A Method for Data Interaction of Large-Scale Distributed Battle ...
A Method for Data Interaction of Large-Scale Distributed Battle ...
A Method for Data Interaction of Large-Scale Distributed Battle ...
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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 />
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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 />
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