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A <strong>Method</strong> <strong>for</strong> <strong>Data</strong> <strong>Interaction</strong> <strong>of</strong> <strong>Large</strong>-<strong>Scale</strong> <strong>Distributed</strong> <strong>Battle</strong> Simulation System<br />

Cheng Zhi-feng, Xing Chang-feng, Liu Gao-feng<br />

College <strong>of</strong> Electronic Engineering<br />

Naval University <strong>of</strong> Engineering<br />

Wuhan, China<br />

E-mail: cheryfig@sina.com,xingchf@sohu.com,ga<strong>of</strong>engliu_17@sina.com<br />

Abstract—Aiming at currently data interaction bottleneck<br />

problem in large-scale distributed battle simulation system, a<br />

new data interactive method which based on layeringsynchronizing-sharing<br />

policy was proposed. Different from the<br />

traditional entity-centric data exchange thought, it was<br />

established at the thought <strong>of</strong> entity classification and situation<br />

layering. The outputs <strong>of</strong> entities model <strong>for</strong>m a situation layer.<br />

Each situation layer is a global virtual environment. <strong>Data</strong><br />

interaction task was Undertook between entities and virtual<br />

environment. It is very effective to reduce interaction logic<br />

complexity and data quantity. This method may also reduce<br />

the entity coupling degree to be connected, and is helpful to<br />

entity mode’s verification, simulation system's dynamic<br />

extension and cross-domain integration.<br />

Keywords- Computer application; <strong>Distributed</strong> interactive<br />

simulation; <strong>Battle</strong> space entity; <strong>Data</strong> interaction; Layering -<br />

synchronizing - sharing<br />

I. INTRODUCTION<br />

<strong>Battle</strong> simulation system is an important means to<br />

develop battle training and battle method research. It is<br />

regarded <strong>for</strong> its agile training subjects setting and low<br />

organizing cost. Actually it <strong>for</strong>ms distributed online systems<br />

with simulation models, computers, instruments and systems<br />

through net, then complex distributed simulation systems<br />

come into being which is distributed in area, dynamic<br />

interaction and in<strong>for</strong>mation online. Because battle process<br />

deal with many entity types and complex in<strong>for</strong>mation flow,<br />

in order to describe the battle situation realistically, it need to<br />

consider the attribute behaviors and their complex data<br />

depend relations <strong>of</strong> BSE(<strong>Battle</strong> Space Entity), such as battle<br />

plat<strong>for</strong>ms, sensors, weapon system, command posts and<br />

communication nets. As the unceasing expand <strong>of</strong> the scale <strong>of</strong><br />

battle simulation systems simulation, time field and zone,<br />

simulation systems are more and more complex. When<br />

simulations are running, data and in<strong>for</strong>mation’s interaction<br />

and collaboration problem between entities, computers and<br />

subsystems become more and more extrusive.<br />

Based on HLA (High Level Architecture), with s<strong>of</strong>t bus<br />

method, connect simulation models correlative to the<br />

scenario background with simulation members needed, then<br />

<strong>for</strong>m virtual war space helping to problem research. It is<br />

mainstream techniques <strong>of</strong> current battle simulation. It uses<br />

harmonious agreements, standards and structures to realize<br />

mutual operation between different simulation systems. But<br />

there are some problems in practice as follows: data<br />

interaction speed is limited when the system scale is large;<br />

the interaction cannot cross the net or in different area; nodes<br />

coupling is too close to expand; simulation resources assign<br />

is static. Be<strong>for</strong>e simulations start, resources have already tied<br />

to simulations subtask and cannot change in simulations<br />

running processes. So it is necessary to debase the net jam by<br />

data interaction and reduce the workload <strong>of</strong> martial<br />

simulation’s development, maintenance and expand through<br />

topmost data organizing design. Through much development<br />

processes <strong>of</strong> martial simulation systems, we summarize a<br />

new data interactive frame in battle simulation system, it can<br />

instruct the data interaction in higher level.<br />

II. COLLECTIVITY IDEA<br />

Whether the battle simulation can describe the battle<br />

process truly? The key is whether the modeling <strong>of</strong> battle<br />

organization structure and running mechanism can reflects<br />

the external situation truly and integrally. A full battle<br />

process contains military actions, situation apperceiving,<br />

in<strong>for</strong>mation transmission and campaign commanding. The<br />

campaign in<strong>for</strong>mation (contain the battlefield situation<br />

in<strong>for</strong>mation campaign command in<strong>for</strong>mation and etc.)<br />

creation and transfer is a belt to communicate these teaches.<br />

The essential <strong>of</strong> battle simulation is to simulate a series<br />

<strong>of</strong> processes that the campaign in<strong>for</strong>mation create, filtrate,<br />

trans<strong>for</strong>m, transfer and utilize in physics, in<strong>for</strong>mation and<br />

cognizing field. The battle simulation come from apiece<br />

types <strong>of</strong> sensors cognizing and judging to external<br />

environment in physics field. Then they fuse in in<strong>for</strong>mation<br />

field to enter cognizing field or enter cognizing field directly.<br />

At last, they <strong>for</strong>m the base <strong>of</strong> cognizing and deciding in<br />

cognizing field. The commander’s decisions and behaviors<br />

have effect on the development <strong>of</strong> battlefield. On the other<br />

hand they change the in<strong>for</strong>mation entering the in<strong>for</strong>mation<br />

and cognizing field. They cycle in campaign process. <strong>Data</strong><br />

organization in battle simulations in this paper is the<br />

campaign in<strong>for</strong>mation organization in in<strong>for</strong>mation and<br />

cognizing field. Actions <strong>of</strong> in<strong>for</strong>mation in cognizing field<br />

are mainly around the commander’s decisions and these<br />

actions are accomplished by people in loop in this paper.<br />

A. Entity sorting<br />

BSE contain plat<strong>for</strong>ms, sensors, command nodes,<br />

communication nodes and etc. They all serve <strong>for</strong> the series <strong>of</strong><br />

processes which campaign in<strong>for</strong>mation experience in physics,<br />

in<strong>for</strong>mation and cognizing field. In battle simulation, each<br />

type <strong>of</strong> entities has some similar characteristics. As reference<br />

[3] describing, in JWARS (Joint Warfare System) US army<br />

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divided battlefield entity behaviors into six types: command<br />

and control entity, sensor entity, resource management entity<br />

and other entity. Based on the roles which the entities play in<br />

in<strong>for</strong>mation actions and the types <strong>of</strong> “Produced / Consumed”<br />

data, they divided entity into four types: plat<strong>for</strong>m entity,<br />

cognizing entity, communication entity and command entity.<br />

In a word, the purpose <strong>of</strong> sorting is to organize data<br />

interaction in class <strong>for</strong>m.<br />

1) Plat<strong>for</strong>m class entity: They indicate war plat<strong>for</strong>ms<br />

such as warship, plane, missile and ect. In simulation these<br />

entity main task is to simulate its behaviors such as plat<strong>for</strong>m<br />

maneuvering and etc. It mainly create the position, state and<br />

maneuvering and other data.<br />

2) Cognizing class entity: It also called sensor entity<br />

refers to various sensors with capabilities <strong>of</strong> detection,<br />

including radar, sonar, electronic surveillance and other<br />

equipment. In Simulation, the main task <strong>of</strong> such nodes is to<br />

<strong>for</strong>m a detection result in<strong>for</strong>mation fighting plat<strong>for</strong>m based<br />

on the objective situation in<strong>for</strong>mation generated by the war<br />

plat<strong>for</strong>m node. They subdivided into two types <strong>of</strong> cognizing<br />

entities: active and passive sensing entities. Active sensing<br />

entities affect objective environment when they are<br />

detecting, such as radar; while passive sensing entities work<br />

through analyzing objective environmental changes, such as<br />

electronic surveillance equipment.<br />

3) Command class entity: It refers to all kinds and levels<br />

<strong>of</strong> ommand posts such as <strong>for</strong>mate command posts, campaign<br />

group command posts, war zone command posts and so on.<br />

In simulation, the task <strong>of</strong> such nodes is to receive<br />

transmitted data from communication nodes and <strong>for</strong>m a<br />

decision-making situation <strong>for</strong> the commander。<br />

4) Communication class entity: It refers to the various<br />

communication links <strong>for</strong> data transmission, including cable<br />

links, satellite communication links, data links and so on. It<br />

is responsible <strong>for</strong> transferring data from one/several entities<br />

to another/several e entities. In simulation, such nodes’ task<br />

is transferring the detect result in<strong>for</strong>mation from the sensor<br />

nodes to the command post nodes and transferring situation<br />

in<strong>for</strong>mation between the command post node. For example,<br />

it transfers cognizing in<strong>for</strong>mation from a radar entity to a<br />

command entity. Modeling concerns communication<br />

bandwidth, communication capabilities and so on.<br />

This classification approach is consistent with the OODA<br />

loop model (Observe, Orient, Decide, Act) made by John R.<br />

Boyd. In this model, each type <strong>of</strong> entity can match a<br />

command and control functions, as shown in Fig.1. As the<br />

basic <strong>of</strong> command and control process, Communication is a<br />

separately class.<br />

In simulation, the various type <strong>of</strong> nodes exist fixed<br />

supply and demand relationship, as shown in Tab. 1.<br />

B. Situation layering<br />

The purpose <strong>of</strong> developing battle simulation system is to<br />

train military decision-making person’s ability <strong>of</strong> situation<br />

cognition. Situation cognition is to grasp real-time elements<br />

and patterns with the individual’s goals in the dynamical<br />

strong change scenarios. In the actual campaign process,<br />

situation is to display the battle situation images from the<br />

output in<strong>for</strong>mation <strong>of</strong> various types <strong>of</strong> sensors. It reflects the<br />

current external environment, conditions, object state and<br />

other elements relevant to decision-makers’ service goals. It<br />

is a set <strong>of</strong> records <strong>of</strong> feature vectors <strong>of</strong> targets and element<br />

state relevant to actions purpose, such as plat<strong>for</strong>m type,<br />

location, speed and so on. It is based on the “cognizing facts”,<br />

rather than “objective facts”. It is cognizing results <strong>of</strong><br />

cognizing entity to “objective facts”.<br />

Figure 1. Entity’s Rule in OODA Model<br />

TABLE I. DATA PRODUCED OR CONSUMED BY ENTITY SIMULATION<br />

MODEL<br />

Entity Type Production <strong>Data</strong> Consumption <strong>Data</strong><br />

Plat<strong>for</strong>m Entity<br />

Plat<strong>for</strong>m Situation<br />

In<strong>for</strong>mation<br />

-<br />

Cognizing Entity<br />

Cognizing Situation Plat<strong>for</strong>m Situation<br />

in<strong>for</strong>mation<br />

In<strong>for</strong>mation<br />

Communication<br />

Entity<br />

Command Situation<br />

In<strong>for</strong>mation<br />

Cognizing Situation<br />

In<strong>for</strong>mation,<br />

Command Situation<br />

In<strong>for</strong>mation<br />

Command Entity Decision Conclusion Command Situation<br />

In<strong>for</strong>mation<br />

To simulation system, the battle simulation require<br />

“objective situation” constituted by the "objective facts", "<br />

cognizing situation " constituted by “cognizing facts” and<br />

“command situation”. The same plat<strong>for</strong>m entity may <strong>for</strong>m a<br />

physical output in a number <strong>of</strong> cognizing entity. Meanwhile<br />

a piece <strong>of</strong> cognizing in<strong>for</strong>mation may be sent to several<br />

command entities. There<strong>for</strong>e, the interactive data volume is<br />

an inverted pyramid structure, the toper the data are, the<br />

more in<strong>for</strong>mation need to deliver. As shown in Figure 2, a<br />

large amount <strong>of</strong> data exchange make a large-scale battle<br />

simulation system to be characterized as complex systems,<br />

while the stratification is a common method to solve this<br />

complex problem, such as the International Organization <strong>for</strong><br />

Standardization OSI (Open System Interconnect Reference<br />

Model) 7-layer network protocols. According to the data<br />

effectiveness in the simulation system, the situation data is<br />

divided into the following three layers.<br />

1) Objective situation layer: It refers to simulation <strong>of</strong><br />

BSE’s true state in the objective environment. It include<br />

physical situation (visible), the electromagnetic situation<br />

(invisible) and so on. It is the environment where various<br />

types <strong>of</strong> sensors work in simulation. The U.S. military called<br />

it SNE (Synthetic Natural Environment) [3].<br />

104


2) Cognizing situation layer: It refers to all kinds <strong>of</strong><br />

sensors with sensing capabilities which <strong>for</strong>m cognizing<br />

in<strong>for</strong>mation through cognizing the objective situation.<br />

3) Command situation layer: It refers to battlefield<br />

situation <strong>for</strong> commander’s decision-making through<br />

communication network transmission and the fusion nodes’<br />

disposal.<br />

Layer is a virtual concept with the <strong>for</strong>m <strong>of</strong> data set. Each<br />

layer is a DVE (<strong>Distributed</strong> Virtual Environment). In the<br />

simulation process, entities continuously update the status,<br />

all entities’ state in<strong>for</strong>mation create a global, consistent, nonredundant<br />

data sets, that is, a shared simulation <strong>of</strong> virtual<br />

space.<br />

C. Layering - synchronizing - sharing<br />

The current large-scale simulation systems are usually<br />

organized as a unit entity to data exchange, and made full use<br />

<strong>of</strong> HLA / RTI (Runtime Infrastructure, the federal operating<br />

support systems) to provide data exchange facilities.<br />

However, there are still some problems, mainly reflected in<br />

the following two aspects:<br />

• The supply and demand data between the various<br />

entities in simulation are complex. When there many<br />

nodes in simulation, the network bandwidth become<br />

a bottleneck.<br />

• Federals coupled in high level depending on data<br />

relations. So it is not easy to expand.<br />

In data interaction which make "layer" as the center,<br />

various types <strong>of</strong> simulation data between entities do not<br />

directly interact, but establish supply and demand relation<br />

with the corresponding data layer. Aimed at these three data<br />

layers, we set data server separately <strong>for</strong> the unified<br />

interaction between entities and layers. Firstly, entities<br />

register to notify relevant server when state change occurs<br />

(position change, destroyed, failure), and demand data<br />

requirement in real-time. The servers accept all kinds <strong>of</strong><br />

entities’ state data, complete data update, and publish the<br />

data according to the entities’ order.<br />

Synchronization refers to data consistency management<br />

<strong>for</strong> the data created by the internal running simulation<br />

entities in one simulation node, and data consistency<br />

management <strong>for</strong> data between several simulation nodes in<br />

same types <strong>of</strong> servers. Several battle simulation systems can<br />

be integrated with this method.<br />

Figure 2. Examples <strong>for</strong> Three Posture Layers <strong>Data</strong><br />

Over use <strong>of</strong> this method, when integrated simulation<br />

system, <strong>Data</strong> in same type <strong>of</strong> situation servers can be<br />

transmitted in synchronization, then a distributed large-scale<br />

battle simulation integrated system is <strong>for</strong>med.<br />

Sharing is the means <strong>for</strong> consumer entities. <strong>Data</strong> <strong>of</strong> this<br />

layer is fully shared. No matter how many simulation entities<br />

are running in that node, all <strong>of</strong> them can share the overall<br />

simulation data.<br />

III. KEY TECHNOLOGY<br />

Simulation program deployed in all nodes and servers<br />

can be developed using the HLA simulation framework.<br />

They can be existed as federations in HLA criterion and RTI<br />

is used <strong>for</strong> the underlying communication <strong>of</strong> data. The data<br />

interaction is implemented with HLA Subscribe / Publish<br />

mechanisms. Various campaign plat<strong>for</strong>m simulation<br />

federations publish entity objective situation to objective<br />

situation service federations. Sensor entity simulation<br />

federations subscribe entity overall situation in<strong>for</strong>mation<br />

from objective situation service federations and publish<br />

entity cognizing situation to cognizing situation service<br />

federations. Communication node federations subscribe<br />

cognizing situation from cognizing situation service<br />

federations according to communication organization<br />

relationship and publish command situation to command<br />

situation service federations. Command node federations<br />

subscribe command situation to themselves from command<br />

situation service federations.<br />

A. <strong>Data</strong> description standards<br />

Defining data description standards is to achieve data<br />

understanding <strong>of</strong> between entities and layers in the<br />

simulation. Common method is to define data <strong>for</strong>mat and<br />

meaning, that is, PDU (Protocol <strong>Data</strong> Unit). 27 kinds <strong>of</strong> PDU<br />

are defined in [4], including entity in<strong>for</strong>mation/interaction,<br />

battle, logistic support, electromagnetic mission, radio<br />

communication and so on. It has an authority and can use <strong>for</strong><br />

reference. We also can define it by ourselves, but<br />

consistency <strong>of</strong> all the nodes in the system must be ensured. It<br />

is basis to ensure that all kinds <strong>of</strong> data between entities are<br />

understandable.<br />

B. <strong>Data</strong> synchronization within layer<br />

When a data layer has several servers, achieving layer<br />

data synchronization and consistency, that is, data storage,<br />

retrieval and distribution, is a technical difficulty. It is also a<br />

common problem in large-scale distributed simulation.<br />

<strong>Large</strong>-scale data sets and data transmission delay in widearea-wide<br />

makes the efficiency <strong>of</strong> data transmission to be a<br />

bottleneck.<br />

Traditional synchronization is through consistent data<br />

distribution and <strong>for</strong>mation <strong>of</strong> unified data copy to implement<br />

resulting in flooding. A non-uni<strong>for</strong>m in<strong>for</strong>mation distribution<br />

technology is introduced in literature [5]. <strong>Data</strong> distribution<br />

protocol is divided into the probability protocol, priority<br />

distribution protocol and change sensitivity protocol. <strong>Data</strong> is<br />

moved by GridFTP service in literature [6]. It is a data<br />

accessing and transmission based on grid environment. It<br />

supports parallel data transmission and allows create<br />

105


multiple TCP streams between the data source and<br />

destination. In this method, data can be transmitted in piece.<br />

IV. APPLICATION CASE<br />

Now, we give process <strong>of</strong> radar detection finding the<br />

target in the surrounding environment in the battle simulation<br />

to indicate the advantages <strong>of</strong> this method. In the tradition<br />

technology system, various types <strong>of</strong> targets in the simulation<br />

environment need to give their characteristics and movement<br />

to radars. Then whether the targets are detected is decide by<br />

the radar’s own per<strong>for</strong>mance and the detection in<strong>for</strong>mation is<br />

given. If there are several radars in the simulation, they all<br />

simulate in this way. The interaction relationship between<br />

nodes in the network is irregular mesh. If using the method<br />

in this paper, various types <strong>of</strong> targets only need to give their<br />

characteristics and movement to objective situation server.<br />

Then the objective situation server coordinates and <strong>for</strong>ms a<br />

unified objective situation. The interaction relationship<br />

between nodes in the network is the star model. Radars<br />

cognize and judge this unified objective environment and<br />

then send the cognizing results to the cognizing situation<br />

servers. Increase or decrease in the number <strong>of</strong> radar, the<br />

target environment, the increase or decrease <strong>of</strong> the radar’s<br />

number does not affect the simulation system. It is no need to<br />

change programs. Figure 4 shows simulation system <strong>of</strong> two<br />

nodes. The node 1 is running a simulation model <strong>of</strong> aircraft 1,<br />

ship1 and radar1 and node 2 is running a simulation program<br />

<strong>of</strong> the aircraft 2, ship 2 and radar 2.The output data <strong>of</strong><br />

plat<strong>for</strong>m class entities in each node <strong>for</strong>m an objective<br />

situation layer on the server, the objective situation <strong>of</strong> layers<br />

<strong>of</strong> two nodes are communicated through data sharing<br />

mechanism, resulting in the objective situation layers <strong>of</strong> two<br />

nodes in exactly the same. They provide the same cognizing<br />

environment to the radar model running on these two nodes.<br />

Figure 3. Ilustration <strong>for</strong> a Cross-domain Simulation System Constituted<br />

by Two Nodes<br />

V. CONCLUSION<br />

The core idea <strong>of</strong> battle simulation interaction<br />

organization is to divide the nodes into troop entity nodes,<br />

communication organization nodes and command nodes. The<br />

“Produced / Consumed” data <strong>of</strong> various types <strong>of</strong> nodes is<br />

divided into objective situation layer data, cognizing<br />

situation layer data and command situation layer data to<br />

manage. By using “layer” as the interaction center, the layer<br />

synchronization and separation between layers <strong>of</strong> simulation<br />

situation data are achieved. In general simulation network,<br />

the objective situation server, the cognizing situation layer<br />

and command situation layer are added to maintain various<br />

types <strong>of</strong> data.<br />

Various types <strong>of</strong> entities in simulation have no direct data<br />

exchange, but interact indirectly through the situation server.<br />

It can solve the problem which the HLA/RTI technology<br />

cannot solve in multi<strong>for</strong>m nets and has the following<br />

advantages:<br />

1) It is coupled in low level and easy to expand. In<br />

traditional simulation systems, a new simulation entity need<br />

and may be related to occurrence <strong>of</strong> data dependencies to<br />

contact all the nodes. Using the system architecture provided,<br />

when a new entity joins simulation system, only need to<br />

establish data producing and subscribing relationship within<br />

the system node according to the types <strong>of</strong> data produced and<br />

subscribed, and the entities that already exist within the<br />

system does not need directly interaction。<br />

2) It greatly reduced the scale <strong>of</strong> data interaction in the<br />

large-scale distributed simulation. Various types <strong>of</strong> entities<br />

don’t need data interaction any more, but indirectly through<br />

various situation servers’ data interaction. Supposing there<br />

are m combat plat<strong>for</strong>m entity nodes, n sensor entity nodes. In<br />

traditional battle simulation system, the need to establish the<br />

relationship need m× n data interaction, and using this<br />

method, the data interaction reduced to m + n .<br />

3) It is Easy to organize simulation model validation.<br />

When conducting simulation entity model validation, the<br />

input and output in<strong>for</strong>mation <strong>of</strong> various entities can be<br />

directly collected and analyzed on the server. The radar<br />

model reliability can be validated through collecting<br />

surrounding target in<strong>for</strong>mation on the objective situation<br />

server, radar cognizing in<strong>for</strong>mation on cognizing situation<br />

server. The radar detection model can be calibrated and<br />

validated with the radar per<strong>for</strong>mance parametersAuthors and<br />

Affiliations<br />

REFERENCES<br />

[1] WANG Xing-ren. “Development and Application <strong>of</strong> Modelling and<br />

Simulation,” Science & Technology Review, vol.25, Feb. 2007,<br />

pp.22-27.<br />

[2] PENG Ying-wu, HU Xiao-feng, YANG Jing-yu, and REN Jun.<br />

“Study on Warfare-Analysis Simulation System Based on HLA,”<br />

Journal <strong>of</strong> System Simulation, vol.17, Nov. 2005, pp. 2796-2800.<br />

[3] Kwak,S.D., Joint Synthetic <strong>Battle</strong>space Technical Architecture(JSB-<br />

TA), 1st ed., 2001.<br />

[4] IEEE Std 1278.1-1995,IEEE Standard <strong>for</strong> <strong>Distributed</strong> Interactive<br />

Simulaiton - Application Protocols,1995.<br />

[5] WANG Yi-fu, CHEN Song-qiao. “Research and Emulation on Nonuni<strong>for</strong>m<br />

In<strong>for</strong>mation Dissemination <strong>for</strong> Grid Resource Discovery,”<br />

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2207.<br />

[6] Ling Yun-xiang. Model Searching Algorithm Based on Response<br />

Order and Access Order in War-Game Simulation Grid, Berlin<br />

Heidelberg:Springer-Verlag Press, 2006.<br />

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