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.
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Atsuo OZAKI, Masakazu FURUICHI, Katsumi TAKAHASHI, Hitoshi MATSUKAWA, "Design and Implementation of Parallel and Distributed Wargame Simulation System and Its Evaluation" in IEICE TRANSACTIONS on Information,
vol. E84-D, no. 10, pp. 1376-1384, October 2001, doi: .
Abstract: 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.
URL: https://global.ieice.org/en_transactions/information/10.1587/e84-d_10_1376/_p
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@ARTICLE{e84-d_10_1376,
author={Atsuo OZAKI, Masakazu FURUICHI, Katsumi TAKAHASHI, Hitoshi MATSUKAWA, },
journal={IEICE TRANSACTIONS on Information},
title={Design and Implementation of Parallel and Distributed Wargame Simulation System and Its Evaluation},
year={2001},
volume={E84-D},
number={10},
pages={1376-1384},
abstract={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.},
keywords={},
doi={},
ISSN={},
month={October},}
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TY - JOUR
TI - Design and Implementation of Parallel and Distributed Wargame Simulation System and Its Evaluation
T2 - IEICE TRANSACTIONS on Information
SP - 1376
EP - 1384
AU - Atsuo OZAKI
AU - Masakazu FURUICHI
AU - Katsumi TAKAHASHI
AU - Hitoshi MATSUKAWA
PY - 2001
DO -
JO - IEICE TRANSACTIONS on Information
SN -
VL - E84-D
IS - 10
JA - IEICE TRANSACTIONS on Information
Y1 - October 2001
AB - 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.
ER -