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- 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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- RFC 2502 Limitations of Internet Protocol Suite February 1999
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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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- RFC 2502 Limitations of Internet Protocol Suite February 1999
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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: mpullen@gmu.edu
-
-
- Michael Myjak
- The Virtual Workshop
- P.O. Box 98
- Titusville, FL 32781
-
- EMail: mmyjak@virtualworkshop.com
-
-
- Christina Bouwens
- ASSET Group, SAIC Inc.
- Orlando, FL
-
- EMail: christina.bouwens@cpmx.mail.saic.com
-
-
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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
- revoked by the Internet Society or its successors or assigns.
-
- 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
- BUT NOT LIMITED TO ANY WARRANTY THAT THE USE OF THE INFORMATION
- HEREIN WILL NOT INFRINGE ANY RIGHTS OR ANY IMPLIED WARRANTIES OF
- MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
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