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SIMNET was a
wide area network A wide area network (WAN) is a telecommunications network that extends over a large geographic area. Wide area networks are often established with leased telecommunication circuits. Businesses, as well as schools and government entities, us ...
with vehicle simulators and displays for real-time distributed combat simulation: tanks, helicopters and airplanes in a virtual battlefield. SIMNET was developed for and used by the
United States military The United States Armed Forces are the military forces of the United States. The armed forces consists of six service branches: the Army, Marine Corps, Navy, Air Force, Space Force, and Coast Guard. The president of the United States is the ...
. SIMNET development began in the mid-1980s, was fielded starting in 1987, and was used for training until successor programs came online well into the 1990s.


Origination and Purpose

Jack Thorpe of the
Defense Advanced Research Projects Agency The Defense Advanced Research Projects Agency (DARPA) is a research and development agency of the United States Department of Defense responsible for the development of emerging technologies for use by the military. Originally known as the Adv ...
(DARPA) saw the need for networked multi-user
simulation A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of Conceptual model, models; the model represents the key characteristics or behaviors of the selected system or proc ...
. Interactive simulation equipment was very expensive, and reproducing training facilities was likewise expensive and time consuming. In the early 1980s,
DARPA The Defense Advanced Research Projects Agency (DARPA) is a research and development agency of the United States Department of Defense responsible for the development of emerging technologies for use by the military. Originally known as the Adv ...
decided to create a
prototype A prototype is an early sample, model, or release of a product built to test a concept or process. It is a term used in a variety of contexts, including semantics, design, electronics, and Software prototyping, software programming. A prototyp ...
research system to investigate the feasibility of creating a real-time distributed
simulator A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of models; the model represents the key characteristics or behaviors of the selected system or process, whereas the s ...
for combat simulation. SIMNET, the resulting application, was to prove both the feasibility and effectiveness of such a project (Pimental and Blau 1994). Training using actual equipment was extremely expensive and dangerous. Being able to simulate certain
combat Combat ( French for ''fight'') is a purposeful violent conflict meant to physically harm or kill the opposition. Combat may be armed (using weapons) or unarmed ( not using weapons). Combat is sometimes resorted to as a method of self-defense, or ...
scenarios, and to have participants remotely located rather than all in one place, hugely reduced the cost of training and the risk of personal injury (Rheingold 1992). Long-haul networking for SIMNET was run originally across multiple 56 kbit/s dial-up lines, using parallel processors to compress packets over the data links. This traffic contained not only the vehicle data but also compressed voice.


Companies who Developed SIMNET

SIMNET was developed by three companies: Delta Graphics, Inc.; Perceptronics, Inc.; and
Bolt, Beranek and Newman Raytheon BBN (originally Bolt Beranek and Newman Inc.) is an American research and development company, based next to Fresh Pond in Cambridge, Massachusetts, United States. In 1966, the Franklin Institute awarded the firm the Frank P. Brown ...
(BBN), Inc. There was no prime contractor on SIMNET; independent contracts were made directly with each of these three companies. BBN developed the vehicle simulation and network software, as well as other software such as artillery, resupply, and semi-automated forces often used for opposing forces. Delta Graphics, based in Bellevue, Washington, developed the graphics system and terrain databases. Delta Graphics was eventually bought by BBN. Perceptronics, based in Los Angeles, was responsible for the actual SIMNET simulators; the company's engineers, human factors personnel and manufacturing team designed, developed and built over 300 full-crew simulators, integrating the controls, sound systems and visual systems into the special simulator shells; they also installed the simulators in a number of facilities in the US and Germany, trained the operators and supported the system for several years. BBN was responsible for developing the dynamic simulation software for each of the simulators, as well as the distributed networking communication software that kept each simulator informed of the position (and other state information) of other simulators that were within potential line-of-sight within the shared virtual environment. Each simulator maintained its own copy of this virtual environment, and broadcast its own state information to the other simulators.


Network Advances

Since this was a networked simulation, each simulation station needed its own display of the shared
virtual environment A virtual environment is a networked application that allows a user to interact with both the computing environment and the work of other users. Email Electronic mail (email or e-mail) is a method of exchanging messages ("mail") betwee ...
. The display stations themselves were mock-ups of certain
tank A tank is an armoured fighting vehicle intended as a primary offensive weapon in front-line ground combat. Tank designs are a balance of heavy firepower, strong armour, and good battlefield mobility provided by tracks and a powerful engin ...
and
aircraft An aircraft is a vehicle that is able to fly by gaining support from the air. It counters the force of gravity by using either static lift or by using the dynamic lift of an airfoil, or in a few cases the downward thrust from jet engines ...
control simulators, and they were configured to
simulate A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of Conceptual model, models; the model represents the key characteristics or behaviors of the selected system or proc ...
conditions within the actual combat vehicle. The tank simulators, for example, could accommodate a full four-person crew complement to enhance the effectiveness of the training. The
network Network, networking and networked may refer to: Science and technology * Network theory, the study of graphs as a representation of relations between discrete objects * Network science, an academic field that studies complex networks Mathematics ...
was designed to support up to several hundred users at once. The fidelity of the simulation was such that it could be used to train for
mission Mission (from Latin ''missio'' "the act of sending out") may refer to: Organised activities Religion *Christian mission, an organized effort to spread Christianity *Mission (LDS Church), an administrative area of The Church of Jesus Christ of ...
scenarios and tactical rehearsals for operations performed during the U.S. actions in
Desert Storm The Gulf War was a 1990–1991 armed campaign waged by a 35-country military coalition in response to the Iraqi invasion of Kuwait. Spearheaded by the United States, the coalition's efforts against Iraq were carried out in two key phases: ...
in 1992 (Robinett 1994). SIMNET used the concept of “
dead reckoning In navigation, dead reckoning is the process of calculating current position of some moving object by using a previously determined position, or fix, and then incorporating estimates of speed, heading direction, and course over elapsed time. ...
” to correlate the positions of the objects and actors within the simulated environment. Duncan (Duke) Miller, the BBN SIMNET program manager, first used this term, which harks back to the earliest days of ship navigation, to explain how simulators were able to communicate state change information to each other while minimizing network traffic. Essentially, the approach involves calculating the current position of an object from its previous position and velocity (which is composed of vector and speed elements) (Pimental and Blau 1994). The SIMNET protocols provided that whenever the true state of a simulator deviated by more than a certain threshold from its state as computed by dead reckoning, the simulator was obligated to send out a new state update message. The use of SIMNET protocols and SIMNET-based training systems in the First Gulf War demonstrates the success of the SIMNET, and its legacy was viewed as proof that realtime interactive networked cooperative virtual simulation is possible for a large user population. Later, the Terrestrial Wideband Network (a high speed descendant of the
ARPANET The Advanced Research Projects Agency Network (ARPANET) was the first wide-area packet-switched network with distributed control and one of the first networks to implement the TCP/IP protocol suite. Both technologies became the technical fou ...
that ran at T1 speeds) was used to carry traffic. This network remained under DARPA after the rest of ARPANET was merged with
NSFNet The National Science Foundation Network (NSFNET) was a program of coordinated, evolving projects sponsored by the National Science Foundation (NSF) from 1985 to 1995 to promote advanced research and education networking in the United States. The p ...
and the ARPANET was decommissioned (Rheingold 1992).


Graphics Advances

In addition to the network, the second fundamental challenge at the time SIMNET was conceived was the inability of graphics systems to handle large numbers of moving models. For example, most contemporary flight simulators used
Binary Space Partitioning In computer science, binary space partitioning (BSP) is a method for space partitioning which recursively subdivides a Euclidean space into two convex sets by using hyperplanes as partitions. This process of subdividing gives rise to a represent ...
which is computationally effective for fixed environments since polygon display order (i.e., their depth coherence) can be pre-computed. While suitable for flight simulators, which largely have a point of view above the Earth's fixed surface, this technique is ineffective near the ground, where the order in which polygons overlay each other changes with the location of the point of view. It is also ineffective with a large number of moving models, since moving a model changes its depth coherence relative to the polygons representing the ground. In contrast,
Z-buffer A depth buffer, also known as a z-buffer, is a type of data buffer used in computer graphics to represent depth information of objects in 3D space from a particular perspective. Depth buffers are an aid to rendering a scene to ensure that the ...
techniques do not depend on pre-computed depth coherence and were therefore a key enabling technology for SIMNET's on-ground point of view and large numbers of moving vehicles.
Z-buffer A depth buffer, also known as a z-buffer, is a type of data buffer used in computer graphics to represent depth information of objects in 3D space from a particular perspective. Depth buffers are an aid to rendering a scene to ensure that the ...
ing is memory intensive relative to
Binary Space Partitioning In computer science, binary space partitioning (BSP) is a method for space partitioning which recursively subdivides a Euclidean space into two convex sets by using hyperplanes as partitions. This process of subdividing gives rise to a represent ...
but was made possible in part because the cost of RAM at the time had dropped significantly in price. SIMNET used
Z-buffer A depth buffer, also known as a z-buffer, is a type of data buffer used in computer graphics to represent depth information of objects in 3D space from a particular perspective. Depth buffers are an aid to rendering a scene to ensure that the ...
displays developed by Delta Graphics. Delta Graphics was founded by Drew Johnston (SW development), Mike Cyrus (President), both from the Boeing Aerospace Company/Graphics Lab, and Jay Beck (CTO and VP), a 3D graphics consultant of Softtool Consulting. The graphics processor, the GDP, custom developed for SIMNET by Gary Wilson (Sr HW Engineer), won out over existing Silicon Graphics HW because of its low cost and because its architecture. It was the first simulator display processor to use a frame buffer and
Z-buffer A depth buffer, also known as a z-buffer, is a type of data buffer used in computer graphics to represent depth information of objects in 3D space from a particular perspective. Depth buffers are an aid to rendering a scene to ensure that the ...
algorithms on a per display channel basis to show the simulated view.


Army Use of SIMNET for Training

SIMNET was actively used by the U.S. Army for training primarily at
Fort Benning Fort Benning is a United States Army post near Columbus, Georgia, adjacent to the Alabama–Georgia border. Fort Benning supports more than 120,000 active-duty military, family members, reserve component soldiers, retirees and civilian employees ...
,
Fort Rucker Fort Rucker is a U.S. Army post located primarily in Dale County, Alabama, United States. It was named for a Civil War officer, Confederate General Edmund Rucker. The post is the primary flight training installation for U.S. Army Aviators and ...
, and
Fort Knox Fort Knox is a United States Army installation in Kentucky, south of Louisville and north of Elizabethtown. It is adjacent to the United States Bullion Depository, which is used to house a large portion of the United States' official gold res ...
. Additional temporary and permanent locations were in
Fort Leavenworth Fort Leavenworth () is a United States Army installation located in Leavenworth County, Kansas, in the city of Leavenworth, Kansas, Leavenworth. Built in 1827, it is the second oldest active United States Army post west of Washington, D.C., an ...
and Grafenwoehr, Germany.


SIMNET Follow-On Programs

The follow-on protocols to SIMNET were called
Distributed Interactive Simulation Distributed Interactive Simulation (DIS) is an IEEE standard for conducting real-time platform-level wargaming across multiple host computers and is used worldwide, especially by military organizations but also by other agencies such as those invol ...
; the primary U.S. Army follow-on program was the Close Combat Tactical Trainer (CCTT). The SIMNET-D (Developmental) program used simulation systems developed in the SIMNET program to perform experiments in weapon systems, concepts, and tactics. It became the Advanced Simulation Technology Demonstration (ADST) program. It fostered the creation of the Battle Labs across the
US Army The United States Army (USA) is the land service branch of the United States Armed Forces. It is one of the eight U.S. uniformed services, and is designated as the Army of the United States in the U.S. Constitution.Article II, section 2, cla ...
, including the
Mounted Warfare TestBed Mounted Warfare TestBed (MWTB) at Fort Knox, Kentucky, was the premier site for distributed simulation experiments in the US Army for over 20 years. It used simulation systems, including fully manned virtual simulators and computer-generated forces ...
at Ft Knox, Ky, the Soldier Battle Lab at Ft Benning, GA, the Air Maneuver Battle Lab at Ft Rucker, AL, the Fires Battle Lab at Ft Sill, OK. Additional research programs after the end of SIMNET included work in weather and real-time terrain modifications.


Companies and Technologies Founded Based on SIMNET Experience

One of the primary developers of the network for SIMNET, Rolland Waters, founded RTIME, Inc. in 1992, to provide to the game industry network engines. Sony (SCEA) bought RTIME in 2000 as the basis for their PS2 online game network. Other startups out of the BBN / Delta Graphics team include: * MVRsimulation Inc. (W. Garth Smith), MVRsimulation is a privately held small virtual business that develops software and 3D content for building and rendering 3D simulated environments. * MaK Technologies (John Morrison and Warren Katz), which continues to provide simulation software * Reality by Design, Inc (Joanne West Metzger and Paul Metzger), simulation and training software and systems * Zipper Interactive (Brian Soderberg), which developed the SOCOM PS2 game series and was also purchased by SCEA * Wiz!Bang (Drew Johnston), another game developer. Drew Johnston currently is the Product Unit Manager (PUM) for the Windows Gaming Platform team at Microsoft.


References

{{reflist * Pimental, K., and Blau, B. (1994). “Teaching Your System To Share.” IEEE computer graphics and applications, 14(1), 60 * Rheingold, H. (1992). Virtual reality, Simon & Schuster, New York, N.Y. * Robinett, W. (1994). “Interactivity and Individual Viewpoint in Shared Virtual Worlds: The Big Screen vs. Networked Personal Displays.” Computer Graphics, 28(2), 127 * Stone, A. R. (1991). Will The Real Body Please Stand Up?: Boundary Stories About Virtual Cultures. In M. Benedikt (Ed.), Cyberspace: First Steps (pp. 81-118). Cambridge: MIT Press.


External links


Lenoir, T. and H. Lowood (2003), "Theaters of War: The Military-Entertainment Complex"
Kunstkammer, Laboratorium, Bühne—Schauplätze des Wissens im 17. Jahrhundert/ Collection, Laboratory, Theater, Berlin; Walter de Gruyter Publishers.

: BattleStorm simulator]
SIMNET - An Insider's Perspective
L. Neal Cosby
SIMNET: The Advent of Simulator Networking
Duncan C. Miller and Jack A. Thorpe

Bruce Sterling
Defense Advanced Research Projects Agency (DARPA) Technology Transition
pages 27, 93 Virtual reality Virtualization software Military simulation Wide area networks