Network Working Group                                           M. Pullen
Request for Comments: 2502                        George Mason University
Category: Informational                                          M. Myjak
                                                    The Virtual Workshop
                                                              C. Bouwens
                                                                    SAIC
                                                           February 1999


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

Status of this Memo

  This memo provides information for the Internet community.  It does
  not specify an Internet standard of any kind.  Distribution of this
  memo is unlimited.

Copyright Notice

  Copyright (C) The Internet Society (1999).  All Rights Reserved.

Abstract

  The Large-Scale Multicast Applications (LSMA) working group was
  chartered to produce documents aimed at a consensus based development
  of the Internet protocols to support large scale multicast
  applications including real-time distributed simulation.  This memo
  defines services that LSMA has found to be required, and aspects of
  the Internet protocols that LSMA has found to need further
  development in order to meet these requirements.

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 applications 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].





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  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 systems 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 thousands of multicast
  groups where objects may move between groups in large numbers at high
  rates.  Because the number of simulators is known in advance and
  their maximum output rate in packets per second and bits per second
  is specified, the overall total data rate (the sum of all multicast
  groups) is bounded. However 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 packets per second per simulator to 15 packets per
  second per simulator. This information is intentionally redundant and
  is normally transmitted with a best effort transport protocol (UDP).
  In some cases it 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.



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  The High Level Architecture (HLA) is a DoD 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.  While HLA, like DIS, does not specify
  use of a multicasting network, it has similar requirements for many-
  to-many transmission of object attributes at rates in excess of one
  update per object per second that cannot be met without multicasting.
  Further, HLA calls for transmission of semantically organized data
  (for example, groups of objects with similar capabilities such as
  tanks or aircraft) in this many-to-many context.

  One solution that has been employed to deal with these challenges is
  to aggregate the contents of many multicast groups into a single
  multicast transmission [PuWh95, CSTH95].  Termed "dual-mode" or "bi-
  level" multicast, this approach takes advantage of the fact that
  although the amount of traffic in any particular multicast group can
  vary greatly, the aggregate of all transmissions is bounded. If the
  traffic is all aggregated into one large flow, an underlying ATM
  network can create multicast SVCs with acceptable QoS to support the
  requirement. It also bounds the network control problem of group
  joins, in that the joins take place among dedicated collections of
  routers and across the dedicated SVCs, rather than contending with
  other LSMAs that may be sharing the same network. But it does this at
  the cost of adding to the network a new, nonstandard aggregation
  element that is a hybrid of the Internet and ATM protocols. We
  address below the requirement to achieve such a result using a purely
  IP network with aggregated reservation via RSVP.

  The defense distributed simulation community has created a number of
  multicast-capable networks for various simulated exercises, ranging
  from tens to hundreds of simulated objects distributed across numbers
  of sites ranging from two to twenty. As the number of objects has
  increased they have found that building multicasting networks
  potentially supporting thousands of simultaneous multicast groups
  with large group change rates is a hard problem. This defense problem
  is the precursor of similar problems that can be expected in



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  commercial networks.  Therefore the following sections describe the
  services required and the shortcomings that have been found in using
  today's Internet protocols in providing these services, with the
  intention of informing the IETF to enable it to produce protocols
  that meet the needs in these areas.

2. Distributed Simulation (DIS and HLA) network service 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 support
  join latencies of less than one second, at rates of hundreds of joins
  per second

  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 transport, where best-effort predominates in the mixture,
  and the participants in the reliable multicast may be distributed
  across any portion of the network

  f. support for secure networking, in the form of per-packet
  encryption and authentication 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 that appears to be a
  question of implementation, not a limitation of IP multicast.)







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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. Concerns have been
  raised about the scalability of RSVP, and also about its ability to
  support highly dynamic flow control changes.  In terms of existing
  RTI capabilities, the requirement in LSMA is for rapid change of
  group membership, not for rapid change of group reservations.  This
  is because in existing RTIs the aggregate requirement for all groups
  in a large scale distributed simulation is static. However the
  current RSVP draft standard for LSMA does not support aggregation of
  reservation resources for groups of flows and therefore does not meet
  the needs of existing RTIs.  Moreover, there is at least one RTI
  development underway that intends to use individual, dynamic
  reservations for large numbers of groups, and therefore will require
  a dynamic resource reservation capability that scales to thousands of
  multicast groups.

  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, IP multicast packets are
   transmitted once and received by all receivers using Ethernet-layer
   multicast addressing, avoiding replication of packets.  However,
   with wide-area Asynchronous Transfer Mode (ATM), the ability to take



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   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 by the receiver.);
  (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.);



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  (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 Transmission 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.




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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 is
  not considered problematic if its latency is on the order of a second
  or more. 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. While
  military simulations may be satisfied to communicate using a known
  mapping from grid squares to multicast groups, growth of distributed
  simulation into commercial entertainment cannot be based on such a
  simple capability. The players in distributed entertainment
  simulations will want to be organized symbolically by virtual world
  and role. A low-latency multicast 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 so that players can be
  supported by multiple service providers.  Standardized protocols able



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  to support large numbers of multicast flows across domain boundaries
  will be needed for this purpose.  Current work to create a Border
  Gateway Multicast Protocol (BGMP) shows promise of meeting this need.

4.  References

  [CSTH95]  Calvin, J., et. al., "STOW Realtime Information Transfer
            and Networking Architecture," 12th DIS Workshop on
            Standards for the Interoperability Distributed Simulations,
            March 1995.

  [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., et. al. "StarBurst Multicast File Transfer
            Protocol (MFTP) Specification", Work in Progress.

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

  [PuLa95]  Pullen, M. 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.

  [PuWh95]  Pullen, M. and E. White, "Dual-Mode Multicast: A New
            Multicasting Architecture for Distributed Interactive
            Simulation," 12th DIS Workshop on Standards for the
            Interoperability of Distributed Simulations, Orlando, FL,
            March 1995.





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  [PLM97]   Pullen, M., Laviano, V. 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., Pullen, M. and D. Wood, "Modeling and
            Simulation Requirements for IPng", RFC 1667, August 1994.

  [SSM96]   Seidensticker, S., Smith, W. and M. Myjak, "Scenarios and
            Appropriate Protocols for Distributed Interactive
            Simulation", Work in Progress.

  [ZSSC97]  Zhang, Z., et. al., "Quality of Service Path First Routing
            Protocol", Work in Progress.

4.  Security Considerations

  Security issues are discussed in section 3.6.

5.  Authors' Addresses

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

  EMail: [email protected]


  Michael Myjak
  The Virtual Workshop
  P.O. Box 98
  Titusville, FL 32781

  EMail: [email protected]


  Christina Bouwens
  ASSET Group, SAIC Inc.
  Orlando, FL

  EMail: [email protected]







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6.  Full Copyright Statement

  Copyright (C) The Internet Society (1999).  All Rights Reserved.

  This document and translations of it may be copied and furnished to
  others, and derivative works that comment on or otherwise explain it
  or assist in its implementation may be prepared, copied, published
  and distributed, in whole or in part, without restriction of any
  kind, provided that the above copyright notice and this paragraph are
  included on all such copies and derivative works.  However, this
  document itself may not be modified in any way, such as by removing
  the copyright notice or references to the Internet Society or other
  Internet organizations, except as needed for the purpose of
  developing Internet standards in which case the procedures for
  copyrights defined in the Internet Standards process must be
  followed, or as required to translate it into languages other than
  English.

  The limited permissions granted above are perpetual and will not be
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  This document and the information contained herein is provided on an
  "AS IS" basis and THE INTERNET SOCIETY AND THE INTERNET ENGINEERING
  TASK FORCE DISCLAIMS ALL WARRANTIES, EXPRESS OR IMPLIED, INCLUDING
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