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RFC1667 - Modeling and Simulation Requirements for IPng

王朝other·作者佚名  2008-05-31
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Network Working Group S. Symington

Request for Comments: 1667 MITRE Corporation

Category: Informational D. Wood

MITRE Corporation

M. Pullen

George Mason University

August 1994

Modeling and Simulation Requirements for IPng

Status 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.

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 [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.

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

[1] Cohen, D., "DSI Requirements", December 13, 1993.

[2] Final Draft Communication Architecture for Distributed

Interactive Simulation (CADIS), Institute for Simulation and

Training, Orlando, Florida, June 28, 1993.

[3] Miller, D., "Distributed Interactive Simulation Networking

Issues", briefing presented to the ST/IP Peer Review Panel, MIT

Lincoln Laboratory, December 15, 1993.

[4] Pate, L., Curtis, K., and K. Shah, "Communication Service

Requirements for the M&S Community", September 1992.

[5] Pullen, M., "Multicast Network Architecture for DIS, briefing

presented to the Networks Infrastructure Task Force", George

Mason University, C3I Center/Computer Science, November 10, 1993,

revised November 11, 1993.

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

 
 
 
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