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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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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