen different simulations
comprising the Battle Lab Collaborative Simulation Environment (BLCSE). At the highest level, BLCSE may be regarded
as a persistent, uncommonly complex, geographically separated, federation of
9-12 local federations of constructive
and virtual simulations (owned by the
Army Battle Labs and Proponency Ce
nters), linked across DREN, and using DIS (IEEE
1278) protocols to exchange
information. The further integration
of the BLCSE through migration to the use of HLA (IEEE 1516) interfaces and protocols
is in progress. Le d by the
Simulations Division of the Army TRADOC’s Futures Center, BLCSE is a pioneering effort in that it
is the largest persistent federation within the Army. As such, issues of planning lead-times,
data reliability/credibility, repeatability, and consistent representations
of common models across federates, are crucial to its success. In that BLCSE comprises primarily
simulations that were not designed with large-scale distributed operations in
view, the BLCSE community is constantly pushing limits – not only of each respective federate,
but al so, more significantly, scaling limitations of DIS in general. This paper describes BLCSE, details its
current federate composition, and discusses problems/issues that are associated
with its current
uses. The paper concludes with
discussion of the actions in process to address the problems and related
decisions made regarding the path forward.
2004 Paper No. 1563
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Web Technology Enables Joint Theater Level Simulation
(JTLS) Distribution Capability
Donald Weter, Dr. Larry Bartosh
USJFCOM/JWFC SimC4I Group
116 Lakewood Parkway
Suffolk, VA 23435-2697
LTC Kenneth
Bartlett
USJFCOM/JWFC SimC4I Group
116 Lakewood Parkway
Suffolk, VA 23435-2697
The
US Joint Warfighting Center (JWFC) has developed
the Joint Theater Level Simulation (JTLS) with capabilities to distribute via
web environment and use any web browser to have operators at remote locations
interact with the
simulation. The
requirement to conduct larger and more complex exercises while reducing event
support costs associated with distributed exercises moved the JWFC to develop
web enabled JTLS technology.
Additionally, in 2003 Directives from Department of Defense (DoD) and the Joint Staff mandating use of technology for
Training Transformation (T2) made the decision easier for United States Joint
Forces Command (USJFCOM) to continue efforts to explore the web technology to
train joint audiences. This led to a
new and emerging Web-Enabled JTLS (WEJ) capability, which
significantly reduces deploying large technical staffs and simulation
equipment to remote exercise sites.
Significant
accomplishments of the WEJ architecture include overcoming existing latency
and bandwidth requirements inherent in early Wide Area Network (WAN)
capabilities. The users wanted a
user-friendly web- based graphical user interface (GUI) to easily provide
required simulation functionality. The
WEJ interface program is written in Java script and is designed to work on UNIX
or PC workstations.
To
reduce bandwidth requirements, limited code and scenario terrain static data
files are downloaded on the remote simulation workstation, and files may be
shared among those workstations at a distribute d site. This architecture results in reducing the
requirement to request this locally stored data from a main game engine at a
distant site. Dynamic updates to
forces in the scenario are managed by an open data server and provided to
player workstations only upon request.
The interface includes sets of intuitive component windows, allowing
operators to view static and dynamic data on forces and issue orders to those
forces with simple point and click menus.
A filterable map display allows simulation operators to monitor forces
during mission execution. The
interface includes a command hierarchy window, allowing operators to view
forces, context sensitive information, and global earth map view. The web version also contains an easy to
use web-based chat capability to support player coordination between various
distributed sites. Web-Enabled JTLS
supports USJFCOM/JWFC vision for training transformation and enhances the
capability to support distributed exercises at any number of sites, world-wide,
and simultaneously at lower cost in terms of manpower, equipment and
bandwidth.
This
paper will outline the web technology used for JTLS and outline future
capabilities planned at USJFCOM/JWFC.
2004 Paper No. 1585
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Collateral Damage Estimation: Transforming Time-Sensitive
Command and Control
Mr Douglas D.
Martin
Booz | Allen | Hamilton
Norfolk, Virginia
Dr Steven C.
“Flash” Gordon
Georgia Tech
Research Institute
Orlando, Florida
Reducing
undesired collateral damage in war and in operations other than war is
increasingly important to the United States of America.
Injuries to noncombatants and damage to protected sites are uniformly
avoided by our forces whenever possible in planning and executing combat
operations. This desire to limit
unwanted collateral damage presents unique challenges to command and control
(C2), especially for time-sensitive targeting (TST). The challenges begin the moment a target is
identified because collateral damage estimates must meet specified criteria before
target approval is granted.
Therefore, Collateral Damage Estimation (CDE) tools must be accurate,
responsive, and human-factored, with graphics that aid C2 decisions. This
paper describes how CDE tools are used to build three-dimensional models of
potential target areas and to select appropriate munitions, fusing, and
delivery to minimize predicted collateral damage. The paper covers the evolution of CDE from
using only range rings around the target to improvements through Operation
Allied Force (OAF), Operation Enduring Freedom (OEF), and Operation Iraqi
Freedom (OIF). During OAF, CDE was a
very time-consuming process that generally foreclosed the possibility of TST
unless the target was unencumbered by nearby protected sites. During OEF, deficiencies in CDE impacted
target engagement, especially TST.
These deficiencies were largely corrected in OIF. This paper describes the deficiencies in
CDE noted in OAF and OE F and the improvements made for OIF. Positive CDE feedback from various sources,
including the Secretary of Defense, OIF lessons learned, and warfighters is presented.
Current CDE tools are being improved, and short-term and long-term
improvements in those tools and in the CDE methodology are described in this
paper. Lastly, several technical
solutions to CDE have been shown to allow integration of the target
analysis-targeting-CDE- battle damage assessment processes. Ideas for these improvements to C2 will be
presented.
2004 Paper No. 1768
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