Abstract
A novel distributed and real-time air combat simulation system, called BGS, is described. The core design goal is high agility. It represents the ability to accommodate change and the efficiency to respond to unpredictable events. To Achieves the goal, service-oriented air combat simulation architecture was established. Its main ideal is to design model units as services that can communicate and interoperate with any other services. A service is autonomous and is fully defined in a description contract which contains some combination of syntactic, semantic, and behavioral information. The system is described as an abstract composition of service description contracts. It becomes concrete at run time. Among the system the description contracts are implemented as services. And all services automatically discover and bind each other. The process is a continuous run-time activity that responds to simulation needs and the availability of services. This paper first discusses the service-oriented simulation architecture, including the overview of the architecture, the approach to design service in BGS, how a composite service is implemented, and how services collaborate with each other in the system. And then it describes how the system support integrated service management which covers end-to-end scope from service development to execution. Finally, it demonstrates a service-oriented air combat simulation platform and summarizes the system. © 2008 IEEE.
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CITATION STYLE
Yan, B., Zhang, S., & Sun, J. (2008). A service-oriented air combat simulation system. In 2008 Asia Simulation Conference - 7th International Conference on System Simulation and Scientific Computing, ICSC 2008 (pp. 192–199). https://doi.org/10.1109/ASC-ICSC.2008.4675354
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