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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 />

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 />

Journal <strong>of</strong> Chinese Computer Systems, vol.28, Dec. 2007,pp.2203~<br />

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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