Distributed interactive simulation for synthetic forces

P. Messina, S. Brunett, D. Davis, T. D. Gottschalk, D. Curkendall, L. Ekroot, H. Siegel
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引用次数: 27

Abstract

Interactive simulation of battles is a valuable tool for training. The behavior and movement of hundreds or thousands of entities (tanks, trucks, airplanes, missiles, etc.) is currently simulated using dozens or more workstations on geographically distributed LANs connected by WANs. The simulated entities can move, fire weapons, receive "radio" messages, etc. The terrain that they traverse may change dynamically, for example due to rains turning dirt roads into mud or bombs forming craters. Thus the entities need to receive frequent information about the state of the terrain and the location and state of other entities. Typically, information is updated several times a second. As the number of simulated entities grows, the number of messages that need to be sent per unit of time can grow to unmanageable numbers. One approach to reducing the number of messages is to keep track of what entities need to know about which other entities and only send information to the entities that need to know. For example, tanks in Germany need not know about a change of course of a ship in the Pacific. This technique for reducing messages is known as interest management. Caltech and its Jet Propulsion Laboratory have implemented a simulation of this type on several large-scale parallel computers, exploiting both the compute power and the fast messaging fabric of such systems. The application is implemented using a heterogeneous approach. Some nodes are used to simulate entities, some to manage a database of terrain information, some to provide interest management functions, and some to route messages to the entities that do need to receive the information. Some of these tasks require more memory than others, some require faster processing capability.
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合成力的分布式交互仿真
交互式战斗模拟是一种很有价值的训练工具。成百上千个实体(坦克、卡车、飞机、导弹等)的行为和运动目前是通过广域网连接的地理上分布的局域网上的几十个或更多的工作站来模拟的。模拟实体可以移动、发射武器、接收“无线电”信息等。它们所穿越的地形可能会动态变化,例如,由于雨水将土路变成泥泞或炸弹形成弹坑。因此,实体需要频繁地接收有关地形状态以及其他实体的位置和状态的信息。通常情况下,信息一秒钟更新几次。随着模拟实体数量的增加,单位时间内需要发送的消息数量可能会增加到难以管理的数量。减少消息数量的一种方法是跟踪哪些实体需要了解哪些其他实体,并只向需要了解的实体发送信息。例如,德国的坦克不需要知道太平洋上一艘船的航向改变。这种减少消息的技术被称为兴趣管理。加州理工学院及其喷气推进实验室已经在几台大型并行计算机上实现了这种类型的模拟,利用了这种系统的计算能力和快速消息传递结构。应用程序是使用异构方法实现的。一些节点用于模拟实体,一些节点用于管理地形信息数据库,一些节点用于提供兴趣管理功能,一些节点用于将消息路由到需要接收信息的实体。其中一些任务需要比其他任务更多的内存,一些任务需要更快的处理能力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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A performance and portability study of parallel applications using a distributed computing testbed Practical issues in heterogeneous processing systems for military applications Distributed interactive simulation for synthetic forces Dynamic load balancing of distributed SPMD computations with explicit message-passing Mercury Computer Systems' modular heterogeneous RACE(R) multicomputer
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