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

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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

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