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
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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