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📄 rfc1667.txt

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Network Working Group                                       S. SymingtonRequest for Comments: 1667                             MITRE CorporationCategory: Informational                                          D. Wood                                                       MITRE Corporation                                                               M. Pullen                                                 George Mason University                                                             August 1994             Modeling and Simulation Requirements for IPngStatus of this Memo   This memo provides information for the Internet community.  This memo   does not specify an Internet standard of any kind.  Distribution of   this memo is unlimited.Abstract   This document was submitted to the IETF IPng area in response to RFC   1550.  Publication of this document does not imply acceptance by the   IPng area of any ideas expressed within.  Comments should be   submitted to the big-internet@munnari.oz.au mailing list.Executive Summary   The Defense Modeling and Simulation community is a major user of   packet networks and as such has a stake in the definition of IPng.   This white paper summarizes the Distributed Interactive Simulation   environment that is under development, with regard to its real-time   nature, scope and magnitude of networking requirements.  The   requirements for real-time response, multicasting, and resource   reservation are set forth, based on our best current understanding of   the future of Defense Modeling and Simulation.1.  Introduction   The Internet Engineering Task Force (IETF) is now in the process of   designing the Next Generation Internet Protocol (IPng). IPng is   expected to be a driving force in the future of commercial off-the-   shelf (COTS) networking technology. It will have a major impact on   what future networking technologies are widely available, cost   effective, and multi-vendor interoperable.  Applications that have   all of their network-layer requirements met by the standard features   of IPng will be at a great advantage, whereas those that don't will   have to rely on less-widely available and more costly protocols that   may have limited interoperability with the ubiquitous IPng-based COTS   products.Symington, Wood & Pullen                                        [Page 1]RFC 1667     Modeling and Simulation Requirements for IPng   August 1994   This paper is intended to serve as input to the IPng design effort by   specifying the network-layer requirements of Defense Modeling and   Simulation (M&S) applications. It is important that the M&S community   make its unique requirements clear to IPng designers so that   mechanisms for meeting these requirements can be considered as   standard features for IPng. The intention is to make IPng's benefits   of wide COTS availability, multi-vendor interoperability, and cost-   effectiveness fully available to the M&S community.2.  Background: Overview of Distributed Interactive Simulation   The Defense Modeling and Simulation community requires an integrated,   wide-area, wideband internetwork to perform Distributed Interactive   Simulation (DIS) exercises among remote, dissimilar simulation   devices located at worldwide sites. The network topology used in   current M&S exercises is typically that of a high-speed cross-country   and trans-oceanic backbone running between wideband packet switches,   with tail circuits running from these packet switches to various   nearby sites. At any given site involved in an exercise, there may be   several internetworked local area networks on which numerous   simulation entity hosts are running.  Some of these hosts may be   executing computer-generated semi-automated forces, while others may   be manned simulators.  The entire system must accommodate delays and   delay variance compatible with human interaction times in order to   preserve an accurate order of events and provide a realistic combat   simulation. While the sites themselves may be geographically distant   from one another, the simulation entities running at different sites   may themselves be operating and interacting as though they are in   close proximity to one another in the battlefield.  Our goal is that   all of this can take place in a common network that supports all   Defense modeling and simulation needs, and hopefully is also shared   with other Defense applications.   In a typical DIS exercise, distributed simulators exchange   information over an internetwork in the form of standardized protocol   data units (PDUs). The DIS protocols and PDU formats are currently   under development.  The first generation has been standardized as   IEEE 1278.1 and used for small exercises (around 100 hosts), and   development of a second generation is underway.  The current   Communications Architecture for DIS specifies use of Internet   protocols.   The amount, type, and sensitivity level of information that must be   exchanged during a typical DIS exercise drives the communications   requirements for that exercise, and depends on the number and type of   participating entities and the nature and level of interaction among   those entities.  Future DIS exercises now in planning extend to   hundreds of sites and tens of thousands of simulation platformsSymington, Wood & Pullen                                        [Page 2]RFC 1667     Modeling and Simulation Requirements for IPng   August 1994   worldwide. For example, an exercise may consist of semi-automated and   individual manned tank, aircraft, and surface ship simulators   interacting on pre-defined geographic terrain. The actual locations   of these simulation entities may be distributed among sites located   in Virginia, Kansas, Massachusetts, Germany, and Korea. The PDUs that   are exchanged among simulation entities running at these sites must   carry all of the information necessary to inform each site regarding   everything relevant that occurs with regard to all other sites that   have the potential to affect it within the simulation. Such   information could include the location of each entity, its direction   and speed, the orientation of its weapons systems, if any, and the   frequency on which it is transmitting and receiving radio messages.   If an entity launches a weapon, such as a missile, a new entity   representing this missile will be created within the simulation and   it will begin transmitting PDUs containing relevant information about   its state, such as its location, and speed.   A typical moving entity would generate between one and two PDUs per   second, with typical PDU sizes of 220 bytes and a maximum size of   1400 bytes, although rates of 15 PDUs/second and higher are possible.   Stationary entities must generate some traffic to refresh receiving   simulators; under the current standard this can be as little as 0.2   PDUs per second.  Compression techniques reducing PDUs size by 50% or   more are being investigated but are not included in the current DIS   standard.   With so much information being exchanged among simulation entities at   numerous locations, multicasting is required to minimize network   bandwidth used and to reduce input to individual simulation entities   so that each entity receives only those PDUs that are of interest to   it. For example, a given entity need only receive information   regarding the location, speed and direction of other entities that   are close enough to it within the geography of the simulation that it   could be affected by those entities.  Similarly, an entity need not   receive PDUs containing the contents of radio transmissions that are   sent on a frequency other than that on which the entity is listening.   Resource reservation mechanisms are also essential to guarantee   performance requirements of DIS exercises: reliability and real-time   transmission are necessary to accommodate the manned simulators   participating in an exercise.   M&S exercises that include humans in the loop and are executed in   real-time require rapid network response times in order to provide   realistic combat simulations.  For DIS, latency requirements between   the output of a PDU at the application level of a simulator and input   of that PDU at the application level of any other simulator in that   exercise have been defined as:Symington, Wood & Pullen                                        [Page 3]RFC 1667     Modeling and Simulation Requirements for IPng   August 1994      - 100 milliseconds for exercises containing simulated units        whose interactions are tightly coupled      - 300 milliseconds for exercises whose interactions are not        tightly coupled [2].   The reliability of the best-effort datagram delivery service   supporting DIS should be such that 98% of all datagrams are delivered   to all intended destination sites, with missing datagrams randomly   distributed [3].   While these numbers may be refined for some classes of simulation   data in the future, latency requirements are expected to remain under   a few hundred milliseconds in all cases.  It is also required that   delay variance (jitter) be low enough that smoothing by buffering the   data stream at the receiving simulator does not cause the stated   latency specifications to be exceeded.   There are currently several architectures under consideration for the   M&S network of the future. Under fully distributed models, all   simulation entities rely directly on the network protocols for   multicasting and are therefore endowed with much flexibility with   regard to their ability to join and leave multicast groups   dynamically, in large numbers.

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