CN-121978988-A - Real-time distributed actual combat battlefield scene simulation control system
Abstract
The invention discloses a real-time distributed actual battlefield scene simulation control system, which relates to the technical field of real-time distributed simulation and comprises three major core modules, namely a distributed architecture construction module, a deployment architecture combining a center node and an edge node, a hardware terminal and a unified data interaction specification, wherein the multi-equipment and the system are mutually communicated, a clock synchronization and load monitoring module is used for guaranteeing the node time consistency through a self-defined synchronization mechanism, acquiring load data and calculating a dynamic associated load value, a load threshold is set in combination with a training scale, and a task migration execution module is used for quantifying migration cost and prioritizing the task with minimum migration cost when the node load exceeds the threshold, ensuring the consistency of the data transmission specification and time and space, adapting to actual combat training requirements of different scales, and realizing system load balancing, real-time response and scene high fidelity through the content of the invention.
Inventors
- Dong Fanxu
- LI QIANQIAN
- ZHAO MEILIN
- HAN JINPENG
- LIU XINYU
- WANG SENHAO
Assignees
- 中科国安河北信息技术有限公司
Dates
- Publication Date
- 20260505
- Application Date
- 20260209
Claims (9)
- 1. Real-time distributed actual combat scene simulation control system, which is characterized by comprising: The distributed architecture construction module is used for constructing a distributed deployment architecture combining a central control node and an edge node, accessing various hardware terminals, and formulating a unified data interaction protocol and a battlefield scene simulation element standardized description rule to realize data intercommunication and collaborative response of different devices and systems; the clock synchronization and load monitoring module realizes the consistency of time references of all nodes through a self-defined distributed clock synchronization mechanism, acquires the calculation load of the nodes, the occupancy rate of the communication bandwidth and the operation parameters of simulation elements, calculates a dynamic association load value, sets a light load threshold and a heavy load threshold by combining with a training scale, and lays a foundation for load scheduling; And the task migration execution module calculates migration cost by quantifying the context data volume of tasks, communication delay among nodes and task association degree when the node load exceeds a set threshold, prioritizes tasks with minimum migration cost, ensures data transmission specification and time synchronization, and realizes system load balancing, real-time response and scene high-fidelity.
- 2. The real-time distributed battlefield scene simulation control system of claim 1, wherein the method for constructing the distributed deployment architecture combining the central control node and the edge node is as follows: Dynamically configuring the deployment quantity of various edge nodes according to training scales such as individual training, regional combined combat and the like; distributing hardware terminal communication addresses according to the region coding, the equipment type coding and the sequence number rules, and constructing a network topology for central scheduling and edge execution; monitoring the communication state among nodes through the heartbeat packet with a fixed period, and automatically switching the standby communication link when the heartbeat packet is continuously lost for a set number of times; defining heterogeneous system access interface specifications, and ensuring the compatibility of data output formats of an external training system and an actual combat system; constructing a battlefield scene simulation element standardized description model through the battlefield scene simulation element standardized description rule, wherein the model expression is S= { T, P, C, V and Ts }, S is a simulation element integral description set, T is an element type, the attribute of the element is defined through unique coding, P is a position coordinate set, C is a trigger condition set, V is a state parameter set, and Ts is a timestamp.
- 3. The real-time distributed battlefield scene simulation control system of claim 1, wherein the full-node time reference consistency is realized by a self-defined distributed clock synchronization mechanism, and the specific method is as follows: the central control node sends a calibration request signal containing central clock time to the edge node, receives a response signal containing the central clock time, the receiving time and the local clock time returned by the edge node, and the central control node receives the response signal containing the central clock time, the receiving time and the local clock time from the edge node Transmitting a calibration request signal to the edge node i, the signal comprising a central clock time ; The moment when the edge node i receives the calibration request signal is And immediately returns a response signal to the central control node, the response signal comprising T0, Edge node local clock time ; The central control node receives the response signal at the moment of Using the formula Calculating clock deviation of the edge node i; The central control node is based on Generating a clock calibration instruction, transmitting the clock calibration instruction to the edge node i, and adjusting the local clock by the edge node i according to the calibration instruction, wherein the time of the calibrated local clock 。
- 4. The real-time distributed battlefield scene simulation control system of claim 1, wherein the collection node calculates load, communication bandwidth occupancy rate and simulation element operation parameters by the following specific methods: synchronously collecting computing load of each edge node Occupancy of communication bandwidth Real-time operation parameters of simulation elements carried by corresponding nodes are recorded as simulation element load vectors N represents that the simulation element load vector contains n real-time operation parameters in total, each component in the collected simulation element load vector is subjected to standardization processing, and the components are mapped to the [0,1] interval to eliminate the influence of different parameter dimensions and numerical ranges, so that the standardized vector is obtained.
- 5. The real-time distributed battlefield scene simulation control system of claim 1, wherein the calculating of the dynamic associated load value comprises the following specific steps: integrating the computational load of edge nodes Occupancy of communication bandwidth Determining a dynamic associated load value, wherein a specific calculation formula is as follows Wherein t represents the time instant t, The integral load intensity of the simulation elements is represented by the norms, the higher the norms are, the higher the comprehensive load of the multidimensional simulation parameters is, and a1, a2 and a3 are respectively the CPU utilization rate, the communication bandwidth occupancy rate and the dimension association coefficient of the simulation element load, and are set according to the historical operation data and scene adaptation and load sensitivity.
- 6. The real-time distributed battlefield scene simulation control system of claim 1, wherein the light load and heavy load thresholds are set in combination with the training scale, and the specific method is as follows: dynamically adjusting the light load/heavy load threshold according to the training scale, wherein the light load threshold utilizes a formula Representation of wherein The number of training participants at time t is indicated, Representing the maximum number of supporters of the system, based on the concurrent processing capacity of the central control node server and the maximum load upper limit of the edge nodes, Representing the minimum light load reference, based on the load lower limit of the conventional stable operation of the edge node industrial grade CPU, determining by the no-load-full load test of a plurality of groups of nodes, Representing the scale adaptation coefficient, and determining the heavy load threshold value by using a formula through the statistics of the load distribution of different training people The representation is made of a combination of a first and a second color, And representing a reference heavy load threshold value, and obtaining the reference edge node CPU continuous operation safety load upper limit conversion.
- 7. The real-time distributed battlefield scene simulation control system of claim 1, wherein when the node load exceeds a set threshold, calculating migration cost by quantifying task context data amount, inter-node communication delay and task association degree comprises the following specific steps: using formulae to express A migration cost indicator, wherein, The amount of context data representing task k, Representing the communication delay of node i with standby node j, Indicating the degree of association of task k with other tasks, Representing the weight of the data quantity, referring to the influence degree of the average data quantity of the simulation task context on the migration efficiency, obtaining the data quantity through a plurality of groups of migration test calibration, Representing the communication delay weight, referring to the end-to-end delay determination required by the actual combat training, Representing the association degree weight, setting the influence of the association degree of the reference task on the continuity of the scene when Greater than Time migration Minimum task, when Less than Time support Minimum task to ensure that all node loads are at Between them.
- 8. The real-time distributed battlefield scene simulation control system of claim 7, wherein the method for quantifying the communication delay between nodes comprises the following steps: The said The method comprises the steps that unidirectional network delay of data from a fault node i to a standby node j is achieved, a theoretical reference value is set based on the link type between nodes, a central control node sends ping packets to all nodes every time period, round trip delay RTT of the nodes i and j is recorded, and meanwhile abnormal values are filtered; the original delay is corrected by combining node load and topography characteristics, and the correction formula is as follows Wherein Representing the load correction factor, the percentage increase in processing delay is obtained by testing the node load Ld (t) from 0 to 1, And representing the terrain correction coefficient, and setting and obtaining the terrain correction coefficient based on signal transmission actual measurement data of different terrains.
- 9. The real-time distributed battlefield scene simulation control system of claim 7, wherein the task association degree is quantified by the specific method: Association of task k with other tasks Using the formula Calculation, wherein N represents an nth task, N represents a total of N tasks, According to the influence degree of the time-space cooperative priority of clock synchronization and dynamic associated load on task coupling, the method is determined by multi-scene adaptation and migration test calibration, Representing a minimum constant.
Description
Real-time distributed actual combat battlefield scene simulation control system Technical Field The invention belongs to the technical field of real-time distributed simulation, and particularly relates to a real-time distributed actual combat battlefield scene simulation control system. Background In the field of actual combat military training, a battlefield scene simulation control system is a core support for improving the training authenticity and effectiveness, but the battlefield scene simulation control system is required to adapt to multi-scale training requirements of individual training, regional combined combat and the like, and is required to realize cooperative response of various elements such as sound field, explosion, simulated wounded and the like, so that severe requirements are provided for system instantaneity, load balance and scene continuity. In the prior art, the traditional battlefield scene simulation system mostly adopts a centralized deployment architecture, has the problems of uneven node load distribution and overlarge pressure of a core server, is easy to cause simulation response delay and scene clamping, is difficult to adapt to large-scale combined combat training, meanwhile, each hardware terminal and a heterogeneous system lack of uniform data interaction standards, are incompatible in data format, cause difficulty in multi-equipment and multi-system collaborative response, are insufficient in simulation element linkage, are low in clock synchronization precision among distributed nodes, are easy to generate space-time deviation, are not fully considering key factors such as data quantity, communication delay and task association degree, are high in migration cost, are easy to damage continuity and high fidelity of battlefield scenes, and seriously affect actual combat training effects. Therefore, there is a need for a real-time distributed battlefield scene simulation control system, which solves the above technical bottleneck through distributed deployment, unified data specification, high-precision clock synchronization and optimization of task migration capability. Disclosure of Invention The invention aims to provide a real-time distributed actual combat scene simulation control system which is used for solving the technical problems of high migration cost, uneven node load distribution and low clock synchronization precision among distributed nodes in the prior art. In order to achieve the above purpose, the present invention adopts the following technical scheme: Real-time distributed actual combat scene simulation control system includes: The distributed architecture construction module is used for constructing a distributed deployment architecture combining a central control node and an edge node, accessing various hardware terminals, and formulating a unified data interaction protocol and a battlefield scene simulation element standardized description rule to realize data intercommunication and collaborative response of different devices and systems; the clock synchronization and load monitoring module realizes the consistency of time references of all nodes through a self-defined distributed clock synchronization mechanism, acquires the calculation load of the nodes, the occupancy rate of the communication bandwidth and the operation parameters of simulation elements, calculates a dynamic association load value, sets a light load threshold and a heavy load threshold by combining with a training scale, and lays a foundation for load scheduling; And the task migration execution module calculates migration cost by quantifying the context data volume of tasks, communication delay among nodes and task association degree when the node load exceeds a set threshold, prioritizes tasks with minimum migration cost, ensures data transmission specification and time synchronization, and realizes system load balancing, real-time response and scene high-fidelity. Further, a distributed deployment architecture combining a central control node and an edge node is built, and the specific method comprises the following steps: Dynamically configuring the deployment quantity of various edge nodes according to training scales such as individual training, regional combined combat and the like; distributing hardware terminal communication addresses according to the region coding, the equipment type coding and the sequence number rules, and constructing a network topology for central scheduling and edge execution; monitoring the communication state among nodes through the heartbeat packet with a fixed period, and automatically switching the standby communication link when the heartbeat packet is continuously lost for a set number of times; defining heterogeneous system access interface specifications, and ensuring the compatibility of data output formats of an external training system and an actual combat system; constructing a battlefield scene simulation element standardized descript