Abstract: The Selectively Reliable Multicast Protocol (SRMP) provides an approach to reliable multicast that is specialized to distributed virtual simulation. SRMP operates in three modes of reliability: best-effort t...
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Abstract: The Selectively Reliable Multicast Protocol (SRMP) provides an approach to reliable multicast that is specialized to distributed virtual simulation. SRMP operates in three modes of reliability: best-effort transmission of transient data that does not need reliable transport; reliable transmission of object state data; and timely, reliable transport of data to a single, dynamically determined receiver within the multicast group. This paper deals with the first two modes, which dominate SRMP network performance. Any multicast protocol, when used across wide area networks to share information among thousands of objects in a realtimesimulation, will create traffic flows with many complexities. In order to evaluate the merits of using SRMP, a mechanism to measure its performance across a network is necessary. This paper presents an approach to measure the bounds of performance of the SRMP in realtimesimulation environments. The approach is based on a Markovian model of object activity in the simulated environment, and is implemented in the context of a cluster of workstations that emulate wide-area network performance using our protocol. We present initial results of our SRMP evaluation in this environment.
Abstract: In September 2000, the IEEE approved the three High Level Architecture (HLA) documents as standards, 1516, 1516.1, and 1516.2. The form, functionality, and content of these documents are significantly the sa...
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Abstract: In September 2000, the IEEE approved the three High Level Architecture (HLA) documents as standards, 1516, 1516.1, and 1516.2. The form, functionality, and content of these documents are significantly the same as their DoD sources, the HLA 1.3 standards. Unlike the other service areas, Data Distribution Management (DDM) experienced noticeable changes in response to input from the community and a focused re-engineering effort. These changes included the removal or routing spaces and the introduction of default ranges. While these changes did not affect the fundamental functionality of DDM, they simplified implementation of some approaches for users. With little effort, users can design DDM approaches which will migrate smoothly from DoD 1.3 to IEEE 1516.
Abstract: The complexity and dynamics of the Internet is driving the demand for scalable and efficient network simulation. Yet, parallelizing network simulation at packet level does not work efficiently and therefore ...
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Abstract: The complexity and dynamics of the Internet is driving the demand for scalable and efficient network simulation. Yet, parallelizing network simulation at packet level does not work efficiently and therefore do not scale to large number of processors because of tight synchronization between network components. To overcome this problem we designed a method in which a large network is decomposed into parts and each part is simulated independently and concurrently with the others. These parts exchange information periodically about the packet delays and drop rates along the paths within each part. Each part iterates over the selected simulated time interval until the exchanged information changes less than the prescribed tolerance. Each decomposed part may represent a subnet or a subdomain of the entire network, thereby mirroring the network structure in the simulation design. The proposed method is independent of the specific simulator technique employed to run simulators of the parts of the decomposed network. Hence, it is a general method for efficient parallelization of network simulation based on convergence to the fixed point solution of inter-part traffic. The method can be used in all applications in which the speed of the simulation is of essence, such as: on-line network simulation, network management, ad-hoc network design, emergency network planning, large network simulation or network protocol verification under extreme conditions (large flows). The paper describes the method, its implementation based on ns simulator, and its performance for sample communication networks.
This paper presents a demonstrated approach to significantly reduce the cost and schedule of non real-time modeling and simulation, real-time HWIL simulation, and embedded code development. The tool and the methodolog...
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This paper presents a demonstrated approach to significantly reduce the cost and schedule of non real-time modeling and simulation, real-time HWIL simulation, and embedded code development. The tool and the methodology presented capitalize on a paradigm that has become a standard operating procedure in the automotive industry. The tool described is known as the Aerospace Toolbox®, and it is based on the MathWorks Matlab/Simulink framework, which is a COTS application. Extrapolation of automotive industry data and initial applications in the aerospace industry show that the use of the Aerospace Toolbox® can make significant contributions in the quest by NASA and other government agencies to meet aggressive cost reduction goals in development programs. The part I of this paper provides a detailed description of the GUI based Aerospace Toolbox® and how it is used in every step of a development program;from quick prototyping of concept developments that leverage built-in point of departure simulations through to detailed design, analysis, and testing. Some of the attributes addressed include its versatility in modeling 3 to 6 degrees of freedom, its library of flight test validated library of models (including physics, environments, hardware, and error sources), and its built-in Monte Carlo capability. Other topics to be covered in this part include flight vehicle models and algorithms, and the covariance analysis package, Navigation System Covariance Analysis Tools (NavSCAT). Part II of this paper, to be published at a later date, will conclude with a description of how the Aerospace Toolbox® is an integral part of developing embedded code directly from the simulation models by using the Mathworks realtimeworkshop® and optimization tools. It will also address how the Toolbox can be used as a design hub for Internet based collaborative engineering tools such as NASA's Intelligent Synthesis Environment (ISE) and Lockheed Martin's interactive Missile Desi
Abstract: The High Level Architecture (HLA) is a standard developed by the US Department of Defense (DoD), and is meant to establish interoperability among different types of simulations at multiple locations for the ...
Abstract: The High Level Architecture (HLA) is a standard developed by the US Department of Defense (DoD), and is meant to establish interoperability among different types of simulations at multiple locations for the simulation of sometimes highly interactive activities. If there are several HLA compliant federates (simulations) that provide simulation at different levels of resolution, then it would be ideal to combine them into one federation so as to provide realistic training to soldiers of different ranks present within the same federation exercise. The issue of multi-resolution simulation systems thus comes into the picture. Aggregation/disaggregation is used to ensure proper interaction between federates of different levels of resolution. This paper explores the problems of the existing module-based approach to the implementation of aggregation/disaggregation in the HLA environment. Two new approaches and their pros and cons are discussed, and one of them is implemented and tested on a simple dual-resolution federation. A sample simulation run of one of the new approaches is also presented.
We present p12cxx, a translator that automatically generates efficient, fully distributed C++ code from high-level system designs specified in the mathematically rigorous VPL design language. The Concurrency Workbench...
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ISBN:
(纸本)0769512062
We present p12cxx, a translator that automatically generates efficient, fully distributed C++ code from high-level system designs specified in the mathematically rigorous VPL design language. The Concurrency Workbench of the New Century (CWB-NC) verification tool includes a front end for VPL, and this means designers may use the full range of automatic verification and simulation checks provided by the tool before invoking the translator, thereby generating distributed prototypes from validated specifications. Besides being fully distributed, and code generated by vp12cxx is highly readable and portable to a host of execution environments and real-time operating systems (RTOSes). This is achieved by encapsulating all generated code dealing with low-level interprocess communication issues in a library or synchronous communication, which in turn is built upon the ACE client-server network programming interface. Finally, benchmarks show that the performance of the generated code is more than acceptable for a distributed prototype. We discuss one such example in the RETHER real-time ethernet protocol for voice and video applications.
Abstract: This paper explores the feasibility of using the United States Department of Defense's High Level Architecture (HLA) for federating an existing simulation with itself. Although the HLA was not originally...
Abstract: This paper explores the feasibility of using the United States Department of Defense's High Level Architecture (HLA) for federating an existing simulation with itself. Although the HLA was not originally designed for self-federation, it can be used as a mechanism for distributing a simulation while leaving most of its fundamental algorithms intact. This paper concentrates on the performance of such self-federations using a particular hardware/software platform. We address the feasibility question: is the performance of the system good enough to consider self-federating a large aviation simulation? Our approach involves building a meta-simulation, that is, a set of simple federates that resemble the aviation simulation in its characteristics relevant to distributed performance (computation, communication) without replicating the simulation in its entirety. Our main conclusion is that a large computational granularity-in excess of 200 milliseconds per time step, or 4.2 times as much computation as communication-must be reached to achieve acceptable results.
Presents adaptive communication heuristic algorithms for periodic tasks in asynchronous real-timedistributed systems. The heuristic algorithms adapt the application to workload changes through trans-node message-leve...
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ISBN:
(纸本)0769510868
Presents adaptive communication heuristic algorithms for periodic tasks in asynchronous real-timedistributed systems. The heuristic algorithms adapt the application to workload changes through trans-node message-level adaptation mechanisms. We present adaptive communication heuristics for IEEE 802.5 token ring networks that support the priority-driven protocol, and for FDDI networks that use the timed token protocol. The heuristic algorithms adapt periodic computations of the application to workload changes by re-prioritizing application messages and by dynamically changing token holding times at processor nodes, respectively. The objective of the heuristics is to minimize (end-to-end) missed deadline ratios of the tasks. We study the performance of the techniques through a combination of benchmarking and simulation. The performance of the heuristics is compared with an adaptive resource management algorithm that performs adaptation by dynamically replicating application processes for load sharing. The experimental results indicate that the adaptive communication strategies outperform the process replication algorithm for load patterns that cause communication latencies to grow faster than execution latencies. Moreover, we also observe that the adaptive communication algorithms perform as good as the process replication algorithm for load patterns that cause execution latencies to grow faster than communication latencies.
Conference proceedings front matter may contain various advertisements, welcome messages, committee or program information, and other miscellaneous conference information. This may in some cases also include the cover...
Conference proceedings front matter may contain various advertisements, welcome messages, committee or program information, and other miscellaneous conference information. This may in some cases also include the cover art, table of contents, copyright statements, title-page or half title-pages, blank pages, venue maps or other general information relating to the conference that was part of the original conference proceedings.
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