One document matched: draft-ietf-lsma-limitations-02.txt

Differences from draft-ietf-lsma-limitations-01.txt



INTERNET DRAFT                                       J.M.Pullen
Expires in six months                                  George Mason U.
                                                     M.Myjak
                                                       U.of Central Florida
                                                     C.Bouwens
                                                       SAIC
                                                     7 February 1998


    Limitations of Internet Protocol Suite for Distributed Simulation
                 in the Large Multicast Environment

                 draft-ietf-lsma-limitations-02.txt

Status of this Memo

     This document is an Internet-Draft.  Internet-Drafts are working
     documents of the Internet Engineering Task Force (IETF), its
     areas, and its working groups.  Note that other groups may also
     distribute working documents as Internet-Drafts.

     Internet-Drafts are draft documents valid for a maximum of six
     months and may be updated, replaced, or obsoleted by other
     documents at any time.  It is inappropriate to use Internet-
     Drafts as reference material or to cite them other than as
     ``work in progress.''

     To learn the current status of any Internet-Draft, please check
     the ``1id-abstracts.txt'' listing contained in the Internet-
     Drafts Shadow Directories on ftp.is.co.za (Africa),
     nic.nordu.net (Europe), munnari.oz.au (Pacific Rim),
     ds.internic.net (US East Coast), or ftp.isi.edu (US West Coast).


Abstract

The Large-Scale Multicast Applications (LSMA) working group was chartered to 
produce Internet-Drafts aimed at a consensus-based development of the 
Internet protocols to support large scale multicast applications including
real-time distributed simulation.  This draft defines aspects of the Internet 
protocols that LSMA has found to need further development in order to meet 
that goal.


1.  The Large Multicast Environment

The Large-Scale Multicast Applications working group (LSMA) was formed 
to create a consensus-based requirement for Internet Protocols to support 
Distributed Interactive Simulation (DIS) [DIS94], its successor the High 
Level Architecture for simulation (HLA) [DMSO96], and related applications.  
The applications are characterized by the need to distribute a real-time 
application over a shared wide-area network in a scalable manner such that 
numbers of hosts from a few to tens of thousands are able to interchange
state data with sufficient reliability and timeliness to sustain a three-
dimensional virtual, visual environment containing large numbers of moving 
objects.  The network supporting such an system necessarily will be capable 
of multicast [IEEE95a,IEEE95b].

Distributed Interactive Simulation is the name of a family of protocols 
used to exchange information about a virtual environment among hosts in 
a distributed system that are simulating the behavior of objects in that 
environment.  The objects are capable of physical interactions and can 
sense each other by visual and other means (infrared, etc.).  DIS was 
developed by the U.S. Department of Defense (DoD) to implement system for 
military training, rehearsal, and other purposes. More information on DIS 
can be found in [SSM96].

The feature of distributed simulation that drives network requirements is 
that it is intended to work with output to and input from humans across 
distributed simulators in real time. This places tight limits on latency 
between hosts.  It also means that any practical network will require 
multicasting to implement the required distribution of all data to all 
participating simulators.  Large distributed simulation configurations are 
expected to group hosts on multicast groups based on sharing the same 
sensor inputs in the virtual environment.  This can mean a need for 
hundreds of multicast groups where objects may move between groups in 
large numbers at high rates.  The overall total data rate (the sum of all
multicast groups) is bounded, but the required data rate in any particular
group cannot be predicted, and may change quite rapidly during the
simulation. 

DIS real time flow consists of packets of length around 2000 bits at 
rates from .2 per second per simulator to 15 per second per simulator.  
This information is intentionally redundant and is normally transmitted 
with a best-effort transport protocol (UDP), and in some cases also is 
compressed.  Required accuracy both of latency and of physical simulation 
varies with the intended purpose but generally must be at least sufficient 
to satisfy human perception.  For example in tightly coupled simulations 
such as high performance aircraft maximum acceptable latency is 100 
milliseconds between any two hosts.  At relatively rare intervals events 
(e.g. collisions) may occur which require reliable transmission of some 
data, on a unicast basis, to any other host in the system.

The U.S. DoD has a goal to build distributed simulation systems with up to 
100,000 simulated objects, many of them computer-generated forces that run 
with minimal human intervention, acting as opposing force or simulating 
friendly forces that are not available to participate.  DoD would like to 
carry out such simulations using a shared WAN.  Beyond DoD many people 
see a likelihood that distributed simulation capabilities may be 
commercialized as entertainment.  The scope of such an entertainment 
system is hard to predict but conceivably could be larger than the DoD 
goal of 100,000.

The High Level Architecture (HLA) is a development beyond DIS that aims
at bringing DIS and other forms of distributed simulation into a unifying 
system paradigm. From a distributed systems standpoint HLA is considerably
more sophisticated than DIS. For example attributes of distributed objects 
may be controlled by different simulators.  From the standpoint of the
supporting network the primary difference between HLA and DIS is that HLA
does not call for redundant transmission of object attributes; instead it
specifies a "Run Time Infrastructure" (RTI) that is responsible to transmit
data reliably, and may choose to do so by various means including redundant
transmission using best-effort protocols. It is reasonable to say that any 
network that can meet the needs of DIS can support HLA by DIS-like redundant 
transmission, however this approach ignores the possibility that under HLA 
some mixture of redundant and reliable transmission can make significantly 
better use of network resources than is possible using DIS.


2.  Distributed Simulation (DIS and HLA) network requirements.

a.  real-time packet delivery, with low packet loss (less than 2%), 
predictable latency on the order of a few hundred milliseconds, after
buffering to account for jitter (variation of latency) such that less
than 2% of packets fail to arrive within the specified latency, in
a shared network

b.  multicasting with thousands of multicast groups that can sustain 
host group join in less than one second at rates of hundreds of joins 
per second, (leave need not be so rapid but must also be fast because 
holding groups open may delay opening other groups)

c.  multicasting using a many-to-many paradigm in which 90% or more
of the group members act as receivers and senders within any given 
multicast group

d.  support for resource reservation; because of the impracticality
of over-provisioning the WAN and the LAN for large distributed 
simulations, it is important to be able to reserve an overall capacity 
that can be dynamically allocated among the multicast groups

e.  support for a mixture of best-effort and reliable low-latency 
multicast, where best-effort predominates in the mixture
 
f.  support for secure networking, needed for classified military 
simulations


3.  Internet Protocol Suite facilities needed and not yet available 
for large-scale distributed simulation in shared networks.  These derive 
from the need for real-time multicast with established quality of service 
in a shared network.  (Implementation questions are not included in this 
discussion.  For example, it is not clear that implementations of IP
multicast exist that will support the required scale of multicast group 
changes for LSMA, but this appears to be a question of implementation, 
not a limitation of IP multicast.)

3.1  Large-scale resource reservation in shared networks

The Resource reSerVation Protocol (RSVP) is aimed at providing setup 
and flow-based information for managing information flows at pre-
committed performance levels.  This capability is generally seen as 
needed in real-time systems such as the HLA RTI.  While RSVP has not 
been deployed on the scale of the LSMA, its architecture does not 
appear to pose any barriers to scaling to that level.  However, the 
current RSVP draft standard does not support aggregation of 
reservation resources for groups of flows, nor does it support 
highly dynamic flow control changes.

Further, RSVP provides support only for communicating specifications 
of the required information flows between simulators and the network, 
and within the network.  Distributing routing information among the 
routers within the network is a different function altogether, 
performed by routing protocols such as Multicast Open Shortest 
Path First (MOSPF). In order to provide effective resource reservation
in a large shared network function, it may be necessary to have a 
routing protocol that determines paths through the network within the 
context of a quality of service requirement.  An example is the 
proposed Quality Of Service Path First (QOSPF) routing protocol 
[ZSSC97]. Unfortunately the requirement for resource-sensitive routing 
will be difficult to define before LSMA networks are deployed with RSVP.

3.2  IP multicast that is capable of taking advantage of all common
link layer protocols (in particular, ATM)

Multicast takes advantage of the efficiency obtained when the network 
can recognize and replicate information packets that are destined to a 
group of locations. Under these circumstances, the network can take on 
the job of providing duplicate copies to all destinations, thereby 
greatly reducing the amount of information flowing into and through 
the network.  

When IP multicast operates over Ethernet in a LAN and all subnets are 
interconnected using the Internet Group Management Protocol (IGMP), 
this is exactly what happens.  However, with the new high performance 
wide-area technology Asynchronous Transfer Mode (ATM), the ability to 
take advantage of data link layer multicast capability is not yet 
available beyond a single Logical IP Subnet (LIS).  This appears to be 
due to the fact that (1) the switching models of IP and ATM are 
sufficiently different that this capability will require a rather 
complex solution, and (2) there has been no clear application 
requirement for IP multicast over ATM multicast that provides for 
packet replication across multiple LIS.  Distributed simulation is
an application with such a requirement.

3.3  Hybrid transmission of best-effort and reliable multicast 

In general the Internet protocol suite uses the Transmission Control 
Protocol (TCP) for reliable end-to-end transport, and the User 
Datagram Protocol (UDP) for best-effort end-to-end transport, 
including all multicast transport services.  The design of TCP 
is only capable of unicast transmission. 

Recently the IETF has seen proposals for several reliable multicast 
transport protocols (see [Mont97] for a summary). A general issue 
with reliable transport for multicast is the congestion problem 
associated with delivery acknowledgments, which has made real-time 
reliable multicast transport infeasible to date.  Of the roughly 15 
attempts to develop a reliable multicast transport, all have shown 
to have some problem relating to positive receipt acknowledgments 
(ACK) or negative acknowledgments (NAK). In any event, its seems 
clear that there is not likely to be a single solution for reliable 
multicast, but rather a number of solutions tailored to different 
application domains. Approaches involving distributed logging seem 
to hold particular promise for the distributed simulation application.  

In the DIS/HLA environment, five different transmission needs can
be identified: 
(1) best-effort low-latency multicast of object attributes that often 
change continuously, for example position of mobile objects; 
(2) low-latency reliable multicast of object attributes that do
not change continuously but may change at arbitrary times during the 
simulation, for example object appearance (An important characteristic 
of this category is that only the latest value of any attribute is 
needed.);
(3) low-latency, reliable unicast of occasional data among arbitrary 
members of the multicast group (This form of transmission was
specified for DIS "collisions"; it is not in the current HLA 
specification but might profitably be included there. The requirement 
is for occasional transaction-like exchange of data between two 
arbitrary hosts in the multicast group, with a low latency that makes 
TCP connection impractical.);
(4) reliable but not necessarily real-time multicast distribution 
of supporting bulk data such as terrain databases and object 
enumerations; and
(5) reliable unicast of control information between individual
RTI components (this requirement is met by TCP).

All of these transmissions take place within the same large-scale 
multicasting environment. The value of integrating categories (1) 
and (2) into a single selectively reliable protocol was proposed by Cohen 
[Cohe94].  Pullen and Laviano implemented this concept [PuLa95] and 
demonstrated it within the HLA framework [PLM97] as the Selectively 
Reliable Tranmission Protocol (SRTP) for categories (1) through (3).  
Category (4) could be supported by a reliable multicast protocol such 
as the commercial multicast FTP offering from Starburst [MRTW97], however 
adequate congestion control has not been demonstrated in any such protocol. 
There has been some discussion of using the Real-Time Streaming Protocol, 
RTSP, for this purpose, however as the databases must be transmitted 
reliably and RTSP uses a best-effort model, it does not appear to be 
applicable.  

In summary, it is clear that a hybrid of best-effort and reliable 
multicast (not necessarily all in the same protocol) is needed to 
support DIS and HLA, and that the low-latency, reliable part of this 
hybrid is not available in the Internet protocol suite.

3.4  Network management for distributed simulation systems 

Coordinated, integrated network management is one of the more 
difficult aspects of a large distributed simulation exercise.  The 
network management techniques that have been used successfully to 
support the growth of the Internet for the past several years could
be expanded to fill this need.  The technique is based on a 
primitive called a Management Information Base (MIB) being polled
periodically at very low data rates.  The receiver of the poll is 
called an Agent and is collocated with the remote process being 
monitored. The agent is simple so as to not absorb very many resources.
The requesting process is called a Manager, and is typically located 
elsewhere on a separate workstation.  The Manager communicates to all of 
the agents in a given domain using the Simple Network Management Protocol 
(SNMP). It appears that SNMP is well adapted to the purpose of distributed 
simulation management, in addition to managing the underlying simulation 
network resources.  Creating a standard distributed simulation MIB format 
would make it possible for the simulation community to make use of the 
collection of powerful, off-the-shelf network management tools that have 
been created around SNMP.

3.5  A session protocol to start, pause, and stop a distributed 
simulation exercise

Coordinating start, stop, and pause of large distributed exercises 
is a complex and difficult task.  The Session Initiation Protocol
(SIP) recently proposed by the Multiparty MUltimedia Session Control 
(MMUSIC) working group serves a similar purpose for managing large 
scale multimedia conferences. As proposed, SIP appears to offer 
sufficient extensibility to be used for exercise session control,
if standardized by the IETF.

3.6  An integrated security architecture 

It appears that this requirement will be met by IPv6 deployment. A 
shortcoming of the current Internet Protocol (IPv4) implementation 
is the lack of integrated security. The new IPv6 protocol requires 
implementers to follow an integrated security architecture that 
provides the required integrity, authenticity, and confidentiality 
for use of the Internet by communities with stringent security 
demands, such as the financial community.  The possibility 
that the IPv6 security architecture may meet military needs, 
when combined either with military cryptography or government-
certified commercial cryptography, merits further study. 

3.7  Low-latency multicast naming service

Name-to-address mapping in the Internet is performed by the Domain
Name Service (DNS).  DNS has a distributed architecture tuned to
the needs of unicast networking with reliable transmission (TCP) 
that typically has latency of at least several seconds.  The 
requirement of distributed simulation for agile movement among 
multicast groups implies a need for name-to-multicast-address 
mapping with latency of under one second for the name resolution 
and group join combined.  This problem has been circumvented in
military simulations by using group IP addresses rather than names.
However, if distributed simulation is to grow into the domain of
commercial entertainment, a parallel to the need for DNS will arise.
Thus a low-latency naming service will be required.

3.8  Inter-Domain Multicast Routing for LSMA

While military LSMAs typically take place within a single
administrative domain, future entertainment LSMAs can be expected
to involve heavy inter-domain multicast traffic.  Standardized
protocols able to support large numbers of multicast flows across 
domain boundaries will be needed for this purpose.


4.  References

[Cohe94]  Cohen, D., "Back to Basics", Proceedings of the 11th 
          Workshop on Standards for Distributed Interactive 
          Simulation, Orlando, FL, September 1994

[DIS94]   DIS Steering Committee, "The DIS Vision", Institute for 
          Simulation and Training, University of Central Florida, 
          May 1994

[DMSO96]  Defense Modeling and Simulation Office, High Level 
          Architecture Rules Version 1.0, U.S. Department of 
          Defense, August 1996

[IEEE95a] IEEE 1278.1-1995, Standard for Distributed Interactive 
          Simulation - Application Protocols 

[IEEE95b] IEEE 1278.2-1995, Standard for Distributed Interactive 
          Simulation - Communication services and Profiles

[MRTW97]  Miller, K, K. Robertson, A. Tweedly, and M. White, 
          "StarBurst Multicast File Transfer Protocol (MFTP) 
          Specification", draft-miller-mftp-spec-02.txt, work in 
          progress, January 1997

[Mont97]  Montgomery, T., Reliable Multicast Links webpage, 
          http://research.ivv.nasa.gov/RMP/links.html

[PuLa95]  Pullen, J. and V. Laviano, "A Selectively Reliable Transport
          Protocol for Distributed Interactive Simulation", Proceedings 
          of the 13th Workshop on Standards for Distributed Interactive 
          Simulation, Orlando, FL, September 1995

[PLM97]   Pullen, J., V. Laviano and M. Moreau, "Creating A Light-Weight 
          RTI As An Evolution Of Dual-Mode Multicast Using Selectively 
          Reliable Transmission", Proceedings of the Second Simulation
          Interoperability Workshop, Orlando, FL, September 1997]

[SPW94]   Symington, S., J.M.Pullen and D. Wood, "Modeling and 
          Simulation Requirements for IPng", RFC1667, August 1994

[SSM96]   Seidensticker, S., W. Smith and M. Myjak, "Scenarios and 
          Appropriate Protocols for Distributed Interactive Simulation", 
          draft-ietf-lsma-scenarios-00.txt, work in progress 13 June 
          1996 (companion Internet Draft)

[ZSSC97]  Zhang, Z., C. Sanchez, W. Salkewicz, and E. Crawley, "Quality
          of Service Path First Routing Protocol", 
          draft-zhang-qos-ospf-01.txt, work in progress September 1997


5.  Authors' Addresses

  J. Mark Pullen
  mpullen@gmu.edu
  Computer Science/C3I Center
  MS 4A5
  George Mason University
  Fairfax, VA 22032

  Michael Myjak
  mmyjak@ist.ucf.edu
  Institute for Simulation and Training
  University of Central Florida
  Orlando, FL 32816

  Christina Bouwens
  christina.bouwens@cpmx.mail.saic.com
  ASSET Group, SAIC Inc.
  Orlando FL

Expiration: 7 August 1998






PAFTECH AB 2003-20262026-04-23 10:43:49