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研究生:衛樹生
研究生(外文):Shu-Shen Wai
論文名稱:以高階架購【HLA】技術聯結分析性及推演性電腦兵棋系統之研究
論文名稱(外文):Study of Connecting the Interactive Wargame System with the Analytic Wargame System by the HLA Technology
指導教授:黃俊堯黃俊堯引用關係
指導教授(外文):Jiung-Yao Huang
學位類別:碩士
校院名稱:淡江大學
系所名稱:資訊工程學系
學門:工程學門
學類:電資工程學類
論文種類:學術論文
論文出版年:2003
畢業學年度:91
語文別:中文
論文頁數:86
中文關鍵詞:高階模擬架構時間管理服務即時模擬
外文關鍵詞:Key word: HLARTIFederationFederateSynchronizationTime StepTime-RegulatingTime-ConstrainedTime Stamp OrderReceive Order
相關次數:
  • 被引用被引用:6
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  • 下載下載:43
  • 收藏至我的研究室書目清單書目收藏:1
美國國防部模式模擬辦公室(DMSO)發展了一套國防部分散式模擬的標準協定高階模擬架構(HLA),可以使國防部組織所發展的軟體易於互通。執行基礎(RTI)是由HLA 所定義的介面實作軟體,RTI具有數項功能,其一為時間管理(Time Management);利用時間管理服務,可以聯結不同時間管理需求之聯模單元(federates)。例如:當一群即時模擬(real-time)必需與一個或數個faster-than-real-time 模擬連結時。本篇論文中,我們即著重在因聯結而需考量之問題上,及提出可能的解決方案與研究方向,我們並描述了使用RTI去聯結不同時間管理需求的模擬群組成多個聯模演訓的系統架構。 本篇論文對電腦兵棋系統而言帶來一個重要的研究方向:就是如何連接互動式及分析性電腦兵棋系統?而在此方式下,分析性電腦兵棋系統可以當作推演者在模擬過程中的一個可行方案(course-of-action,COA)評估工具;也就是說,我們可以使用同步時間點去切分互動式電腦兵棋系統模擬成為幾個不同的階段,分析性電腦兵棋系統可以在兩個連續的階段中被當作評估的工具。傳統的電腦兵棋系統通常將戰損模式寫在系統中,對新的作戰決策來說修改很困難。在我們分割舊有電腦兵棋系統成紅軍federate、藍軍federate及戰損federate後,戰損部份只在全系統模組化後之戰損federate中計算,我們可以輕易地依據經驗,針對不同的決策微調戰損模式;此外,因為紅軍federate及藍軍federate是依HLA高階架構為基礎的分析性電腦兵棋系統中的模組元件,可以在建構不同型式的分析性federation中重覆使用這些元件。本論文建議以HLA規格設計分散式運算環境,將原來HLA的時間管理機制進一步模組化及標準化,並作分散式運算,除了提升federation及federate的設計便利性之外,由於HLA具有的模組化與可重複使用(Reusable)之特性,可作未來建構聯合作戰分析模擬系統之基石。
Defense Modeling and Simulation Office (DMSO) has developed the High Level Architecture (HLA) as the standard Department of Defense (DoD) protocol to be used for distributed simulations to ease interoperability between software developed by DoD organizations. Runtime Infrastructure (RTI) is the software implementation of the interfaces defined by the HLA. RTI has several functional capabilities, one of which is time management. Using RTI time management services, it is possible to link federates (simulations) with different time management requirements. One example of this is the case where a set of real-time simulations has to communicate with one or more sets of faster-than-real-time simulations. In this paper, we address the problems and offer some possible research directions. We also describe a system architecture to link two or more groups of simulations with different time management requirements into multiple federations using RTI.
Our experiment provides us an encouraging result. Our experimental result brings up another important research direction for the wargame system. That is how can we connect the interactive wargame system with the analytical wargame system? In this way, the analytic wargame system can become a course-of-action(COA) evaluation tool for the player during the simulation. That is, we can use the synchronization point to partition the interactive wargame simulation into different phases. The analytical wargame system can then be used as the evaluation tool between two consecutive phases.
The conventional wargame system often embeds the assessment model into the system and that makes it difficult to be adapted for a new operational strategy. After we decompose the existing wargame system into the red, blue, and assessment federates, the assessment is only computed in the assessment federate which is a modular component of the entire system. We can easily experiment different strategies by fine-tuning the assessment model. Furthermore, since the red and blue federates become modular components under the HLA-based analytical wargame system, we can reuse these components to construct a different type of analytical federation.
In this thesis, we suggest that the HLA standard can be used to design the distributed computing environment. Modularize and standardize the HLA time management, it can upgrade the convenience to design the relative federations and federates. Because the modular and reusability of HLA, it can be the basis technology of the joint war force analytical simulation.
目錄
第一章 緒論
1.1前言
1.2研究動機
1.3研究內容
1.4研究方向
1.5研究目標
第二章 軍事領域模式模擬與電腦兵棋
2.1定義
2.2模式、模擬與兵棋之關係
2.3模式模擬分類
2.4聯合作戰模擬
第三章 分析性電腦兵棋與推演性電腦兵棋整合技術探討
3.1高階模擬架構(HLA)簡介
3.2 RTI架構
3.2.1聯模演訓管理(Federation Management)
3.2.2時間管理(Time Management)
3.3時間的角色
3.3.1時間管理基礎介紹
3.3.2 Requlating and Constrained
3.3.3 Regulating
3.3.4 Lookahead
3.3.5 TSO事件
3.3.6 Constrained
3.3.7 Lower Bound Time Stamp (LBTS)
3.4時間的前進 (ADVANCING TIME)
3.4.1 LBTS的限制
3.4.2 Late Arriving Federate
3.5接收順序(RECEIVE ORDER, RO)事件與TSO事件
第四章 HLA時間管理機制及其策略分析
4.1 HLA時間管理機制
4.1.1 Time-Stepped Federate
4.1.2 Event-Driven Federate
4.1.3 Independent Time Advance Federate
4.1.4 Optimistic Time Management Services
4.1.5 結語
4.2時間管理策略分析
4.2.1 Event Driven
4.2.2 Time Stepped
4.2.3 Optimistic
4.2.4結語
第五章 整合後之系統架構與運用構想
5.1系統架構
5.2主要模組功能
5.3運用構想
5.4預期成效
5.5整合之技術研究
第六章 結論
第七章 參考文獻
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