A. Ozaki et al., Design and implementation of parallel and distributed wargame simulation system and its evaluation, IEICE T INF, E84D(10), 2001, pp. 1376-1384
Simulation based education and training, especially wargame simulations, ar
e being used widely in the field of defense modeling and in simulation comm
unities. In order to efficiently train students and trainees, the wargame s
imulations must have both high performance and high fidelity In this paper,
we discuss design and implementation issues for a prototype of a parallel
and distributed wargame simulation system. This wargame simulation system i
s based on High Level Architecture (HLA) and employs some optimization to a
chieve both high performance and high fidelity in the simulation system. Th
e results show that the proposed optimization method is effective when opti
mization is applied to 93.5% or less of the moving objects (PFs) within the
range of detection (RofD) of both the red and blue teams. Specifically, wh
en each team has 1000 PFs we found that if the percentage of PFs within Rof
D is less than 50% for both teams, our method is over two times better than
for the situation where there is no optimization.