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Title: UTSAF: A Simulation Bridge between OneSAF and the Unreal Game Engine


1
UTSAF A Simulation Bridge between OneSAF and the
Unreal Game Engine
  • J. Manojlovich, P. Prasithsangaree, J. Chen, and
    M. Lewis

This project is supported by AFOSR contract
F49640-01-1-0542.
2
Agenda
  • Introduction and Motivation
  • Some Background
  • Challenges in Bridging Distributed Simulation
  • Our Proposed UTSAF Architecture
  • Snapshots from our testbed
  • Conclusions

3
Background
  • Modular Semi-Automated Force (ModSAF) and OneSAF
  • SIMNET, DIS and PDU
  • Unreal Tournament (UT) Game Engine
  • RETSINA

4
ModSAF
  • Military simulation environment
  • Provide a platform within which all services
    (Army, Air Force, Navy, etc.) could expand the
    synthetic battle space
  • Provide an architecture to support a community of
    SAF developers who would expand the battle space
    through the integration of individual code
    modules

5
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6
ModSAF Communication
  • IP multicast
  • ModSAF uses the Distributed Interactive
    Simulation protocol (DIS, IEEE1278 1993).
  • Protocol Data Unit is basic packet of information
  • There are roughly 100 different classes of PDU,
    but generally only the Entity State PDU is
    interesting for simulation purposes

7
Distributed Interactive Simulation
  • The purpose of DIS is to create and maintain an
    interactive virtual environment for the following
    purposes
  • Training
  • Replace and supplement field training
  • Testing
  • Planning
  • Standard for communicating a ground truth
    database among hosts

8
Distributed Interactive Simulation (cont.)
  • Basic unit of DIS is the entity
  • These are typically vehicles in the simulation,
    such as tanks, trucks, aircraft, or missiles
  • DIS also specifies how to transmit terrain
    information, and electromagnetic emissions like
    radio and radar

9
What is Unreal Tournament?
  • UT is a multiplayer video game
  • Produced by Epic games (http//www.epicgames.com)
  • Runs on Windows, Linux, Macintosh, PlayStation,
    and Xbox
  • http//www.unrealtournament2003.com


10
(No Transcript)
11
Why Use UT?
  • By using UT as a base, we can avoid needless
    reinventing while benefiting from a proven
    development platform
  • UT is designed for programming, and many tools
    and resources are available to assist outside
    developers
  • UT runs well on commodity hardware and software,
    such as Windows and Linux

12
Why Use UT? (cont.)
  • UT has numerous user interface enhancements over
    ModSAF
  • Three dimensional, instead of two
  • Ability to attach view to entity
  • Much easier to dynamically change the field of
    view in UT
  • Can use other projects that are built on UT

13
Problems
  • When the virtual simulators are not exactly the
    same, it gets harder to pass entity information
    between these simulators
  • UT was not designed for full external control, so
    the built-in functionality must be overridden
    many times

14
Attribute Transfer Between Virtual Domains
  • What is absolutely necessary?
  • Entity identification
  • Position in virtual world
  • Coordinate systems
  • What else is useful?
  • Entity velocity, appearance, orientation

15
Entity Conversion
  • Naturally one would like to know what each object
    looks like in the original virtual environment,
    so that the corresponding objects in the other
    environment resemble them
  • Appearance includes such things like color and
    texture

16
Entity Conversion (cont.)
  • ModSAF does not have 3D models for the entities
    in the simulations
  • For UTSAF, we had to both acquire from public
    sources, and create from scratch, our 3D models
  • 3D Studio Max
  • Milkshape3D

17
Terrain Conversion
  • Once you have the entities moved into the other
    simulator, you naturally want the static portions
    of the simulation as well
  • Walls, floors, ground, sky
  • Two approaches
  • Convert what's in the original simulation
  • Create new terrains from scratch, hand tune to
    look like original simulation

18
Terrain Conversion (cont.)
  • We chose to convert the ModSAF terrains directly
    to the Unreal format
  • Multi-step conversion pipeline
  • ModSAF ? OpenFlight ? 3D Studio ? Unreal
  • TerraVista DART
  • NuGraf
  • 3ds2unr
  • Unreal levels are restricted in size, so ModSAF
    terrains are converted piecemeal

19
UTSAF Testbed
CAVE Theater
OneSAF Testbed DIS Network
RETSINA Agents and Server
Unreal Game Engine and Gamebots
20
RETSINA Agent Architecture
  • Reusable Environment for Task-Structured
    Intelligent Networked Agents
  • http//www.cs.cmu.edu/softagents
  • Multi-agent system (MAS) that supports
    communities of heterogeneous agents
  • Implements distributed infrastructural services
    that facilitate the interactions between agents,
    as opposed to managing them

21
RETSINA in Multi-Agent Environments
22
Why use Agents?
  • Weve found agents to be effective glue for
    tying together disparate proprietary software
    that cannot be linked by conventional means
  • Allows for loose coupling of different pieces of
    software, and sharing of information among
    software that normally cannot do so

23
Problems with Agents
  • Communication lag
  • Network lag
  • Operating system latency
  • Architecture complexity
  • The more components in a system the more
    susceptible it is to failure
  • Agent programming being more loosely coupled than
    other types, is more immune to this type of
    failure however

24
Unreal Tournament Agents
  • The most important of the remaining agents are
    the ones that talk to UT
  • Since this currently is a one way street, these
    are not referred to as brokers, but they will
    eventually become them
  • These agents listen for the DIS information from
    the broker, and pass the updated entity
    information to UT

25
Gamebots Network Extension
Network
Gamebots Server
Gamebots Client
Port 1
Gamebots Module
Port 2
Gamebots Client
. . .
Port n
Unreal Tournament Server
Gamebots Client
Gamebots is an extension module for the Unreal
Tournament multiplayer video game, that allows
easy control of players in the game from external
software, using simple TCP/IP commands.
26
Gamebots Shot
27
UTSAF Architecture
28
SAF Broker Agent
29
Gamebots Agent
30
A BioChem Depot in ModSAF
31
A BioChem Depot in UTSAF
32
A Typical UTSAF Screenshot
33
Communication Lag
  • There is a tremendous amount of packets that come
    out of ModSAF
  • If the broker cannot keep up with the traffic, a
    gap in communication will develop between what
    ModSAF is sending, and what the broker is telling
    the UT agents

34
User Disorientation
  • When ModSAF environments are large, people can
    easily get lost and disoriented
  • Common problem Where is north?
  • There is a need for a world-centered frame of
    reference of the entire virtual environment
  • An overall map, for example

35
Future Work
  • We are currently investigating the effects of
    network packet filtering
  • Preliminary results suggest that filtering out
    even 80 of incoming packets has little
    noticeable effect on the simulation
  • We are working to expand the size of ModSAF
    terrain represented
  • Our major focus for UTSAF currently is to
    represent uninhabited aerial vehicles (UAVs) in
    realistic 3D
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