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Obstacles to Producing Realistic Urban Traffic in a Distributed Environment

机译:在分布式环境中生产现实城市交通的障碍

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The increasing importance of urban combat and operations in modern warfare drives a need for effective simulation of the urban environment for training, testing, and planning purposes. One of the defining elements of the urban environment is a dense population of people and vehicles. This presence adds many considerations to urban operations including concealment of hostile forces among noncombatants, sensor confusion, the risk of civilian casualties, and navigational difficulties. Attempting to simulate this civilian presence at an entity level, rather than an aggregate level, poses many difficulties. The volume and density of the entities to be simulated necessitates the minimization of computational expense and network traffic generated per vehicle. The high amount of resources required to simulate any significant fraction of a city's population suggests a distributed approach. Distributing this task, however, is difficult as fluctuating traffic patterns unbalance loads and the large coverage areas of modern sensors prevent many obvious simplifications and optimizations. In support of the Urban Resolve Experiment for the Joint Experimentation Directorate of the US Joint Forces Command (JFCOM J9), a simulation application named CultureSim was developed to handle the simulation of the background population of a city. CultureSim has been under continual development since 1999. Today, working the computational and network limitations of its simulation environment, it has successfully generated over half a million simultaneous entities to populate an urban environment. Each entity moves independently, using road networks to follow a behavioral profile that generates realistic traffic patterns. As the simulations it participates in grow in sophistication, especially with the inclusion of modern 3D views of the battle space, there has been an increased pressure to improve the realism of the movement of these urban vehicles. Latency from the distributed environment, the risk of desynchronization between simulators, uneven vehicle distributions, changing traffic patterns, the need to react to other participants in the simulation, and the need to produce a reasonable traffic flow from abitrary vehicle layouts all make this task difficult. This paper details many of the problems and obstacles faced by CultureSim in producing realistic urban traffic and the solutions implemented to address these problems.
机译:城市作战和操作的现代战争驱动重要性日益增加,需要用于培训,测试和规划城市环境的有效模拟。一个城市环境的决定性要素是人车密集的人口。这种存在增加了许多考虑到城市运营,包括非战斗人员之间的敌对势力的隐蔽性,传感器混乱,平民伤亡的风险,和导航困难。试图在实体层面来模拟这一民事存在,而不是总体水平,提出了许多困难。实体的体积和密度要模拟必要每辆车生成计算开销和网络流量的最小化。模拟城市的人口的任何显著部分所需的资源量高表明一个分布式的方法。发布这个任务,但是,是困难的,因为波动的业务模式不平衡负载和现代传感器的较大覆盖范围内防止许多明显的简化和优化。为了支持城市解决实验的美国联合部队司令部(JFCOM J9)的联合实验局,名为CultureSim模拟应用程序的开发是为了处理一个城市的人口背景的模拟。 CultureSim一直处于不断发展自1999年今天,工作的模拟环境的计算和网络限制,它已经成功地产生了五十多万同时实体填充的城市环境。每个实体独立移动,使用道路网络按照生成逼真的交通模式的行为概况。由于它参与的复杂性增加,尤其是与包容的战斗空间的现代3D视图的模拟中,一直存在增加的压力,以改善这些城市车辆的运动的真实感。潜伏期从分布式环境中,仿真器之间不同步的风险,不平车辆的分布,变化的流量模式,需要到其他参与者的反应在模拟,并产生从abitrary车辆布局合理的交通流的需要都使这个任务艰巨。本文详细介绍了许多问题和生产现实城市交通面临的CultureSim障碍和实施,以解决这些问题的解决。

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