the trend toward common architectures

33
The Trend Toward Common Architectures Pete Swan, Director International Sales

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Page 1: The Trend Toward Common Architectures

The Trend Toward Common Architectures

Pete Swan, Director International Sales

Page 2: The Trend Toward Common Architectures

The Vision

“These efforts are focused on creating a synthetic environment that will support thousands of entities spread across many sites and provide dynamic terrain, weather, phenomena, simulated command forces, and more complex terrain. The architecture must:

● Scale from a few simulations on a LAN through a large simulation with 100,000 entities from 50 sites.

● Provide a real-time system.● Support Live, Constructive, and Virtual simulations. ● Support environmental phenomena. ● Support changing network technology and network topologies.● Reach small sites (possibly mobile) linked over low bandwidth lines.”

- 11th DIS Workshop 1994 AGENTS: An Architectural Construct to Support Distributed SimulationJames O. Calvin, MIT Lincoln LaboratoryDaniel J. Van Hook, MIT Lincoln Laboratory

Page 3: The Trend Toward Common Architectures

Synthetic Training EnvironmentCommon Synthetic Environment

3

Page 4: The Trend Toward Common Architectures

What is STE?

US Army’s next-generation vision for a common Synthetic Training Environment for all collective training applications:

● STE is a collective training environment that optimizes human performance within a multi-echelon mixed-reality environment.

● It provides immersive and intuitive capabilities to keep pace with a changing operational environment and enable Army training on joint combined arms operations

● The STE moves the Army away from facility-based training, and instead, allows the Army to train at the point of need — whether at home-station, combat training centers or at deployed locations.

Page 5: The Trend Toward Common Architectures

Current State of STE

Currently consists of 3 separate elements● Software: Common Synthetic Environment (CSE) – VT MAK● Hardware: Reconfigurable Virtual Collective Trainers (RVCT) – Cole Engineering Services

● Content: One World Terrain (OWT) – Vricon

MAK was awarded the STE CSE contract on June 14, 2019

The STE CSE will be based on VR-Forces, VR-Engage, VR-Vantage, VR-TheWorld Server, and other MAK products!

Other limited prototype developments are also being funded

Page 6: The Trend Toward Common Architectures

User Assessment 1 – November 2019

6

Page 7: The Trend Toward Common Architectures

Project/Domain-Specific Content

Project/Domain-Specific Behaviors

Project/Domain-Specific Features

The STE Vision

A Common Synthetic Environment and common One World Terrain underpinning the virtual simulators, IG, SAFs across all Collective Trainers

Project/Domain-Specific Content

Project/Domain-Specific Behaviors

Project/Domain-Specific Features

IGHost

SimulationSAF …

Terrain Terrain Terrain Terrain

Project/Domain-Specific Content

Project/Domain-Specific Behaviors

Project/Domain-Specific Features

RVCT Ground RVCT Air RVCT Soldier

IGHost

SimulationSAF …

Terrain Terrain Terrain Terrain

IGHost

SimulationSAF …

Terrain Terrain Terrain Terrain

OWT OWT OWT

Common Synthetic Environment

Page 8: The Trend Toward Common Architectures

Common Synthetic Environment Characteristics

● Virtual simulators, CGF, and IG built on unified engine● Solider, ground, air simulators built on unified engine● Support for whole-earth geo-specific, geo-centric terrain –

and ability to load source data● Modular architecture / open APIs for user extension● Cloud and Point-of-Need deployment● Potential for constructive simulation on same engine● Innovative and agile development process

Page 9: The Trend Toward Common Architectures

STE Live

S/SVTSoldier / Squad Virtual Trainer

RVCTReconfigurable

Virtual Collective TrainersMission Command

Information Systems(MCIS)

Interface to Legacy Systems(LVC-IA)

Authoritative Data Sources

(e.g. Army Training Information System)

IVASIntegrated Visual

Augmentation System

OWTOne World Terrain

TSSTraining

Simulation Software

TMTTraining

Management Tool

CSECommon Synthetic Environment

STE Common Synthetic Environment

Page 10: The Trend Toward Common Architectures

CSE Architecture

Slide content awaiting release approval.

Page 11: The Trend Toward Common Architectures

Hybrid Cloud Model

Mil Data Sources

Training Data TMT - SimGUI

TSS – SimEnginesRenderEnginesPlayerInterface

TSSTSS

RVCTSimEnginesRenderEnginesPlayerInterface

TMT - SimGUI

TSS – SimEngines

CacheCache

Cache CSE Home Station

CSE Cloud OWTSource

OWT - TerrainEngine

TerrainDB

OWT - TerrainEngine

TerrainDB

Page 12: The Trend Toward Common Architectures

Cloud Characteristics

Takes advantage of NVIDIA GRID technology

3D graphics rendered on server side, with high-resolution video streamed to client machine

Client does not need to have a high-end graphics card, and can even be a simple virtual desktop infrastructure (VDI)

Supports full HLA federation, using MAK RTI, on virtual subnet on Cloud!

Possible to access EXCON GUI and Role Player/Virtual Simulation from a web-browser with no plug-ins or native applications installed

However, performance and user experience is better with a native application like NICE DCV (relative mouse, etc.)

Mass-market technology continues to advance rapidly, and MAK is continuing to incorporate the latest technologies

Page 13: The Trend Toward Common Architectures

Scalability

13

One Million Entities running through MAK’s new Legion scalability framework!

Page 14: The Trend Toward Common Architectures

Network Communication Among Sim Engine Instances,

and With Virtual Simulators and Other Clients

Page 15: The Trend Toward Common Architectures

Sim Engine needs to efficiently simulate large numbers of entities each frame

Simulation code that computes the state of each entity may require knowledge of state of other entities

Sim Engine needs to communicate state of entities to Virtual Simulators and other applications

For player-controlled entities, the code that computes the state of the entities requires input from Virtual Simulator Interface

Top-level Problem

Entity

Entity

Entity

Entity

Entity

Sim Engine

Virtual SimulatorInterface

Virtual SimulatorInterface

Virtual SimulatorInterface

VirtualSimulators

Page 16: The Trend Toward Common Architectures

Sharing the Load

● Divide responsibility

● Communicate state locally or over network

Entity

Entity

Entity

Sim EngineInstance

Entity

Entity

Entity

Sim EngineInstance

Entity

Entity

Entity

Sim EngineInstance

Entity

Entity

Entity

Sim EngineInstance

Page 17: The Trend Toward Common Architectures

Spatial Organization of Entities

● Each Sim Engine simulates entities in a specific geographic region

● Automatic ownership transfer

● Automatic scaling

Entity

Entity

Entity

Sim EngineInstance

Entity

Entity

Entity

Sim EngineInstance

Entity

Entity

Entity

Sim EngineInstance

Entity

Entity

Sim EngineInstance

Entity

Entity

Entity

Sim EngineInstance

Entity

Entity

Entity

Sim EngineInstance

Entity

Sim EngineInstance

Entity

Entity

Sim EngineInstance

Entity

Sim EngineInstance

Entity

Entity

Entity

Sim EngineInstance

Page 18: The Trend Toward Common Architectures

Entity

Entity

Entity

Sim EngineInstance

Entity

Entity

Entity

Sim EngineInstance

Entity

Entity

Entity

Sim EngineInstance

Entity

Entity

Entity

Sim EngineInstance

Virtual SimulatorInterface

Interest Management

Virtual simulators can only handle small subset of entities in scenario

● Register interest in entities

● Deliver only entities meeting those criteria

● Sim Engine instances also register interest only in entities that they might need to interact with

Page 19: The Trend Toward Common Architectures

Thread #1Current Task:

Compute Entity A

Thread #2Current Task:

Compute Entity B

Thread #3Current Task:

Compute Entity C

Thread #4Current Task:

Compute Entity D

Pos Ori Vel Pos Ori Vel

A

P

I

App Code Legion Framework Data Store Library

Data-Oriented Implementation / Object-Oriented API

Page 20: The Trend Toward Common Architectures

Now that Sim Engine instances have a well-defined, optimized way of storing the state of objects that it simulates, we need to communicate that data to other applications

We also need a way of populating each application’s Data Store with data about entities received from other applications

A

P

I

Sim Engine Instance

A

P

I

Sim Engine Instance

A

P

I

Client Application

Network

Networking

Page 21: The Trend Toward Common Architectures

A

P

I

Sim Engine Instance

Network

Data Store Library

NetworkLibrary

A

P

I

Sim Engine Instance

Data Store Library

Legion Network Library is responsible for communicating data from the in-memory Data Store to the network, and from the network for the in-memory Data Store

Or could use an existing network standard – DIS, HLA, etc.Network

LibraryDIS/HLA DIS/HLALegion Legion

Legion Network Library

Page 22: The Trend Toward Common Architectures

Design of MAK’s “Legion” Network Architecture

Page 23: The Trend Toward Common Architectures

A

P

I

Sim Engine Instance

Network

Data Store Library

NetworkLibrary

A

P

I

Sim Engine Instance

Data Store Library

NetworkLibrary

Entity Server

A BData Store Library

A B C

• Centralized Entity Server maintains a mirror of each Sim Engine’s Data Store

• Network API abstraction allows various network protocol choices

A B

A B

Network System Design

Page 24: The Trend Toward Common Architectures

Entity Server

A

P

I

Sim Engine Instance

Network

Data Store Library

NetworkLibrary

A

P

I

Sim Engine Instance

Data Store Library

NetworkLibrary

Entity Server

A BData Store Library

A B C

• When there are too many Sim Engine instances for one Entity Server to handle, we share the load across multiple Entity Servers

A B

A B

Entity Server

Network System Design

Page 25: The Trend Toward Common Architectures

Network

Entity Server

A

P

I

Client

Data Store Library

NetworkLibrary

Data Store Library

A B C

Client expresses interest through Network API

NetworkLibrary

Data Store already coarsely organized spatially – by maintaining separate state arrays per Sim Engine instance (remember –each Sim Engine responsible for region)

Network Library in Entity Server does the fine filtering against interest criteria

Then builds a large message consisting just of data required by the client –using essentially the same data representation as the Data Store (no marshalling)

Network System Design

Page 26: The Trend Toward Common Architectures

Network

Entity Server

A

P

I

Client

Data Store Library

NetworkLibrary

Data Store Library

A B C

NetworkLibrary Received by client’s

Network Library, and placed into the Data Store ready for next frame

Client code accesses data about remotely simulated entities through the same abstract Data Store API that it uses to access locally simulated entities

Large message sent directly to network

Network System Design

Page 27: The Trend Toward Common Architectures

Review of Key Points

● Multiple Sim Engines running in parallel● Spatial organization of entities among Sim Engines

● Ownership transfer to maintain spatial coherence of entities on each engine

● Interest management to limit how many entities are received by each client

● Separating interface (API) from implementation so that networking specifics can be tailored for use case and network topology● Dynamic link compatibility so upgrades can be plugged into applications

● Networking and Data Store designed together to reduce marshalling/copying● Same compact binary representations of data used throughout the system

● Data-oriented design to optimize Sim Engine and support multi-threading

● Extensibility to allow for custom or extended data models

● Stateful Entity Server reduces load on Sim Engines

● Large message with bulk data vastly faster than per-entity packets

Page 28: The Trend Toward Common Architectures

DCS&SDefence Operational Training Capability (Air) Core System and Services

Page 29: The Trend Toward Common Architectures

Operational Model

CENTRAL HUB

Non-Runtime System

Runtime System

Exercise Management

Support Services

TYPHOONSynthetic Training Equipment

Exercise Management

Local Client/System

LightningSynthetic Training Equipment

E-3DSynthetic Training Equipment

Future CapabilitiesSynthetic Training Equipment

TYPHOONSynthetic Training Equipment

External Sites

JFST DMOC DMON

Exercise Management

Local Client/System

Exercise Management

Local Client/System

Exercise Management

Local Client/System

Exercise Management

Local Client/System

Page 30: The Trend Toward Common Architectures

DOTC(A) Centralized Sim ServicesSynthetic Training Platform

• Flight Model• Weapons• Sensors• Mission Systems

Central Simulation Services

• Instructor Control• Threat Modeling• Pattern of Life• Terrain• Weather• Comms• Visualization

Interface• Open Standards• Non-Proprietary

Page 31: The Trend Toward Common Architectures

GEMS – Generic Exercise Management SystemManagement SystemRuntime Services

Player Controls

Role Players

VR-VantageRender Engine

VR-EngagePlayer Interface

Simulation

VR-ForcesSim Engine

AAR

VR-VantageStealth

IOS

VR-ForcesGUI

CGF Controls

Non-Runtime Services

ScenarioGeneration

VR-ForcesSim Engine

VR-ForcesGUI

StreamingTerrain Server

Page 32: The Trend Toward Common Architectures

VR-Forces APIsVR-Forces

Simulation Engine

Env.

CommsTerrain

EntityLua

SensorsWeather

Server

Terrain Server

Link-16

VR-Forces APIs will be used to:● Connect to other services

● Weather

● Terrain

● Remote Control

● Add local content

● Add ITAR capabilities

Behaviors&

TasksAerodynamics and EW

Page 33: The Trend Toward Common Architectures

Conclusion

MAK products are being used in 2 different ways on two major programs:● As a suite of tools to develop an entirely new architecture and common simulation

software for the US Army’s Synthetic Training Environment

● As the COTS core components of a large HLA federation for the UK Royal Air Force DOTC(Air) Program

Future programs, such as the Australian Army’s LS Core 2.0, can learn from these programs how best to implement their own architectures based on their specific requirements.