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Agenda. Introduction and MotivationSome BackgroundChallenges in Bridging Distributed SimulationOur Proposed UTSAF ArchitectureSnapshots from our testbedConclusions. Background. Modular Semi-Automated Force (ModSAF) and OneSAFSIMNET, DIS and PDUUnreal Tournament (UT) Game EngineRETSINA. ModSA
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1. UTSAF: A Simulation Bridge between OneSAF and the Unreal Game Engine* J. Manojlovich, P. Prasithsangaree, J. Chen, and M. Lewis
2. Agenda Introduction and Motivation
Some Background
Challenges in Bridging Distributed Simulation
Our Proposed UTSAF Architecture
Snapshots from our testbed
Conclusions
3. Background Modular Semi-Automated Force (ModSAF) and OneSAF
SIMNET, DIS and PDU
Unreal Tournament (UT) Game Engine
RETSINA
4. ModSAF Military simulation environment
Provide a platform within which all services (Army, Air Force, Navy, etc.) could expand the synthetic battle space
Provide an architecture to support a community of SAF developers who would expand the battle space through the integration of individual code modules
6. ModSAF Communication IP multicast
ModSAF uses the Distributed Interactive Simulation protocol (DIS, IEEE1278 1993).
Protocol Data Unit is basic packet of information
There are roughly 100 different classes of PDU, but generally only the Entity State PDU is interesting for simulation purposes
7. Distributed Interactive Simulation The purpose of DIS is to create and maintain an interactive virtual environment for the following purposes:
Training
Replace and supplement field training
Testing
Planning
Standard for communicating a ground truth database among hosts
8. Distributed Interactive Simulation (cont.) Basic unit of DIS is the entity
These are typically vehicles in the simulation, such as tanks, trucks, aircraft, or missiles
DIS also specifies how to transmit terrain information, and electromagnetic emissions like radio and radar
9. What is Unreal Tournament? UT is a multiplayer video game
Produced by Epic games (http://www.epicgames.com)
Runs on Windows, Linux, Macintosh, PlayStation, and Xbox
http://www.unrealtournament2003.com
11. Why Use UT? By using UT as a base, we can avoid needless reinventing while benefiting from a proven development platform
UT is designed for programming, and many tools and resources are available to assist outside developers
UT runs well on commodity hardware and software, such as Windows and Linux
12. Why Use UT? (cont.) UT has numerous user interface enhancements over ModSAF
Three dimensional, instead of two
Ability to attach view to entity
Much easier to dynamically change the field of view in UT
Can use other projects that are built on UT
13. Problems When the virtual simulators are not exactly the same, it gets harder to pass entity information between these simulators
UT was not designed for full external control, so the built-in functionality must be overridden many times
14. Attribute Transfer Between Virtual Domains What is absolutely necessary?
Entity identification
Position in virtual world
Coordinate systems
What else is useful?
Entity velocity, appearance, orientation
15. Entity Conversion Naturally one would like to know what each object looks like in the original virtual environment, so that the corresponding objects in the other environment resemble them
Appearance includes such things like color and texture
16. Entity Conversion (cont.) ModSAF does not have 3D models for the entities in the simulations
For UTSAF, we had to both acquire from public sources, and create from scratch, our 3D models
3D Studio Max
Milkshape3D
17. Terrain Conversion Once you have the entities moved into the other simulator, you naturally want the static portions of the simulation as well
Walls, floors, ground, sky
Two approaches
Convert what's in the original simulation
Create new terrains from scratch, hand tune to look like original simulation
18. Terrain Conversion (cont.) We chose to convert the ModSAF terrains directly to the Unreal format
Multi-step conversion pipeline
ModSAF ? OpenFlight ? 3D Studio ? Unreal
TerraVista DART
NuGraf
3ds2unr
Unreal levels are restricted in size, so ModSAF terrains are converted piecemeal
19. UTSAF Testbed Roughly tell what are in our testbed environments. Im not sure that we should put the CAVE theater, but I think it makes the slide look cool!Roughly tell what are in our testbed environments. Im not sure that we should put the CAVE theater, but I think it makes the slide look cool!
20. RETSINA Agent Architecture Reusable Environment for Task-Structured Intelligent Networked Agents
http://www.cs.cmu.edu/~softagents
Multi-agent system (MAS) that supports communities of heterogeneous agents
Implements distributed infrastructural services that facilitate the interactions between agents, as opposed to managing them
21. RETSINA in Multi-Agent Environments Roughly explain the Multi-agent architecture
Roughly explain the Multi-agent architecture
22. Why use Agents? Weve found agents to be effective glue for tying together disparate proprietary software that cannot be linked by conventional means
Allows for loose coupling of different pieces of software, and sharing of information among software that normally cannot do so
23. Problems with Agents Communication lag
Network lag
Operating system latency
Architecture complexity
The more components in a system the more susceptible it is to failure
Agent programming being more loosely coupled than other types, is more immune to this type of failure however
24. Unreal Tournament Agents The most important of the remaining agents are the ones that talk to UT
Since this currently is a one way street, these are not referred to as brokers, but they will eventually become them
These agents listen for the DIS information from the broker, and pass the updated entity information to UT
25. Gamebots Network Extension
26. Gamebots Shot
27. UTSAF Architecture - Explain each component in detail.
- Also state that which component is doing the jobs of bridging as explained in previous slides.- Explain each component in detail.
- Also state that which component is doing the jobs of bridging as explained in previous slides.
28. SAF Broker Agent
29. Gamebots Agent
30. A BioChem Depot in ModSAF
31. A BioChem Depot in UTSAF
32. A Typical UTSAF Screenshot
33. Communication Lag There is a tremendous amount of packets that come out of ModSAF
If the broker cannot keep up with the traffic, a gap in communication will develop between what ModSAF is sending, and what the broker is telling the UT agents
34. User Disorientation When ModSAF environments are large, people can easily get lost and disoriented
Common problem: Where is north?
There is a need for a world-centered frame of reference of the entire virtual environment
An overall map, for example
35. Future Work We are currently investigating the effects of network packet filtering
Preliminary results suggest that filtering out even 80% of incoming packets has little noticeable effect on the simulation
We are working to expand the size of ModSAF terrain represented
Our major focus for UTSAF currently is to represent uninhabited aerial vehicles (UAVs) in realistic 3D