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tutorial:

Parallel & Distributed Simulation Systems:


From Chandy/Misra to the High Level
Architecture and Beyond

Richard M. Fujimoto
College of Computing
Georgia Institute of Technology
Atlanta, GA 30332-0280
fujimoto@cc.gatech.edu
References

R. Fujimoto, Parallel and Distributed Simulation Systems, Wiley


Interscience, 2000.
(see also http://www.cc.gatech.edu/classes/AY2000/cs4230_spring)

HLA:
F. Kuhl, R. Weatherly, J. Dahmann, Creating Computer Simulation
Systems: An Introduction to the High Level Architecture for
Simulation, Prentice Hall, 1999.
(http://hla.dmso.mil)
Outline

Part I:
Introduction

Part II:
Time Management

Part III:
Distributed Virtual Environments
Parallel and Distributed Simulation
simulation Parallel simulation involves the
model execution of a single simulation
program on a collection of tightly
coupled processors (e.g., a shared
memory multiprocessor).
P P P P
parallel
processor
M M M

Distributed simulation involves


the execution of a single simulation
Replicated trials involves the program on a collection of loosely
execution of several, independent coupled processors (e.g., PCs
simulations concurrently on different interconnected by a LAN or WAN).
processors
Reasons to Use Parallel / Distributed Simulation
Enable the execution of time consuming simulations that could
not otherwise be performed (e.g., simulation of the Internet)
• Reduce model execution time (proportional to # processors)
• Ability to run larger models (more memory)
Enable simulation to be used as a forecasting tool in time
critical decision making processes (e.g., air traffic control)
• Initialize simulation to current system state
• Faster than real time execution for what-if experimentation
• Simulation results may be needed in seconds
Create distributed virtual environments, possibly including
users at distant geographical locations (e.g., training,
entertainment)
• Real-time execution capability
• Scalable performance for many users & simulated entities
Geographically Distributed Users/Resources
Geographically distributed users and/or resources are sometime needed
• Interactive games over the Internet
• Specialized hardware or databases

Server architecture Distributed architecture

Cluster of workstations Distributed computers


on LAN WAN interconnect

LAN interconnect
Stand-Alone vs. Federated Simulation Systems
Stand-Alone Federated Simulation
Simulation System Systems

Simulator 2
Process 1 Simulator 1 Simulator 3
Process 2

Process 3
Run Time Infrastructure-RTI
Process 4 (simulation backplane)
• federation set up & tear down
• synchronization, message ordering
• data distribution
Parallel simulation environment

Homogeneous programming Interconnect autonomous,


environment heterogeneous simulators
• simulation language • interface to RTI software
Principal Application Domains
Parallel Discrete Event Distributed Virtual
Simulation (PDES) Environments (DVEs)
• Discrete event simulation • Networked interactive,
to analyze systems immersive environments
• Fast model execution (as- • Scalable, real-time
fast-as-possible) performance
• Produce same results as a • Create virtual worlds that
sequential execution appear realistic
• Typical applications • Typical applications
– Telecommunication networks – Training
– Computer systems – Entertainment
– Transportation systems – Social interaction
– Military strategy and tactics
Historical Perspective
High Performance Computing Community

Chandy/Misra/Bryant second generation algorithms


algorithm
Time Warp algorithm making it fast and
easy to use
early experimental data

1975 1980 1985 1990 1995 2000


SIMulator NETworking (SIMNET) High Level Architecture
(1983-1990) (1996 - today)

Defense Community Distributed Interactive Simulation (DIS)


Aggregate Level Simulation Protocol (ALSP)
(1990 - 1997ish)
Dungeons and Dragons
Board Games
Multi-User Dungeon (MUD)
Adventure Multi-User Video Games
Games
(Xerox PARC)

Internet & Gaming Community


Part II:
Time Management

Parallel discrete event simulation


Conservative synchronization
Optimistic synchronization
Time Management in the High Level Architecture
Time
• physical system: the actual or imagined system being modeled
• simulation: a system that emulates the behavior of a physical system
main()
{ ...
double clock;
...

physical system simulation


• physical time: time in the physical system
– Noon, December 31, 1999 to noon January 1, 2000
• simulation time: representation of physical time within the simulation
– floating point values in interval [0.0, 24.0]
• wallclock time: time during the execution of the simulation, usually
output from a hardware clock (e.g., GPS)
– 9:00 to 9:15 AM on September 10, 1999
Paced vs. Unpaced Execution
Modes of execution
• As-fast-as-possible execution (unpaced): no fixed
relationship necessarily exists between advances in
simulation time and advances in wallclock time
• Real-time execution (paced): each advance in simulation
time is paced to occur in synchrony with an equivalent
advance in wallclock time
• Scaled real-time execution (paced): each advance in
simulation time is paced to occur in synchrony with S * an
equivalent advance in wallclock time (e.g., 2x wallclock
time)

Here, focus on as-fast-as-possible; execution can be paced


to run in real-time (or scaled real-time) by inserting delays
Discrete Event Simulation Fundamentals
Discrete event simulation: computer model for a system where changes in
the state of the system occur at discrete points in simulation time.

Fundamental concepts:
• system state (state variables)
• state transitions (events)
• simulation time: totally ordered set of values representing time in the
system being modeled (physical system)
• simulator maintains a simulation time clock
A discrete event simulation computation can be viewed as a sequence of
event computations

Each event computation contains a (simulation time) time stamp indicating


when that event occurs in the physical system.

Each event computation may:


(1) modify state variables, and/or
(2) schedule new events into the simulated future.
A Simple DES Example

H0 H1

Time Event Time Event Time Event Time Event Time Event
0 H0 Send Pkt
1 H1 Recv Pkt
1 H1 Send Ack
2 H0 Recv Ack
2 H0 Send Pkt
6 H0 Retrans 6 H0 Retrans 6 H0 Retrans
100 Done 100 Done 100 Done 100 Done 100 Done

• Simulator maintains event list


• Events processed in simulation time order
• Processing events may generate new events
• Complete when event list is empty (or some other termination condition)
Parallel Discrete Event Simulation
A parallel discrete event simulation program can be viewed as
a collection of sequential discrete event simulation programs
executing on different processors that communicate by
sending time stamped messages to each other

“Sending a message” is synonymous with “scheduling an


event”
Parallel Discrete Event Simulation Example
Physical system

physical process interactions among physical processes

logical process time stamped event (message)

Simulation LP (Subnet 1)

Recv Pkt
@15

LP LP
(Subnet 2) (Subnet 3)

all interactions between LPs must be via messages (no shared state)
The “Rub”
Golden rule for each logical process:
“Thou shalt process incoming messages in time
stamp order!!!” (local causality constraint)
Parallel Discrete Event Simulation Example
Physical system

physical process interactions among physical processes

logical process time stamped event (message)

Simulation Safe to process??? LP (Subnet 1)

Recv Pkt
@15

LP LP
(Subnet 2) (Subnet 3)

all interactions between LPs must be via messages (no shared state)
The Synchronization Problem
Local causality constraint: Events within each logical process must be
processed in time stamp order
Observation: Adherence to the local causality constraint is sufficient to
ensure that the parallel simulation will produce exactly the same
results as the corresponding sequential simulation*
Synchronization (Time Management) Algorithms
• Conservative synchronization: avoid violating the local causality
constraint (wait until it’s safe)
– 1st generation: null messages (Chandy/Misra/Bryant)
– 2nd generation: time stamp of next event
• Optimistic synchronization: allow violations of local causality to occur,
but detect them at runtime and recover using a rollback mechanism
– Time Warp (Jefferson)
– approaches limiting amount of optimistic execution

* provided events with the same time stamp are processed in the same order
as in the sequential execution
Part II:
Time Management

Parallel discrete event simulation


Conservative synchronization
Optimistic synchronization
Time Management in the High Level Architecture
Chandy/Misra/Bryant “Null Message” Algorithm
Assumptions
• logical processes (LPs) exchanging time stamped events (messages)
• static network topology, no dynamic creation of LPs
• messages sent on each link are sent in time stamp order
• network provides reliable delivery, preserves order
Observation: The above assumptions imply the time stamp of the last
message received on a link is a lower bound on the time stamp
(LBTS) of subsequent messages received on that link

H1
9 8 2
H3
logical
process one FIFO
H2 H3 5 4
queue per
incoming link

Goal: Ensure LP processes events in time stamp order


A Simple Conservative Algorithm
Algorithm A (executed by each LP):
Goal: Ensure events are processed in time stamp order:

WHILE (simulation is not over)


wait until each FIFO contains at least one message
remove smallest time stamped event from its FIFO
process that event
END-LOOP

• process time stamp 2 event


H1 9 8 2
H3 • process time stamp 4 event
logical • process time stamp 5 event
• wait until a message is received from H2
process
H2 5 4

Observation: Algorithm A is prone to deadlock!


Deadlock Example

H1 7
(waiting
on H2)

15 H3
10
(waiting
H2 on H1)
(waiting 9 8
on H3)

A cycle of LPs forms where each is waiting on the next LP in the cycle.
No LP can advance; the simulation is deadlocked.
Deadlock Avoidance Using Null Messages
Break deadlock by having each LP send “null” messages indicating a
lower bound on the time stamp of future messages it could send.

H1 7
(waiting
11 on H2)

15 H3
10 8
(waiting
H2 on H1)
(waiting 9 8
on H3)

Assume minimum delay between hosts is 3 units of simulation time


• H3 initially at time 5
• H3 sends null message to H2 with time stamp 8
• H2 sends null message to H1 with time stamp 11
• H1 may now process message with time stamp 7
Deadlock Avoidance Using Null Messages
Null Message Algorithm (executed by each LP):
Goal: Ensure events are processed in time stamp order and avoid
deadlock

WHILE (simulation is not over)


wait until each FIFO contains at least one message
remove smallest time stamped event from its FIFO
process that event
send null messages to neighboring LPs with time stamp indicating a
lower bound on future messages sent to that LP (current time plus
lookahead)
END-LOOP
The null message algorithm relies on a “lookahead” (minimum delay).
Lookahead Creep

H1 7
(waiting
6.0 on H2)
7.5
6.5
15 H3
10 5.5 7.0
(waiting
H2 on H1)
(waiting 9 8
on H3)
0.5
Assume minimum delay between hosts is 3 units of time
• H3 initially at time 5
• H3 sends null message, time stamp 5.5; H2 sends null message, time stamp 6.0
• H1 sends null message, time stamp 6.5; H3 send null message, time stamp 7.0
• H2 sends null message, time stamp 7.5; H1 can process time stamp 7 message
Five null messages to process a single event

If lookahead is small, there may be many null messages!


Preventing Lookahead Creep: Next Event Time Information

H1 7
(waiting
on H2)

15 H3
10
(waiting
H2 on H1)
(waiting 9 8
on H3)

Observation: If all LPs are blocked, they can immediately


advance to the time of the minimum time stamp event in the
system
Lower Bound on Time Stamp
No null messages, assume any LP can send messages to any other LP
When a LP blocks, compute lower bound on time stamp (LBTS) of messages
it may later receive; those with time stamp < LBTS safe to process
H3@6
(not blocked)
H3 8 9

H2@6.1
(blocked)
H2 10 15

7 transient
H1
H1@5 LBTS = ?
min (6, 10, 7) (assume zero lookahead) Simulation time
5 6 7 8 9 10 11 12 13 14 15 16

Given a snapshot of the computation, LBTS is the minimum among


• Time stamp of any transient messages (sent, but not yet received)
• Unblocked LPs: Current simulation time + lookahead
• Blocked LPs: Time of next event + lookahead
Lower Bound on Time Stamp (LBTS)
LBTS can be computed asynchonously using a distributed
snapshot algorithm (Mattern)
LP4 cut
message
LP3
Past
LP2

LP1 Future

wallclock time
cut point: an instant dividing process’s computation into past and future
cut: set of cut points, one per process
cut message: a message that was sent in the past, and received in the future
consistent cut: cut + all cut messages
cut value: minimum among (1) local minimum at each cut point and (2) time
stamp of cut messages; non-cut messages can be ignored
It can be shown LBTS = cut value
A Simple LBTS Algorithm
LP4 cut
message
LP3
Past
LP2

LP1 Future

wallclock time
Initiator broadcasts start LBTS computation message to all LPs
Each LP sets cut point, reports local minimum back to initiator
Account for transient (cut) messages
• Identify transient messages, include time stamp in minimum computation
– Color each LP (color changes with each cut point); message color = color of sender
– An incoming message is transient if message color equals previous color of receiver
– Report time stamp of transient to initiator when one is received
• Detecting when all transients have been received
– For each color, LPi keeps counter of messages sent (Sendi) and received (Receivei)
– At cut point, send counters to initiator: # transients =  (Sendi – Receivei)
– Initiator detects termination (all transients received), broadcasts global minimum
Another LBTS Algorithm
LP4 cut
message
LP3
Past
LP2

LP1 Future

wallclock time

An LP initiates an LBTS computation when it blocks


Initiator: broadcasts start LBTS message to all LPs
LPi places cut point, report local minimum and (Sendi –
Receivei) back to initiator
Initiator: After all reports received
if ( (Sendi – Receivei) = 0) LBTS = global minimum,
broadcast LBTS value
Else Repeat broadcast/reply, but do not establish a new cut
Synchronous Algorithms
Barrier Synchronization: when a process reaches a barrier synchronization, it
must block until all other processors have also reached the barrier.
process 1 process 2 process 3 process 4

- barrier -
wallclock
time wait - barrier -
- barrier -
wait wait
- barrier -

Synchronous algorithm
DO WHILE (unprocessed events remain)
barrier synchronization; flush all messages from the network
LBTS = min (Ni + LAi); Ni = time of next event in LPi; LAi = lookahead of LPi
all i
S = set of events with time stamp ≤ LBTS
process events in S
endDO
Variations proposed by Lubachevsky, Ayani, Chandy/Sherman, Nicol
Topology Information

ORD
4:00 2:00

6:00
LAX JFK

0:30 10:45

SAN
10:00

Global LBTS algorithm is overly conservative: does not exploit topology


information
• Lookahead = minimum flight time to another airport
• Can the two events be processed concurrently?
– Yes because the event @ 10:00 cannot affect the event @ 10:45
• Simple global LBTS algorithm:
– LBTS = 10:30 (10:00 + 0:30)
– Cannot process event @ 10:45 until next LBTS computation
Distance Between LPs
• Associate a lookahead with each link: LAB is the lookahead on the link
from LPA to LPB
– Any message sent on the link from LPA to LPB must have a time
stamp of TA + LAB where TA is the current simulation time of LPA
• A path from LPA to LPZ is defined as a sequence of LPs: LPA, LPB, …,
LPY, LPZ
• The lookahead of a path is the sum of the lookaheads of the links
along the path
• DAB, the minimum distance from LPA to LPB is the minimum
lookahead over all paths from LPA to LPB
• The distance from LPA to LPB is the minimum amount of simulated
time that must elapse for an event in LPA to affect LPB
Distance Between Processes

The distance from LPA to LPB is the minimum amount of simulated time
that must elapse for an event in LPA to affect LPB
Distance Matrix:
11 D [i,j] = minimum distance from LPi to LPj
3
LPA LPB LPA LPB LPC LPD
4 LPA 4 3 1 3
3 1 4 1 LPB 4 5 3 1
min (1+2, 3+1)
2 LPC 3 6 4 2
LPC LPD
LPD 5 4 2 4
2
13 15

• An event in LPY with time stamp TY depends on an event in


LPX with time stamp TX if TX + D[X,Y] < TY
• Above, the time stamp 15 event depends on the time stamp
11 event, the time stamp 13 event does not.
Computing LBTS
Assuming all LPs are blocked and there are no transient messages:
LBTSi=min(Nj+Dji) (all j) where Ni = time of next event in LPi

11 Distance Matrix:
3
D [i,j] = minimum distance from LPi to LPj
LPA LPB
LPA LPB LPC LPD
4
1 1 LPA 4 3 1 3
3 4
2 LPB 4 5 3 1
min (1+2, 3+1)
LPC LPD LPC 3 6 4 2
2 LPD 5 4 2 4
13 15

LBTSA = 15 [min (11+4, 13+5)]


LBTSB = 14 [min (11+3, 13+4)]
LBTSC = 12 [min (11+1, 13+2)]
LBTSD = 14 [min (11+3, 13+4)]
Need to know time of next event of every other LP
Distance matrix must be recomputed if lookahead changes
Example

ORD
4:00 2:00

6:00
LAX JFK

0:30 10:45

SAN
10:00

Using distance information:


• DSAN,JFK = 6:30
• LBTSJFK = 16:30 (10:00 + 6:30)
• Event @ 10:45 can be processed this iteration
• Concurrent processing of events at times 10:00 and 10:45
Lookahead
problem: limited concurrency
each LP must process events in time stamp order
event
LP D without lookahead
possible message
OK to process
LP C
with lookahead
LP B possible message
OK to process
LP A not OK to process yet

TA TA+LA Logical Time

Each LP A using declares a lookahead value LA; the time stamp of any event
generated by the LP must be ≥ TA+ LA
• Used in virtually all conservative synchronization protocols
• Relies on model properties (e.g., minimum transmission delay)

Lookahead is necessary to allow concurrent processing of events with


different time stamps (unless optimistic event processing is used)
Speedup of Central Server Queueing Model Simulation
Deadlock Detection and Recovery Algorithm
(5 processors)

4
Optimized
(deterministic service
3 time)
Optimized (exponential
Speedup

service time)
2
Classical (deterministic
service time)
1 Classical (exponential
service time)

0
1 2 4 8 16 32 64 128 256
Number of Jobs in Network

Exploiting lookahead is essential to obtain good performance


Summary: Conservative Synchronization

• Each LP must process events in time stamp order


• Must compute lower bound on time stamp (LBTS) of
future messages an LP may receive to determine which
events are safe to process
• 1st generation algorithms: LBTS computation based on
current simulation time of LPs and lookahead
– Null messages
– Prone to lookahead creep
• 2nd generation algorithms: also consider time of next
event to avoid lookahead creep
• Other information, e.g., LP topology, can be exploited
• Lookahead is crucial to achieving concurrent processing
of events, good performance
Conservative Algorithms
Pro:
• Good performance reported for many applications containing
good lookahead (queueing networks, communication
networks, wargaming)
• Relatively easy to implement
• Well suited for “federating” autonomous simulations, provided
there is good lookahead
Con:
• Cannot fully exploit available parallelism in the simulation
because they must protect against a “worst case scenario”
• Lookahead is essential to achieve good performance
• Writing simulation programs to have good lookahead can be
very difficult or impossible, and can lead to code that is
difficult to maintain
Part II:
Time Management

Parallel discrete event simulation


Conservative synchronization
Optimistic synchronization
Time Management in the High Level Architecture
Time Warp Algorithm (Jefferson)
Assumptions
• logical processes (LPs) exchanging time stamped events (messages)
• dynamic network topology, dynamic creation of LPs OK
• messages sent on each link need not be sent in time stamp order
• network provides reliable delivery, but need not preserve order
Basic idea:
• process events w/o worrying about messages that will arrive later
• detect out of order execution, recover using rollback

H1
9 8 2
H3
5 4
logical
process
H2 H3

process all available events (2, 4, 5, 8, 9) in time stamp order


Time Warp (Jefferson)
Each LP: process events in time stamp order, like a sequential simulator, except:
(1) do NOT discard processed events and (2) add a rollback mechanism

Input Queue
(event list) processed event
12 21 35 41 unprocessed event
snapshot of LP state
State Queue
anti-message

Output Queue
12
12 42
(anti-messages) 19
18

straggler message arrives in the past, causing rollback

Adding rollback:
• a message arriving in the LP’s past initiates rollback
• to roll back an event computation we must undo:
– changes to state variables performed by the event;
solution: checkpoint state or use incremental state saving (state queue)
– message sends
solution: anti-messages and message annihilation (output queue)
Anti-Messages

42
positive message

anti-message
42

• Used to cancel a previously sent message


• Each positive message sent by an LP has a corresponding anti-
message
• Anti-message is identical to positive message, except for a sign bit
• When an anti-message and its matching positive message meet in
the same queue, the two annihilate each other (analogous to matter
and anti-matter)
• To undo the effects of a previously sent (positive) message, the LP
need only send the corresponding anti-message
• Message send: in addition to sending the message, leave a copy of
the corresponding anti-message in a data structure in the sending LP
called the output queue.
Rollback: Receiving a Straggler Message
2. roll back events at times 21 and 35
Input Queue 2(a) restore state of LP to that prior to processing time stamp 21 event
(event list)
12 21 35 41 processed event

State Queue unprocessed event


snapshot of LP state
anti-message

Output Queue 12
12 42 2(b) send anti-message
19
(anti-messages)
18

BEFORE 1. straggler message arrives in the past, causing rollback

Input Queue
(event list)
12 18 21 35 41

State Queue 5. resume execution by processing event at time 18

Output Queue
12
12
(anti-messages) 19
AFTER
Processing Incoming Anti-Messages
Case I: corresponding message has not yet been processed
– annihilate message/anti-message pair

Case II: corresponding message has already been processed


– roll back to time prior to processing message (secondary rollback)
– annihilate message/anti-message pair
1. anti-message arrives
3. Annihilate message
42 2. roll back events (time stamp 42 and 45)
and anti-message
2(a) restore state
processed event
27 42 45 55 unprocessed event
snapshot of LP state
anti-message
2(b) send anti-message
33 57

may cause “cascaded” rollbacks; recursively applying eliminates all effects of error

Case III: corresponding message has not yet been received


– queue anti-message
– annihilate message/anti-message pair when message is received
Global Virtual Time and Fossil Collection
A mechanism is needed to:
• reclaim memory resources (e.g., old state and events)
• perform irrevocable operations (e.g., I/O)

Observation: A lower bound on the time stamp of any rollback that can
occur in the future is needed.
Global Virtual Time (GVT) is defined as the minimum time stamp of any
unprocessed (or partially processed) message or anti-message in the
system. GVT provides a lower bound on the time stamp of any future
rollback.
• storage for events and state vectors older than GVT (except one state
vector) can be reclaimed
• I/O operations with time stamp less than GVT can be performed.
• GVT algorithms are similar to LBTS algorithms in conservative
synchronization
Observation: The computation corresponding to GVT will not be rolled
back, guaranteeing forward progress.
Time Warp and Chandy/Misra Performance
8
Time Warp (64 logical
7 processes)
6 Time Warp (16 logical
processes)
Speedup

5 Deadlock Avoidance
(64 logical processes)
4
Deadlock Avoidance
3 (16 logical processes)
Deadlock Recovery (64
2 logical processes)
1 Deadlock Recovery (64
logical processes)
0
0 16 32 48 64
Message Density
(messages per logical process)
• eight processors
• closed queueing network, hypercube topology
• high priority jobs preempt service from low priority jobs (1% high priority)
• exponential service time (poor lookahead)
Other Optimistic Algorithms
Principal goal: avoid excessive optimistic execution

A variety of protocols have been proposed, among them:


• window-based approaches
– only execute events in a moving window (simulated time, memory)
• risk-free execution
– only send messages when they are guaranteed to be correct
• add optimism to conservative protocols
– specify “optimistic” values for lookahead
• introduce additional rollbacks
– triggered stochastically or by running out of memory
• hybrid approaches
– mix conservative and optimistic LPs
• scheduling-based
– discriminate against LPs rolling back too much
• adaptive protocols
– dynamically adjust protocol during execution as workload changes
Summary of Optimistic Algorithms
Pro:
• Good performance reported for a variety of applications
(queueing communication networks, combat models,
transportation systems)
• Good transparency: offers the best hope for “general
purpose” parallel simulation software (more resilient to poor
lookahead than conservative methods)
Con:
• Memory requirements may be large
• Implementation is generally more complex and difficult to
debug than conservative mechanisms
– System calls, memory allocation ...
– Must be able to recover from exceptions
• Use in federated simulations requires adding rollback
capability to existing simulations
Part II:
Time Management

Parallel discrete event simulation


Conservative synchronization
Optimistic synchronization
Time Management in the High Level Architecture
High Level Architecture (HLA)
• based on a composable “system of systems” approach
– no single simulation can satisfy all user needs
– support interoperability and reuse among DoD simulations
• federations of simulations (federates)
– pure software simulations
– human-in-the-loop simulations (virtual simulators)
– live components (e.g., instrumented weapon systems)
• mandated as the standard reference architecture for all M&S in the U.S.
Department of Defense (September 1996)
The HLA consists of
• rules that simulations (federates) must follow to achieve proper
interaction during a federation execution
• Object Model Template (OMT) defines the format for specifying the set
of common objects used by a federation (federation object model), their
attributes, and relationships among them
• Interface Specification (IFSpec) provides interface to the Run-Time
Infrastructure (RTI), that ties together federates during model execution
HLA Federation
Interconnecting autonomous simulators
Federation

Simulation Simulation Simulation


(federate) (federate) (federate)

Interface Interface
Specification Specification

Runtime Infrastructure(RTI)
Services to create and manage the execution of the federation
• Federation setup / tear down
• Transmitting data among federates
• Synchronization (time management)
Interface Specification

Category Functionality
Create and delete federation executions
Federation Management join and resign federation executions
control checkpoint, pause, resume, restart
Establish intent to publish and subscribe
Declaration Management
to object attributes and interactions
Create and delete object instances
Control attribute and interaction
Object Management
publication
Create and delete object reflections

Ownership Management Transfer ownership of object attributes

Coordinate the advance of logical time


Time Management
and its relationship to real time

Data Distribution Management Supports efficient routing of data


A Typical Federation Execution
initialize federation
• Create Federation Execution (Federation Mgt)
• Join Federation Execution (Federation Mgt)

declare objects of common interest among federates


• Publish Object Class (Declaration Mgt)
• Subscribe Object Class Attribute (Declaration Mgt)

exchange information
• Update/Reflect Attribute Values (Object Mgt)
• Send/Receive Interaction (Object Mgt)
• Time Advance Request, Time Advance Grant (Time Mgt)
• Request Attribute Ownership Assumption (Ownership Mgt)
• Modify Region (Data Distribution Mgt)

terminate execution
• Resign Federation Execution (Federation Mgt)
• Destroy Federation Execution (Federation Mgt)
HLA Message Ordering Services
The HLA provides two types of message ordering:
• receive order (unordered): messages passed to federate in an arbitrary order
• time stamp order (TSO): sender assigns a time stamp to message; successive
messages passed to each federate have non-decreasing time stamps
Receive Time Stamp
Property
Order (RO) Order (TSO)
Latency low higher
reproduce before and after
no yes
relationships?
all federates see same
no yes
ordering of events?
execution repeatable? no yes
typical applications training, T&E analysis
• receive order minimizes latency, does not prevent temporal anomalies
• TSO prevents temporal anomalies, but has somewhat higher latency
Advancing Logical Time

HLA TM services define a protocol for federates to advance logical time; logical
time only advances when that federate explicitly requests an advance
• Time Advance Request: time stepped federates
• Next Event Request: event stepped federates
• Time Advance Grant: RTI invokes to acknowledge logical time advances

federate
Time Advance Request
or Time Advance Grant
Next Event Request

RTI

If the logical time of a federate is T, the RTI guarantees no more TSO


messages will be passed to the federate with time stamp < T
Federates responsible for pacing logical time advances with wallclock time in
real-time executions
HLA Time Management Services

event receive time stamp


order order
ordering messages messages

Runtime Infrastructure (RTI)


time
FIFO stamp
queue ordered
queue
logical time

time state updates


synchronized and interactions logical time advances
delivery
federate
• local time and event management
• mechanism to pace execution with
wallclock time
wallclock time (if necessary)
(synchronized with
• federate specific techniques (e.g., other processors)
compensation for message latencies)
Synchronizing Message Delivery
Goal: process all events (local and incoming messages) in time stamp
order; To support this, RTI will
• Deliver messages in time stamp order (TSO)
• Synchronize delivery with simulation time advances

next
TSO
TSO message
messages
RTI next
T’ local
event

local logical
events federate T
current time
time
Federate: next local event has time stamp T
• If no TSO messages w/ time stamp < T, advance to T, process local event
• If there is a TSO message w/ time stamp T’ ≤ T, advance to T’ and process TSO
message
Next Event Request (NER)
• Federate invokes Next Event Request (T) to request its logical time be
advanced to time stamp of next TSO message, or T, which ever is smaller
• If next TSO message has time stamp T’ ≤ T
– RTI delivers next TSO message, and all others with time stamp T’
– RTI issues Time Advance Grant (T’)
• Else
– RTI advances federate’s time to T, invokes Time Advance Grant (T)

Typical execution sequences

Federate RTI Federate RTI


NER(T) NER(T) NER: Next Event Request
TAG: Time Advance Grant
RAV (T’) RAV: Reflect Attribute Values
TAG(T)
RAV (T’)
Federate calls in black
TAG(T’) RTI callbacks in red
Wall clock
time
RTI delivers events no TSO events
Lookahead in the HLA
• Each federate must declare a non-negative lookahead value
• Any TSO sent by a federate must have time stamp at least the federate’s
current time plus its lookahead
• Lookahead can change during the execution (Modify Lookahead)
– increases take effect immediately
– decreased do not take effect until the federate advances its logical
time

1. Current time is T, lookahead L


T T+L Logical time 2. Request lookahead decrease by ∆L to L’

L- ∆T
∆T

T+ ∆T T+L Logical time 3. Advance ∆T, lookahead, decreases ∆T

∆L L’

T+∆L T+L Logical time 4. After advancing ∆L, lookahead is L’


Minimum Next Event Time and LBTS

network

TSO queue
13 Current Time =8 Current Time =9
LBTS0=10 Lookahead = 2 Lookahead = 8
11
8 MNET0=8

Federate0 Federate1 Federate2

• LBTSi: Lower Bound on Time Stamp of TSO messages that could later
be placed into the TSO queue for federate i
– TSO messages w/ TS ≤ LBTSi eligible for delivery
– RTI ensures logical time of federate i never exceeds LBTSi
• MNETi: Minimum Next Event Time is a lower bound on the time stamp of
any message that could later be delivered to federate i.
– Minimum of LBTSi and minimum time stamp of messages in TSO
queue
Event Retraction
Previously sent events can be “unsent” via the Retract service
– Update Attribute Values and Send Interaction return a “handle” to
the scheduled event
– Handle can be used to Retract (unschedule) the event
– Can only retract event if its time stamp > current time + lookahead
– Retracted event never delivered to destination (unless Flush
Queue used)
Sample execution sequence: NER: Next Event Request
UAV: Update Attribute Values)
TAG: Time Advance Grant (callback)
1. NER (100) 2. TAG (90)
2. Receive Interaction (90)
Vehicle
1. Handle=UAV (100) 3. Retract(Handle)
Observer

Wallclock time

1. Vehicle schedules position update at time 100, ready to advance to time 100
2. receives interaction (break down event) invalidating position update at time 100
3. Vehicle retracts update scheduled for time 100
Optimistic Time Management
Mechanisms to ensure events are processed in time stamp order:
• conservative: block to avoid out of order event processing
• optimistic: detect out-of-order event processing, recover (e.g., Time Warp)
Primitives for optimistic time management
• Optimistic event processing
– Deliver (and process) events without time stamp order delivery guarantee
– HLA: Flush Queue Request
• Rollback
– Deliver message w/ time stamp T, other computations already performed at times >
T
– Must roll back (undo) computations at logical times > T
– HLA: (local) rollback mechanism must be implemented within the federate
• Anti-messages & secondary rollbacks
– Anti-message: message sent to cancel (undo) a previously sent message
– Causes rollback at destination if cancelled message already processed
– HLA: Retract service; deliver retract request if cancelled message already delivered
• Global Virtual Time
– Lower bound on future rollback to commit I/O operations, reclaim memory
– HLA: Query Next Event Time service gives current value of GVT
Optimistic Time Management in the HLA

HLA Support for Optimistic Federates


• federations may include conservative and/or optimistic federates
• federates not aware of local time management mechanism of other
federates (optimistic or conservative)
• optimistic events (events that may be later canceled) will not be delivered
to conservative federates that cannot roll back
• optimistic events can be delivered to other optimistic federates
• individual federates may be sequential or parallel simulations
Flush Queue Request: similar to NER except
(1) deliver all messages in RTI’s local message queues,
(2) need not wait for other federates before issuing a Time Advance Grant
Summary: HLA Time Management

Functionality:
• allows federates with different time management requirements (and local TM
mechanisms) to be combined within a single federation execution
– DIS-style training simulations
– simulations with hard real-time constraints
– event-driven simulations
– time-stepped simulations
– optimistic simulations

HLA Time Management services:


• Event order
– receive order delivery
– time stamp order delivery
• Logical time advance mechanisms
– TAR/TARA: unconditional time advance
– NER/NERA: advance depending on message time stamps
Part III:
Distributed Virtual Environments

Introduction
Dead reckoning
Data distribution
Example: Distributed Interactive Simulation (DIS)
“The primary mission of DIS is to define an infrastructure for linking
simulations of various types at multiple locations to create realistic,
complex, virtual ‘worlds’ for the simulation of highly interactive
activities” [DIS Vision, 1994].

• developed in U.S. Department of Defense, initially for training


• distributed virtual environments widely used in DoD; growing use in other
areas (entertainment, emergency planning, air traffic control)
A Typical DVE Node Simulator
network
visual display
system

Image network
Generator Other Vehicle interface
State Table
terrain
database control/
own vehicle sound
display
dynamics generator
interface

controls
and panels

Execute every 1/30th of a second:


• receive incoming messages & user inputs, update state of remote vehicles
• update local display
• for each local vehicle
• compute (integrate) new state over current time period
• send messages (e.g., broadcast) indicating new state
Reproduced from Miller, Thorpe (1995), “SIMNET: The Advent of Simulator Networking,” Proceedings of the IEEE,
83(8): 1114-1123.
Typical Sequence

visual display
3 6 7 4 8
1. Detect trigger press
Image network
Generator interface 2. Audio “fire” sound
Other Vehicle
State Table 3. Display muzzel flash
terrain
database control/ 4. Send fire PDU
own vehicle sound
display
dynamics generator
interface 5. Display muzzel flash
1 2 6. Compute trajectory,
Controls/panels
display tracer
7. Display shell impact
visual display
5 9 4 8 11
8. Send detonation PDU
Image network 9. Display shell impact
Generator Other Vehicle interface
10. Compute damage
State Table
terrain
11. Send Entity state PDU
database control/
own vehicle sound indicating damage
display
dynamics generator
interface

10
Controls/panels
DIS Design Principles
• Autonomy of simulation nodes
– simulations broadcast events of interest to other simulations; need not determine
which others need information
– receivers determine if information is relevant to it, and model local effects of new
information
– simulations may join or leave exercises in progress
• Transmission of “ground truth” information
– each simulation transmits absolute truth about state of its objects
– receiver is responsible for appropriately “degrading” information (e.g., due to
environment, sensor characteristics)
• Transmission of state change information only
– if behavior “stays the same” (e.g., straight and level flight), state updates drop to a
predetermined rate (e.g., every five seconds)
• “Dead Reckoning” algorithms
– extrapolate current position of moving objects based on last reported position
• Simulation time constraints
– many simulations are human-in-the-loop
– humans cannot distinguish temporal difference < 100 milliseconds
– places constraints on communication latency of simulation platform
Part III:
Distributed Virtual Environments

Introduction
Dead reckoning
Data distribution
Distributed Simulation Example

• Virtual environment simulation containing two moving


vehicles
• One vehicle per federate (simulator)
• Each vehicle simulator must track location of other
vehicle and produce local display (as seen from the local
vehicle)
• Approach 1: Every 1/60th of a second:
– Each vehicle sends a message to other vehicle
indicating its current position
– Each vehicle receives message from other vehicle,
updates its local display
Limitations

• Position information corresponds to location when the


message was sent; doesn’t take into account delays in
sending message over the network
• Requires generating many messages if there are many
vehicles
Dead Reckoning

• Send position update messages less frequently


• local dead reckoning model predicts the position of remote
entities between updates

“infrequent” position last reported state:


update messages position = (1000,1000)
visual display get position traveling east @ 50 feet/sec
system at frame rate
(1050,1000)
1000
Image Dead reckoning predicted
Generator model position
one second later
terrain
database

1000 1050

• When are updates sent?


• How does the DRM predict vehicle position?
Re-synchronizing the DRM
When are position update messages generated?
• Compare DRM position with exact position, and generate an update message if
error is too large
• Generate updates at some minimum rate, e.g., 5 seconds (heart beats)

High
Fidelity close DRM
Model enough? aircraft 1
timeout? simulator for
aircraft 1
aircraft 1
over threshold DRM
or timeout aircraft 2

entity state
update PDU

DRM
aircraft 1
simulator for
aircraft 2

display sample DRM at


frame rate
Dead Reckoning Models

• P(t) = precise position of entity at time t


• Position update messages: P(t1), P(t2), P(t3) …
• v(ti), a(ti) = ith velocity, acceleration update
• DRM: estimate D(t), position at time t
– ti = time of last update preceding t
– ∆t = ti - t
• Zeroth order DRM:
– D(t) = P(ti)
• First order DRM:
– D(t) = P(ti) + v(ti)*∆t
• Second order DRM:
– D(t) = P(ti) + v(ti)*∆t + 0.5*a(ti)*(∆t)2
DRM Example

DRM estimates position


receive
A B C
message
true position t1 just before
state update t2 screen update
D
message E
generate state
DRM estimate of update message
true position

display update

Potential problems:
• Discontinuity may occur when position update arrives;
may produce “jumps” in display
• Does not take into account message latency
Time Compensation

Taking into account message latency


• Add time stamp to message when update is generated
(sender time stamp)
• Dead reckon based on message time stamp

A B C
true position
state update t1
t2 update with time
message
compensation
DRM estimate of
D E
true position

display update
Smoothing
Reduce discontinuities after updates occur
• “phase in” position updates
• After update arrives
– Use DRM to project next k positions
– Interpolate position of next update

A B C interpolated
true position position
t1
state update
t2
message D

DRM estimate of
E
true position

display update
extrapolated position
used for smoothing

Accuracy is reduced to create a more natural display


Part III:
Distributed Virtual Environments

Introduction
Dead reckoning
Data distribution
Data Distribution Management
A federate sending a message (e.g., updating its current location) cannot
be expected to explicitly indicate which other federates should receive
the message
Basic Problem: which federates receive messages?
• broadcast update to all federates (SimNet, early versions of DIS)
– does not scale to large numbers of federates
• grid sectors
– OK for distribution based on spacial proximity
• routing spaces (STOW-RTI, HLA)
– generalization of grid sector idea
Content-based addressing: in general, federates must specify:
• Name space: vocabulary used to specify what data is of interest and to
describe the data contained in each message (HLA: routing space)
• Interest expressions: indicate what information a federate wishes to
receive (subset of name space; HLA: subscription region)
• Data description expression: characterizes data contained within
each message (subset of name space; HLA: publication region)
HLA Routing Spaces

1.0
• Federate 1 (sensor): subscribe to S1
• Federate 2 (sensor): subscribe to S2
S2
• Federate 3 (target): update region U
0.5 U
S1
update messages by target are sent to
federate 1, but not to federate 2
0.0
0.0 0.5 1.0

HLA Data Distribution Management


• N dimensional normalized routing space
• interest expressions are regions in routing space (S1=[0.1,0.5], [0.2,0.5])
• each update associated with an update region in routing space
• a federate receives a message if its subscription region overlaps with
the update region
Implementation: Grid Based
1.0 partition routing space into
21 22 23 24 25 grid cells, map each cell to
a multicast group
16 17 18 19 20 multicast group,
S2
id=15
U
0.5 11 12 13 14 15
S1
U publishes to 12, 13
6 7 8 9 10 S1 subscribes to 6,7,8,11,12,13
S2 subscribes to 11,12,16,17
1 2 3 4 5
0.0
0.0 0.5 1.0

• subscription region: Join each group overlapping subscription region


• attribute update: send Update to each group overlapping update region
• need additional filtering to avoid unwanted messages, duplicates
Changing a Subscription Region

new region 33 34 35 36 37 38 39 40

25 26 27 28 29 30 31 32
existing subscription region

17 18 19 20 21 22 23 24
Leave group

Join group 9 10 11 12 13 14 15 16

no operations issued 1 2 3 4 5 6 7 8

Change subscription region:


• issue Leave operations for (cells in old region - cells in new region)
• issue Join operations for (cells in new region - cells in old region)
Observation: each processor can autonomously join/leave groups
whenever its subscription region changes w/o communication.
Another Approach: Region-Based Implementation

1.0
• Multicast group associated with U
S2 • Membership of U: S1
0.5 U • Modify U to U’:
S1 – determine subscription regions
overlapping with U’
– Modify membership accordingly
0.0
0.0 0.5 1.0
• Associate a multicast group with each update region
• Membership: all subscription regions overlapping with update region
• Changing subscription (update) region
– Must match new subscription (update) region against all existing
update (subscription) regions to determine new membership
• No duplicate or extra messages
• Change subscription: typically requires interprocessor communication
• Can use grids (in addition to regions) to reduce matching cost
Distributed Virtual Environments: Summary
• Perhaps the most dominant application of distributed
simulation technology to date
– Human in the loop: training, interactive, multi-player video games
– Hardware in the loop
• Managing interprocessor communication is the key
– Dead reckoning techniques
– Data distribution management
• Real-time execution essential
• Many other issues
– Terrain databases, consistent, dynamic terrain
– Real-time modeling and display of physical phenomena
– Synchronization of hardware clocks
– Human factors
Future Research
Directions
The good news...

Parallel and distributed simulation technology is seeing


widespread use in real-world applications and systems
• HLA, standardization (OMG, IEEE 1516)
• Other defense systems
• Interactive games (no time management yet, though!)
Interoperability and Reuse
Reuse the principal reason distributed simulation technology
is seeing widespread use (scalability still important!)
“Sub-objective 1-1: Establish a common high level simulation
architecture to facilitate interoperability [and] reuse of M&S
components.”
- U.S. DoD Modeling and Simulation Master Plan
“critical capability that underpin the IMTR vision [is]... total,
seamless model interoperability: Future models and
simulations will be transparently compatible, able to plug-
and-play …”
- Integrated Manufacturing Technology Roadmap
• Enterprise Management
• Circuit design, embedded systems
• Transportation
• Telecommunications
Research Challenges
• Shallow (communication) vs. deep (semantics)
interoperability: How should I develop simulations today,
knowing they may be used tomorrow for entirely different
purposes?
• Multi-resolution modelling
• Smart, adaptable interfaces?
• Time management: A lot of work completed already, but
still not a solved problem!
– Conservative: zero lookahead simulations will continue to be the
common case
– Optimistic: automated optimistic-ization of existing simulations
(e.g., state saving)
– Challenge basic assumptions used in the past: New problems &
solutions, not new solutions to the old problems
• Relationship of interoperability and reuse in simulation to
other domains (e.g., e-commerce)?
Real-Time Systems

Interactive distributed simulations for immersive virtual


environments represents fertile new ground for distributed
simulation research

The distinction between the virtual and real world is


disappearing
Research Challenges
• Real-time time management
– Time managed, real-time distributed simulations?
– Predictable performance
– Performance tunable (e.g., synchronization overheads)
– Mixed time management (e.g., federations with both analytic and
real-time training simulations)
• Distributed simulation over WANs, e.g., the Internet
– Server vs. distributed architectures?
– PDES over unreliable transport and nodes
• Distributed simulations that work!
– High quality, robust systems
• Data Distribution Management
– Implementation architectures
– Managing large numbers of multicast groups
– Join/leave times
– Integration and exploitation of network QoS
Simulation-Based Decision Support

Real World Real-Time Advisor


System Automated and/or
interactive
analysis tools
live analysts
data
feeds
forecasting tool
Information
(fast simulation)
system

• Battle management
• Enterprise control
• Transportation Systems decision makers
Research Challenges
• Ultra fast model execution
– Much, much faster-than-real-time execution
– Instantaneous model execution: Spreadsheet-like performance
• Ultra fast execution of multiple runs
• Automated simulation analyses: smart, self-managed
devices and systems?
• Ubiquitous simulation?
Closing Remarks

After years of being largely an academic endeavor,


parallel and distributed simulation technology is
beginning to thrive.

Many major challenges remain to be addressed before


the technology can achieve its fullest potential.
The
End

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