Internet DRAFT - draft-symington-model

draft-symington-model



INTERNET DRAFT                                           S. Symington
                                                    MITRE Corporation
                                                              D. Wood
                                                    MITRE Corporation
                                                          J.M. Pullen
                                              George Mason University
                                                      31 January 1994


         Modeling and Simulation Requirements for IPng
              <draft-symington-ipng-model-00.txt>


Status of this Memo
 
This document was submitted to the IETF IPng area in response to
RFC 1550.  Publication of this document does not imply acceptance 
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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.

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 platforms 
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: 

- 100 milliseconds for exercises containing simulated units 
whose interactions are tightly coupled

- 300 milliseconds for exercises whose interactions are not 
tightly coupled [CADIS, 1993].

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 [Miller, 1993].

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.  

In some cases, the M&S exercises will involve the transmission of 
classified data over the network. For example, messages may contain
sensitive data regarding warfare tactics and weapons systems
characteristics, or an exercise itself may be a rehearsal of an
imminent military operation. This means the data communications 
used for these exercises must meet security constraints defined 
by the National Security Agency (NSA).  Some such requirements 
can be met in current systems by use of end-to-end packet encryption 
(E3) systems.  E3 systems provide adequate protection from disclosure 
and tampering, while allowing multiple security partitions to use the 
same network simultaneously.


Currently the M&S community is using the experimental Internet
Stream protocol version 2 (ST2) to provide resource reservation
and multicast.  There is much interest in converting to IPv4
multicast as it becomes available across the COTS base, but this cannot
happen until IPv4 has a resource reservation capability.  The RSVP
work ongoing in the IETF is being watched in expectation that it will
provide such a capability.  Also some tests have been made of IPv4
multicast without resource reservation; results have been positive,
now larger tests are required to confirm the expected scalability
of IPv4 multicast.  But issues remain: for security reasons, some
M&S exercises will require sender-initiated joining of members to
multicast groups. In addition, it is not clear that IPv4 multicast will 
be able to make use of link-layer multicast available in ATM systems,
which the M&S community expects to use to achieve the performance 
necessary for large exercises. 


3.  M&S Requirements for IPng

The identified network-layer service requirements for M&S applications 
are set forth below in three major categories: real-time response,  
multicast capability, and resource reservation capability.   All 
of these capabilities are considered to be absolute requirements 
for supporting DIS as currently understood by the M&S community,
except those specifically identified as highly desirable.  By desirable
we mean that the capabilities are not essential, but they will enable
more direct or cost-effective networking solutions.

It is recognized that some of the capabilities described below may be 
provided not from IPng but from companion protocols, e.g. RSVP and 
IGMP.  The M&S requirement is for a compatible suite of protocols that
are available in commercial products.

a.  Real-time Response 

DIS will continue to have requirements to communicate real-time
data, therefore the extent to which IPng lends itself to implementing
real-time networks will be a measure of its utility for M&S networking.
The system-level specifications for the DIS real-time environment
are stated in Section 2 above.


b.  Multicasting

M&S requires a multicasting capability and a capability for managing 
multicast group membership.  These multicasting capabilities must 
meet the following requirements:

- Scalable to hundreds of sites and, potentially, to tens of thousands 
of simulation platforms.  

- It is highly desirable that the network-layer multicasting protocol 
be able to use the multicasting capabilities of  link-level 
technologies, such as broadcast LANs, Frame Relay, and ATM. 

- The group management mechanics must have the characteristics that 
thousands of multicast groups consisting of tens of thousands of 
members each can be supported on a given network and that a host 
should be able to belong to hundreds of multicast groups 
simultaneously.  

- Multicast group members must be able to be added to or removed from 
groups dynamically, in less than one second, at rates of hundreds of
membership changes per second.  It is not possible to predict what
special cases may develop, thus this requirement is for all members
of all groups.

- The network layer must support options for both sender- and 
receiver-initiated joining of multicast groups.

c.  Resource Reservation

The M&S community requires performance guarantees in supporting 
networks. This implies that IPng must be compatible with a capability 
to reserve bandwidth and other necessary allocations in a multicast
environment, in order to guarantee network capacity from 
simulator-to-simulator across a shared network for the duration of the 
user's interaction with the network. Such a resource reservation 
capability is essential to optimizing the use of limited network 
resources, increasing reliability, and decreasing delay and delay
variance of priority traffic, especially in cases in which network 
resources are heavily used. The resource reservations should be 
accomplished in such a way that traffic without performance guarantees
will be re-routed, dropped, or blocked before reserved bandwidth 
traffic is affected.

In addition, it would be highly desirable for the resource reservation 
capability to provide mechanisms for:

- invoking additional network resources (on-demand capacity) when 
  needed

- the network to feed back its loading status to the applications
  to enable graceful degradation of performance.


4.  References

Cohen, Danny, DSI Requirements, December 13, 1993.

Final Draft Communication Architecture for Distributed 
Interactive Simulation (CADIS), June 28, 1993, Institute for 
Simulation and Training, Orlando, Florida.

Miller, Duncan C., Distributed Interactive Simulation Networking
Issues, briefing presented to the ST/IP Peer Review Panel,
December 15, 1993, MIT. Lincoln Laboratory.

Pate, Laura, Keith Curtis, and Kanan Shah, Communication 
Service Requirements for the M&S Community, September, 1992.

Pullen, J. Mark, Multicast Network Architecture for DIS, briefing 
presented to the Networks Infrastructure Task Force, November 
10, 1993, revised November 11, 1993, George Mason University, 
C3I Center/Computer Science.


5.  Authors' addresses

   Susan Symington
   MITRE Corporation
   7525 Colshire Drive
   McLean, VA 22101-3481

   Phone: 703-883-7209

   Email: susan@gateway.mitre.org


   David Wood
   MITRE Corporation
   7525 Colshire Drive
   McLean, VA 22101-3481

   Phone: 703-883-6394

   Email: wood@mitre.org


   J. Mark Pullen
   Computer Science
   George Mason University
   Fairfax, VA 22030

   Phone: 703-993-1538

   Email: mpullen@cs.gmu.edu