Modeling and Simulation Requirements for IPng
RFC 1667

Document Type RFC - Informational (August 1994; No errata)
Last updated 2013-03-02
Stream Legacy
Formats plain text pdf html
Stream Legacy state (None)
Document shepherd No shepherd assigned
IESG IESG state RFC 1667 (Informational)
Telechat date
Responsible AD (None)
Send notices to (None)
Network Working Group                                       S. Symington
Request for Comments: 1667                             MITRE Corporation
Category: Informational                                          D. Wood
                                                       MITRE Corporation
                                                               M. Pullen
                                                 George Mason University
                                                             August 1994

             Modeling and Simulation Requirements for IPng

Status of this Memo

   This memo provides information for the Internet community.  This memo
   does not specify an Internet standard of any kind.  Distribution of
   this memo is unlimited.


   This document was submitted to the IETF IPng area in response to RFC
   1550.  Publication of this document does not imply acceptance by the
   IPng area of any ideas expressed within.  Comments should be
   submitted to the mailing list.

Executive Summary

   The Defense Modeling and Simulation community is a major user of
   packet networks and as such has a stake in the definition of IPng.
   This white paper summarizes the Distributed Interactive Simulation
   environment that is under development, with regard to its real-time
   nature, scope and magnitude of networking requirements.  The
   requirements for real-time response, multicasting, and resource
   reservation are set forth, based on our best current understanding of
   the future of Defense Modeling and Simulation.

1.  Introduction

   The Internet Engineering Task Force (IETF) is now in the process of
   designing the Next Generation Internet Protocol (IPng). IPng is
   expected to be a driving force in the future of commercial off-the-
   shelf (COTS) networking technology. It will have a major impact on
   what future networking technologies are widely available, cost
   effective, and multi-vendor interoperable.  Applications that have
   all of their network-layer requirements met by the standard features
   of IPng will be at a great advantage, whereas those that don't will
   have to rely on less-widely available and more costly protocols that
   may have limited interoperability with the ubiquitous IPng-based COTS

Symington, Wood & Pullen                                        [Page 1]
RFC 1667     Modeling and Simulation Requirements for IPng   August 1994

   This paper is intended to serve as input to the IPng design effort by
   specifying the network-layer requirements of Defense Modeling and
   Simulation (M&S) applications. It is important that the M&S community
   make its unique requirements clear to IPng designers so that
   mechanisms for meeting these requirements can be considered as
   standard features for IPng. The intention is to make IPng's benefits
   of wide COTS availability, multi-vendor interoperability, and cost-
   effectiveness fully available to the M&S community.

2.  Background: Overview of Distributed Interactive Simulation

   The Defense Modeling and Simulation community requires an integrated,
   wide-area, wideband internetwork to perform Distributed Interactive
   Simulation (DIS) exercises among remote, dissimilar simulation
   devices located at worldwide sites. The network topology used in
   current M&S exercises is typically that of a high-speed cross-country
   and trans-oceanic backbone running between wideband packet switches,
   with tail circuits running from these packet switches to various
   nearby sites. At any given site involved in an exercise, there may be
   several internetworked local area networks on which numerous
   simulation entity hosts are running.  Some of these hosts may be
   executing computer-generated semi-automated forces, while others may
   be manned simulators.  The entire system must accommodate delays and
   delay variance compatible with human interaction times in order to
   preserve an accurate order of events and provide a realistic combat
   simulation. While the sites themselves may be geographically distant
   from one another, the simulation entities running at different sites
   may themselves be operating and interacting as though they are in
   close proximity to one another in the battlefield.  Our goal is that
   all of this can take place in a common network that supports all
   Defense modeling and simulation needs, and hopefully is also shared
   with other Defense applications.

   In a typical DIS exercise, distributed simulators exchange
   information over an internetwork in the form of standardized protocol
   data units (PDUs). The DIS protocols and PDU formats are currently
   under development.  The first generation has been standardized as
   IEEE 1278.1 and used for small exercises (around 100 hosts), and
Show full document text