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Joining a Real-Time Simulation: Parallel Finite-State Machines and Hierarchical Action Level Methods for Mitigating Lag Time

机译:加入实时仿真:平行有限状态机和分层动作级方法,用于缓解滞后时间

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Distributed virtual environments, which simulate an actual physical or imaginary world on a network and allow multiple participants to interact simultaneously with one another within it, are becoming increasingly important for both research and practical purposes. As the number of participants and the amount of information exchanged among participants increase, it is crucial to large-scale distributed virtual environments to overcome bandwidth limitations and resolve network latency and synchronization problems. We present a new framework, called MELD, for modeling distributed virtual environments using the pilot/drone paradigm, which allows each host to locally model remote entities in order to resolve latency problems and improve responsiveness. Our approach uses shared event queues and a cache coherence protocol to synchronize the pilot/drone. To further improve the system's scalability, interest management is used to filter unneeded data before a host receives it for processing. The partition, however, introduces the problem of dynamically joining a group in a real-time simulation. We address this problem by presenting a checkpoint/restart mechanism based on an action hierarchy and a parallel finite-state machine structure. Additionally, ALOD (action level of detail) is employed to mitigate the lag between pilot and drone at any joining time.
机译:分布式虚拟环境,它在网络上模拟实际的物理或虚线世界,并允许多个参与者在其中彼此同时进行交互,对研究和实际目的越来越重要。随着参与者的数量和参与者交换的信息量增加,它对大规模分布式虚拟环境至关重要,以克服带宽限制并解决网络延迟和同步问题。我们介绍了一个名为Mell的新框架,用于使用试验/无人机范例来建立分布式虚拟环境,允许每个主机到本地模型远程实体,以解决延迟问题并提高响应性。我们的方法使用共享事件队列和高速缓存同时协议来同步导频/无人机。为了进一步提高系统的可伸缩性,利息管理用于在主机接收到处理之前过滤不需要的数据。然而,分区介绍了在实时仿真中动态加入组的问题。通过呈现基于动作层次结构和并行有限状态机结构的检查点/重启机制来解决此问题。另外,使用Alod(细节的动作水平)以在任何接合时间下减轻导频和无人机之间的滞后。

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