Timed consistency for shared distributed objects
Proceedings of the eighteenth annual ACM symposium on Principles of distributed computing
Shared State Consistency for Time-Sensitive Distributed Applications
ICDCS '01 Proceedings of the The 21st International Conference on Distributed Computing Systems
Performance Evaluation of a Bandwidth Requirements Reduction Technique Based on Timely State Update
ANSS '05 Proceedings of the 38th annual Symposium on Simulation
LoI-based flow control on low-bandwidth federates
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Hi-index | 0.00 |
In distributed wargame simulations, the states of simulation entities need to be updated and sent to other simulation nodes in a timely manner, which may incur high overhead on the network. Thus, how to efficiently use the limited bandwidth of the network is very important to the performance of distributed wargame simulations. In this paper, a utility model is proposed to evaluate the relative importance of a simulation entity. In our proposed utility model, the utility of an entity is determined by the number of entities on which this entity may have influence and the distances between this entity and the entities within its area of influence. Based on the utility model, we may devise some flexible updating mechanisms which can utilize the bandwidth more efficiently. For example, the state updates of an important entity which may have nodes with a high frequency; on the other hand, the state updates of an entity with little importance may be sent to other simulation nodes with a low frequency. In this paper, we will focus on the utility computation of a simulation entity rather than the flexible state updating mechaisms for the simulation entities. Our proposed utility computation mechanism is general and can be easily implemented using the HLA services. Experimental results show that the utility computation mechanism incurs little overhead.