A utility model for timely state update in distributed wargame simulations

Suiping Zhou, S. Turner, Wentong Cai, Hanfeng Zhao, Xiaolin Pang
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引用次数: 10

Abstract

In distributed wargame simulations, the states of simulation entities need to be updated and sent to other simulation nodes in a timely manner, which may incur high overhead on the network. Thus, how to efficiently use the limited bandwidth of the network is very important to the performance of distributed wargame simulations. In this paper, a utility model is proposed to evaluate the relative importance of a simulation entity. In our proposed utility model, the utility of an entity is determined by the number of entities on which this entity may have influence and the distances between this entity and the entities within its area of influence. Based on the utility model, we may devise some flexible updating mechanisms which can utilize the bandwidth more efficiently. For example, the state updates of an important entity which may have great influence on the simulation could be sent to other nodes with a high frequency; on the other hand, the state updates of an entity with little importance may be sent to other simulation nodes with a low frequency. In this paper, we focus on the utility computation of a simulation entity rather than the flexible state updating mechanisms for the simulation entities. Our proposed utility computation mechanism is general and can be easily implemented using the HLA services. Experimental results show that the utility computation mechanism incurs little overhead.
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一种分布式兵棋模拟中状态及时更新的实用新型技术
在分布式兵棋仿真中,仿真实体的状态需要及时更新并发送到其他仿真节点,这可能会带来很高的网络开销。因此,如何有效利用有限的网络带宽对分布式兵棋仿真的性能至关重要。本文提出了一种评估仿真实体相对重要性的实用新型。在我们建议的实用新型中,实体的效用取决于该实体可能对其产生影响的实体的数量以及该实体与其影响范围内实体之间的距离。基于本实用新型,我们可以设计一些灵活的更新机制,从而更有效地利用带宽。例如,可以将对仿真影响较大的重要实体的状态更新以高频率发送到其他节点;另一方面,一个不太重要的实体的状态更新可能会以较低的频率发送到其他仿真节点。在本文中,我们关注的是仿真实体的效用计算,而不是仿真实体的灵活状态更新机制。我们提出的效用计算机制是通用的,可以很容易地使用HLA服务实现。实验结果表明,该效用计算机制的开销很小。
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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