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Takuji TACHIBANA Yusuke HIROTA Keijiro SUZUKI Takehiro TSURITANI Hiroshi HASEGAWA
To accelerate research on Beyond 5G (B5G) technologies in Japan, we propose an algorithm that designs mesh-type metropolitan area network (MAN) models based on a priori Japanese regional railway information, because ground-truth communication network information is unavailable. Instead, we use the information of regional railways, which is expected to express the necessary geometric structure of our metropolitan cities while remaining strongly correlated with their population densities and demographic variations. We provide an additional compression algorithm for use in reducing a small-scale network model from the original MAN model designed using the proposed algorithm. Two Tokyo MAN models are created, and we provide day and night variants for each while highlighting the number of passengers alighting/boarding at each station and the respective population densities. The validity of the proposed algorithm is verified through comparisons with the Japan Photonic Network model and another model designed using the communication network information, which is not ground-truth. Comparison results show that our proposed algorithm is effective for designing MAN models and that our result provides a valid Tokyo MAN model.
Atsuo OZAKI Masakazu FURUICHI Katsumi TAKAHASHI Hitoshi MATSUKAWA
Simulation based education and training, especially wargame simulations, are being used widely in the field of defense modeling and in simulation communities. In order to efficiently train students and trainees, the wargame simulations must have both high performance and high fidelity. In this paper, we discuss design and implementation issues for a prototype of a parallel and distributed wargame simulation system. This wargame simulation system is based on High Level Architecture (HLA) and employs some optimization to achieve both high performance and high fidelity in the simulation system. The results show that the proposed optimization method is effective when optimization is applied to 93.5% or less of the moving objects (PFs) within the range of detection (RofD) of both the red and blue teams. Specifically, when each team has 1000 PFs we found that if the percentage of PFs within RofD is less than 50% for both teams, our method is over two times better than for the situation where there is no optimization.