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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.