ELECSIM 1994
ELECTRONIC CONFERENCE ON CONSTRUCTIVE TRAINING SIMULATION
April 11 - May 27, 1994

Sponsored by:
The Society for Computer Simulation
Military Applications Section, Operations Research Society of America
The International Journal in Computer Simulation

ABSTRACTS OF PAPERS

Title:  The Corps Battle Simulation: An Executive Overview
Author: Sherry Mertens, NASA Jet Propulsion Laboratory

The Corps Battle Simulation (CBS) is a discrete event simulation system
that was developed for use in military training exercises.  Development has
continued for more than ten years.  Early development emphasized increasing
functionality, but recent versions equally emphasize increased performance
and capacity along with interfaces to outside simulations.  Early emphasis
on software engineering aspects would have provided a more portable system
today, but CBS still exemplifies how simulation technology can be used to
enable more cost-effective training.


Title:  Tactical Simulation System: An Executive Overview
Author: MAJ Gary W. Allen, Ph.D., U.S. Army STRICOM
        Roger D. Smith, Mystech Associates
E-Mail: alleng@source.asset.com
        smithr@mystech.com

The Tactical Simulation System (TACSIM) provides interactive
computer-based simulation to support intelligence training from MI
Battalion through Echelons Above Corps in exercises such as
REFORGER, Central Fortress, Ulchi Focus Lens, Team Spirit,
Warfighter, and others across Germany, Korea, and the United
States. In near real time mode, TACSIM aids in the training of
intelligence staff skills from the design of collection re-
quirements to the analysis of raw intelligence. TACSIM models the
tasking, collecting, and reporting functions of specific U.S.
reconnaissance assets.

Title:  Aggregate Level Simulation Protocol 
        Managing Confederation Development
Author: Mary C. Fischer, Ph.D., U.S. Army STRICOM
E-Mail: fischerm@orlando-emh6.army.mil
Scheduled Discussion:             April 11 - 12

Models and Simulations are currently being employed to support
training of personnel, including joint and unified command
staffs.  These Service developed computer simulations are
expensive to develop and require support organizations to
operate.  The Aggregate Level Simulation Protocol (ALSP) is a
research and development project responding to a desire to be
able to re-use known reliable Service models to train in a Joint
environment.  ALSP allows disparate simulations to interact with
each other through a common, message-based protocol interface. 
Therefore, aggregate level simulations representing distinct
segments of a battlefield can be connected and provide a common
environment to support major training exercises.  An Army model,
representing army ground operations, a Navy model, representing
naval force operations and an Air Force model, representing air
operations, can provide an integrated representation of war in a
theater.

ALSP provides the means to provide computerized support for Joint
training exercises while allowing the use of familiar training
simulations.  The collective group of simulations communicating
via ALSP is known as the ALSP Confederation.  The 1993 ALSP
Confederation was composed of three Service models: USA Corps 
Battle Simulation (CBS), USAF Air Warfare Simulation (AWSIM), and
USN Research, Evaluation, and Systems Analysis (RESA) model. 
This ALSP Confederation provided an integrated simulation system
to support Exercise Ulchi Focus Lens 93 (UFL93) for US Forces in
Korea.  The success of the development process in producing a
workable confederation of disparate simulations is the genesis
for this guideline for developing a confederation of simulations.

The paper will address ALSP Confederation development and the
management processes that focus this joint development effort. 
The 1993 ALSP Confederation development will be used as an
illustration.


Title:  New Traffic Reduction and Management Tools 
        for ALSP Confederations
Author: Annette L. Wilson, MITRE
        Dr. Richard M. Weatherly, MITRE
E-Mail: awilson@mitre.org
        weather@mitre.org
Scheduled Discussion:             April 13 - 14

The ALSP Joint Service Training Confederation has grown from three
to six members in 1994.  To support the larger confederation, two
new capabilities have been added to the ALSP software.  In the past
every message produced by a confederation member was sent to all
other members; now a more efficient distribution scheme is employed
that only sends messages where they are required.  Additionally,
new tools have been provided to assist the exercise managers in the
monitoring, troubleshooting, and control of their large 
confederations.


Title:  Using Constructive Simulations and ALSP for 
        Training in UFL'92
Author: Dean S. Hartley, Oak Ridge National Laboratory
E-Mail: dhx@ornl.gov
Scheduled Discussion:             April 15 - 18

The Aggregate Level Simulation Protocol (ALSP) is now a proven
success in connecting the logic and timing of constructive
simulations.  In 1991 and early 1992, when we were planning the
major annual Korean military exercise, Ulchi Focus Lens 92 (UFL
92), ALSP was unproven technology.  This paper sketches the
situation then and the impact of ALSP on UFL 92.  It should be
noted that, while ALSP provides the possibility of better exer-
cises, it is not a panacea.  Planning and executing an exercise of
the magnitude of UFL requires much more than a model or a set of
models.  This aspect is included in the paper, lest we forget that
the point of such exercises is training for war, not technology for
its own sake.


Title:  The Corps Battle Simulation: 
        Remodeling the Model for New Missions
Author: Hugh Henry, NASA Jet Propulsion Laboratory
E-Mail: hugh@diane.jpl.nasa.gov
Scheduled Discussion:             April 19 - 20 
 
During the mid 1980's the U. S. Army established the Corps Battle
Simulation (CBS) as a standard tool for training commanders and
their staffs.  The CBS's architecture is typical of constructive
training built during that era. It primarily models high intensity
conflict in traditional theaters of operation. The technologies
used in its construction reflect the wars then considered likely,
the limited capability of uniprocessor computers, and 
third-generation distributed software environments.

Nevertheless, the Army needs training tools that support emerging
missions such as Low Intensity Conflict, multi-factional scenarios,
Operations Other Than War, and joint and combined training.

This paper will describe the techniques used to transform the Corps
Battle Simulation. To meet the needs of the late 1990's the
large-scale force-on-force modeling paradigms will be replaced with
representations more appropriate to the emerging world environment.
The primary technology used to accomplish this transformation is
called "Resolution Detailing" wherein new, more detailed and
flexible functionality is selectively inserted without disturbing
the overall workings of the system. Resolution Detailing permits
the Army to specify focused areas for upgrade without perturbing
overall system operation.


Title:  Parallel Proximity Detection and the 
        Distribution List Algorithm
Author: Jeff S. Steinman, NASA Jet Propulsion Laboratory
        Frederick Wieland, Naval Research Laboratory
E-Mail: jss@pebbles.jpl.nasa.gov
        wieland@vader.nrl.navy.mil
Scheduled Discussion:             April 25 - 26

Generalized proximity detection for moving objects in a 
logically correct parallel discrete-event simulation is an 
interesting and fundamentally challenging problem. 
Determining who can see whom in a manner that is fully 
scalable in terms of cpu usage, number of messages, and 
memory requirements is highly non-trivial.

A new scalable approach has been developed to solve this 
problem. This algorithm, called The Distribution List, has 
been designed and tested using the object-oriented 
Synchronous Parallel Environment for Emulation and Discrete-
Event Simulation (SPEEDES) operating system. Preliminary 
results show that The Distribution List algorithm achieves 
excellent parallel performance.


Title:  Marine Air Ground Task Force 
        Tactical Warfare Simulation
Author: Curt Blais, Visicom Laboratories
E-Mail: curt@visicom.com
Scheduled Discussion:             April 27 - 28

The Marine Air Ground Task Force (MAGTF) Tactical Warfare
Simulation (MTWS) is the next generation training system
for the Marine Corps. MTWS is designed to support training
of tactical commanders and their staffs in Command Post 
Exercises, Field Exercises, and exercises involving a 
combination of live forces and simulated forces. This paper
provides an overview of the MTWS system hardware and software, 
including basic design philosophy, exercise control concept, 
and combat modeling approach. 


Title:  Quantitative Performance Bounds and Requirements Analysis
        for Hard-Real-Time Distributed Interactive Simulations
Author: George Zener and James C. Ellenbogen, Ph.D., MITRE
E-Mail: ellenbgn@mitre.org
Scheduled Discussion:             April 29 - May 2
Networks of distributed interactive simulations that communicate
with each other through standard protocols show considerable
promise to improve the realism and cost effectiveness of military
simulation in support of training, analysis, research, acquisition,
and test and evaluation.  Current investment and efforts to rush
this new technology into operational use are understandable. 
However, it is important that the DOD community also understand the
bounds on the operational performance of this technology.  In
particular, it is of interest to understand how the delays or
"latencies" between remote simultaneous events is determined. 
These are dictated by the level of the performance of the hardware
and software components of a simulation network.  Quantitative
analysis applying queuing theory can estimate the aggregate
performance of a networked distributed simulation--a 
"confederation"--from the parameters that describe the performance
of the components.  Such analysis also can be used to determine the
requirements for the performance of these components to achieve
desired aggregate performance goals.  This presentation will
discuss and demonstrate analysis that explores the mean aggregate
latency of a distributed simulation confederation as a function of
the number of different simulations--or "actors"--in the 
confederation.  The presentation also discusses analysis to
establish quantitative requirements on the confederation components
to permit them to keep latencies below target thresholds.  
Qualitative conclusions about desirable characteristics for
distributed interactive simulation confederations are discussed
based upon these analyses.  The present analysis only considers
hard real-time distributed interactive simulations, such as those
described by the IEEE protocol 1278.  Subsequent analyses will
consider separately time-managed distributed interactive 
simulations.


Title:  Combat Service Support Training Simulation System
Author: Al Irwin, Scientific Applications International Corp.
E-Mail: Al_Irwin@cpqm.saic.com
Scheduled Discussion:             May 3 - 4

CSSTSS 2.0 is a large-scale computer based system which is
intended to provide for the training of U. S. Army Combat Service
Support (CSS) and selected Combat Support (CS) commanders and
their subordinate staffs.  The system will simulate combat and
combat support activity to create requirements for selected CS
and CSS.  Simulated selected CS and CSS activity will be driven
by the decisions and orders of the training audience.  CSSTSS 2.0
will be an integrated system composed of computers and input and
output devices which will interface together with the developed
software.  This paper provides a brief description of the
development of CSSTSS 2.0, its hardware and software, and the
schedule for the project.


Title:  After Action Review System for Intelligence Simulations
Author: MAJ Gary W. Allen, Ph.D., U.S. Army STRICOM
        Roger D. Smith, Mystech Associates
E-Mail: alleng@source.asset.com
        smithr@mystech.com
Scheduled Discussion:             May 5 - 6

The data produced by TACSIM and TALON becomes voluminous
during an exercise, in some cases exceeding 100,000 intelligence
reports. The ability to review this information in an analytical
manner to find successes achieved and mistakes made is essential to
fully benefit from the training scenario. In order to support this
need, TPO provides the TACSIM After Action Review User System
(TAARUS). This is a graphical query system with access to all
intelligence data that has been stored in a relational database.

TAARUS receives a copy, in real-time, of all reports transmitted to
every exercise participant by TACSIM and a copy of the
exercise ground truth data. Using a window-based interface, an
analyst can access any piece of information moments after it has
been distributed to the training audience. Data can be grouped and
filtered by characteristics such as time, location, intelligence
discipline, exercise participant, sensor mission, and a host of
others. The output can be formatted as maps using Defense Mapping
Agency terrain and standard military symbols, multi-dimensional
graphs, predefined priority information windows, and tabular data
generated by user defined queries. 


Title:  Rapid Scenario Preparation Unit for Intelligence
Author: Mark Raker, MRJ
E-Mail: barr@mrj.com
Scheduled Discussion:             May 9 - 10

The RApid Scenario Preparation UniT for INtelligence (RASPUTIN) is
an automated, knowledge-engineered, rule-based scripting tool that
allows the user to build a detailed scenario with minimal input.
RASPUTIN uses expert system software to compose, deploy and move
military forces from major unit down to vehicle in a doctrinally
accurate manner RASPUTIN may be used to construct intelligence
scenarios for a variety of training and exercise support
applications.

The system reached initial operating capability in March 1992;
version 1.2 was released in June 1993. Recently, it has been
deployed at several U.S. ARMY installations around the world.


Title:  Integrating Aggregate and Vehicle Level Simulations
Author: Clark R. Karr, Institute for Simulation and Training
        Eric D. Root, Institute for Simulation and Training
E-Mail: ckarr@ariel.dis.ist.ucf.edu
Scheduled Discussion:             May 11 - 12

"Aggregate" battlefield simulations control groups of
entities (e.g. the tanks in a tank company) as an aggregate
rather than as a set of individual simulated entities.  The
position, movement, status, and composition of aggregate
units are maintained for the unit as a whole and is the
result of statistical analysis of the units' actions rather
than the result of the actions of the individual entities.
The Eagle model is one such aggregate simulation and was
developed by the US Army Training and Analysis Command
(TRAC).  Eagle simulates ground combat at the company and
battalion level and is used for combat development studies.
The Eagle model is a "time-stepped" simulation and falls in
the class of "constructive" simulations.

In contrast, "entity level" simulations represent each tank
or vehicle as a distinct simulation entity.  The SIMNET
networked training system is an entity level simulation
operating in real-time.  SIMNET simulators usually each
represent a single tank or vehicle.  They interact in a
common simulated (virtual) battlefield by exchanging
information packets on the network that connects them.  The
Institute for Simulation and Training has developed a
Computer Generated Forces (CGF) Testbed which generates and
controls multiple individual entities in the SIMNET and DIS
environments.  SIMNET and DIS are considered "real-time,
virtual" simulations.

The Integrated Eagle/BDS-D project's goal is to demonstrate
the interoperability of constructive and virtual simulations
through the integration of the Eagle and SIMNET simulations.
Mechanisms are being developed whereby Eagle aggregate units
(battalions, companies, platoons) are "disaggregated" into
their component CGF entities in the SIMNET environment.
Disaggregation involves entity instantiation, placement, and
activation.  Within SIMNET, the individual entities are
controlled by the IST CGF Testbed.  The position, movement,
status, and composition of the aggregate unit in the Eagle
model becomes a function of the position, movement, and
survival of its component CGF entities.  While Eagle units
are disaggregated, the Eagle model shifts to real-time
execution to receive and incorporate the CGF entity
information being generated in real-time.  Direct fire
combat occurs in the SIMNET environment between individual
CGF entities.  Indirect fire combat occurs between units in
either simulation; that is, across the constructive/virtual
world boundary.  Reaggregation of CGF entities into their
Eagle aggregate units occurs when the center of mass of each
disaggregated unit moves outside a preregistered terrain
area.  This paper is a status report on the Integrated Eagle/BDS-D
project.  


Title:  Modular Semi-Automated Forces Model
Author: Andrew Ceranowicz, Loral
E-Mail: aceran@camb-lads.loral.com
Scheduled Discussion:             May 13 - 16

ModSAF or Modular Semi-Automated Forces is a combat simulation used
to support Distributed Interactive Simulation (DIS). In DIS 
exercises soldiers practice team tactics on a virtual battlefield
presented to them by computer generated out-the-window and sensor
displays.  An important factor in creating realistic and valid 
virtual battlefields is the presence of many different battlefield
entities including opposing and supporting forces.  Despite the
decreasing costs of simulators, the cost of fully populating the
virtual battlefield with crewed vehicle simulators is prohibitive.
Semi-Automated Forces (SAF) systems are virtual simulations that
solve this problem by simulating multiple vehicles with a single
operator in supervisory control.  Although SAF systems share many
characteristics with constructive wargames, I classify them as
virtual simulations because they are designed for real time
man-in-the-loop operation and represent entity behavior/dynamics at
a resolution sufficient for visual display and interaction.

ModSAF is a third generation SAF system designed to make it
possible for a single operator to control larger units and make it
easier to add new battlefield entities to the simulation.  ModSAF
allows the simulation of a unit to be distributed across multiple
computers. It has a hierarchical behavioral representation that
allows higher echelon behaviors to be composed from those of lower
levels. The ability to invoke these higher level behaviors
increases the operator's span of control. To reduce the need for
intervening in the behavior of the lower level units, primitives
are available for automating low level tasks such as obstacle
avoidance, finding cover and concealment, and reacting to contact.
All these properties contribute to reduced operational cost by
allowing fewer operators to support larger exercises while
increasing the realism of the simulation. The battlefield contains
many significant objects including those with intent, such as
combat vehicles, and those without, such as smoke clouds. They
exhibit a wide range of behaviors and interactions. To capture
these behaviors in simulation will take a broad multi-disciplinary
effort. Physical and cognitive modeling must be combined with 
efficient simulation algorithms. To respond to this challenge,
ModSAF was designed with a modular open architecture so it could
serve as a platform for many different researchers and 
organizations to build upon. ModSAF is a jointly sponsored research
project of STRICOM and ARPA.


Title:  Modeling Coalition Warfare: Multi-Sided Simulation Design
Author: Ellen Roland, Rolands & Associates
        Edward Kelleher, Rolands & Associates
        LTC Kevin Brandt, U.S. Army
E-Mail: roland@superc.nosc.mil
Scheduled Discussion:             May 17 - 18

This paper discusses the considerations that went into the design
of expanding an interactive, combat model from the traditional
two sides to a coalition warfare model of n-sides.  It also
reviews the lessons learned during the implementation process. 
This initiative has resulted in the first major theater level
combat model which is capable of simulating multi-sided,
coalition-warfare in an interactive environment.  We focus on
design and implementation issues with impact beyond the bounds of
one model.

The designs discussed have been incorporated in version 1.85 of
the Joint Theater Level Simulation (JTLS).   They have been
tested with a ten-sided Southwest Asia scenario, and used
operationally with a four-sided exercise scenario.

This U.S. Department of Defense model now supports a database-
defined number of sides ranging from two to ten.  Each side
maintains an independent intelligence perception of the theater
of operations and a designation of its friends, its enemies, and
any neutrals.  Multiple sides can align in  grand coalitions" or
segregate into flexible groups to engage in multi-sided conflict.

All sides are split into a variable number of dynamic factions. 
Each faction has specific attributes profiled by its Battlefield
Operating Systems (BOS).  Each faction holds a unique set of
units and targets.  Factions can subdivide, merge, or transfer to
another side. 


Title:  DISorientation
Author: Paul F. Reynolds, Jr.
E-Mail: reynolds@virginia.edu
Scheduled Discussion:             May 19 - 20 

Instant popularity is a double-edged sword.  The meteoric rise of
the Distributed Interactive Simulation (DIS) Protocol has even DIS
visionaries concerned about potential unproductive attempts by
simulationists to induce DIS-based interoperability where it just
won't fit.  That's a well-founded concern.  DIS, like so many 
bottom-up development efforts before it, lacks sufficient 
abstraction to adapt and evolve.  Alternatives should be explored
with vigor.

Successful evolution occurs in those systems sufficiently abstract
to incorporate the unexpected.  A key to success is identifying the
right set of abstractions.  Another is the language with which
those abstractions are described and manipulated.  What are the
proper abstractions for distributed simulations?  What capabilities
should be natural and efficient?  Can a single, monolithic linkage
technology satisfy the needs of military simulations?  What other
kinds of simulations should be considered? Answers to these and
related questions can only be determined after establishing the
broadest set of technologically supportable requirements for
capabilities desired and anticipated.  That's a substantial task,
humbly begun here.