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INFORMATIONAL
Network Working Group                                           M. PullenRequest for Comments: 2502                        George Mason UniversityCategory: Informational                                          M. Myjak                                                     The Virtual Workshop                                                               C. Bouwens                                                                     SAIC                                                            February 1999Limitations of Internet Protocol Suite for Distributed Simulationin the Large Multicast EnvironmentStatus of this Memo   This memo provides information for the Internet community.  It does   not specify an Internet standard of any kind.  Distribution of this   memo is unlimited.Copyright Notice   Copyright (C) The Internet Society (1999).  All Rights Reserved.Abstract   The Large-Scale Multicast Applications (LSMA) working group was   chartered to produce documents aimed at a consensus based development   of the Internet protocols to support large scale multicast   applications including real-time distributed simulation.  This memo   defines services that LSMA has found to be required, and aspects of   the Internet protocols that LSMA has found to need further   development in order to meet these requirements.1. The Large Multicast Environment   The Large-Scale Multicast Applications working group (LSMA) was   formed to create a consensus based requirement for Internet Protocols   to support Distributed Interactive Simulation (DIS) [DIS94], its   successor the High Level Architecture for simulation (HLA) [DMSO96],   and related applications. The applications are characterized by the   need to distribute a real-time applications over a shared wide area   network in a scalable manner such that numbers of hosts from a few to   tens of thousands are able to interchange state data with sufficient   reliability and timeliness to sustain a three dimensional virtual,   visual environment containing large numbers of moving objects.  The   network supporting such an system necessarily will be capable of   multicast [IEEE95a,IEEE95b].Pullen                       Informational                      [Page 1]

RFC 2502         Limitations of Internet Protocol Suite    February 1999   Distributed Interactive Simulation is the name of a family of   protocols used to exchange information about a virtual environment   among hosts in a distributed system that are simulating the behavior   of objects in that environment.  The objects are capable of physical   interactions and can sense each other by visual and other means   (infrared, etc.).  DIS was developed by the U.S. Department of   Defense (DoD) to implement systems for military training, rehearsal,   and other purposes. More information on DIS can be found in [SSM96].   The feature of distributed simulation that drives network   requirements is that it is intended to work with output to and input   from humans across distributed simulators in real time. This places   tight limits on latency between hosts.  It also means that any   practical network will require multicasting to implement the required   distribution of all data to all participating simulators.  Large   distributed simulation configurations are expected to group hosts on   multicast groups based on sharing the same sensor inputs in the   virtual environment.  This can mean a need for thousands of multicast   groups where objects may move between groups in large numbers at high   rates.  Because the number of simulators is known in advance and   their maximum output rate in packets per second and bits per second   is specified, the overall total data rate (the sum of all multicast   groups) is bounded. However the required data rate in any particular   group cannot be predicted, and may change quite rapidly during the   simulation.   DIS real time flow consists of packets of length around 2000 bits at   rates from .2 packets per second per simulator to 15 packets per   second per simulator. This information is intentionally redundant and   is normally transmitted with a best effort transport protocol (UDP).   In some cases it also is compressed.  Required accuracy both of   latency and of physical simulation varies with the intended purpose   but generally must be at least sufficient to satisfy human   perception.  For example, in tightly coupled simulations such as high   performance aircraft maximum acceptable latency is 100 milliseconds   between any two hosts.  At relatively rare intervals events (e.g.   collisions) may occur which require reliable transmission of some   data, on a unicast basis, to any other host in the system.   The U.S. DoD has a goal to build distributed simulation systems with   up to 100,000 simulated objects, many of them computer generated   forces that run with minimal human intervention, acting as opposing   force or simulating friendly forces that are not available to   participate.  DoD would like to carry out such simulations using a   shared WAN.  Beyond DoD many people see a likelihood that distributed   simulation capabilities may be commercialized as entertainment.  The   scope of such an entertainment system is hard to predict but   conceivably could be larger than the DoD goal of 100,000.Pullen                       Informational                      [Page 2]

RFC 2502         Limitations of Internet Protocol Suite    February 1999   The High Level Architecture (HLA) is a DoD development beyond DIS   that aims at bringing DIS and other forms of distributed simulation   into a unifying system paradigm. From a distributed systems   standpoint HLA is considerably more sophisticated than DIS. For   example attributes of distributed objects may be controlled by   different simulators.  From the standpoint of the supporting network   the primary difference between HLA and DIS is that HLA does not call   for redundant transmission of object attributes; instead it specifies   a "Run Time Infrastructure" (RTI) that is responsible to transmit   data reliably, and may choose to do so by various means including   redundant transmission using best effort protocols. It is reasonable   to say that any network that can meet the needs of DIS can support   HLA by DIS-like redundant transmission, however this approach ignores   the possibility that under HLA some mixture of redundant and reliable   transmission can make significantly better use of network resources   than is possible using DIS.  While HLA, like DIS, does not specify   use of a multicasting network, it has similar requirements for many-   to-many transmission of object attributes at rates in excess of one   update per object per second that cannot be met without multicasting.   Further, HLA calls for transmission of semantically organized data   (for example, groups of objects with similar capabilities such as   tanks or aircraft) in this many-to-many context.   One solution that has been employed to deal with these challenges is   to aggregate the contents of many multicast groups into a single   multicast transmission [PuWh95,CSTH95].  Termed "dual-mode" or "bi-   level" multicast, this approach takes advantage of the fact that   although the amount of traffic in any particular multicast group can   vary greatly, the aggregate of all transmissions is bounded. If the   traffic is all aggregated into one large flow, an underlying ATM   network can create multicast SVCs with acceptable QoS to support the   requirement. It also bounds the network control problem of group   joins, in that the joins take place among dedicated collections of   routers and across the dedicated SVCs, rather than contending with   other LSMAs that may be sharing the same network. But it does this at   the cost of adding to the network a new, nonstandard aggregation   element that is a hybrid of the Internet and ATM protocols. We   address below the requirement to achieve such a result using a purely   IP network with aggregated reservation via RSVP.   The defense distributed simulation community has created a number of   multicast-capable networks for various simulated exercises, ranging   from tens to hundreds of simulated objects distributed across numbers   of sites ranging from two to twenty. As the number of objects has   increased they have found that building multicasting networks   potentially supporting thousands of simultaneous multicast groups   with large group change rates is a hard problem. This defense problem   is the precursor of similar problems that can be expected inPullen                       Informational                      [Page 3]

RFC 2502         Limitations of Internet Protocol Suite    February 1999   commercial networks.  Therefore the following sections describe the   services required and the shortcomings that have been found in using   today's Internet protocols in providing these services, with the   intention of informing the IETF to enable it to produce protocols   that meet the needs in these areas.2. Distributed Simulation (DIS and HLA) network service requirements.   a. real-time packet delivery, with low packet loss (less than 2%),   predictable latency on the order of a few hundred milliseconds, after   buffering to account for jitter (variation of latency) such that less   than 2% of packets fail to arrive within the specified latency, in a   shared network   b. multicasting with thousands of multicast groups that can support   join latencies of less than one second, at rates of hundreds of joins   per second   c. multicasting using a many-to-many paradigm in which 90% or more of   the group members act as receivers and senders within any given   multicast group   d. support for resource reservation; because of the impracticality of   over-provisioning the WAN and the LAN for large distributed   simulations, it is important to be able to reserve an overall   capacity that can be dynamically allocated among the multicast groups   e. support for a mixture of best-effort and reliable low-latency   multicast transport, where best-effort predominates in the mixture,   and the participants in the reliable multicast may be distributed   across any portion of the network   f. support for secure networking, in the form of per-packet   encryption and authentication needed for classified military   simulations3. Internet Protocol Suite facilities needed and not yet available for   large-scale distributed simulation in shared networks: These derive   from the need for real-time multicast with established quality of   service in a shared network.  (Implementation questions are not   included in this discussion.  For example, it is not clear that   implementations of IP multicast exist that will support the required   scale of multicast group changes for LSMA, but that appears to be a   question of implementation, not a limitation of IP multicast.)Pullen                       Informational                      [Page 4]

RFC 2502         Limitations of Internet Protocol Suite    February 19993.1 Large-scale resource reservation in shared networks   The Resource reSerVation Protocol (RSVP) is aimed at providing setup   and flow-based information for managing information flows at pre-   committed performance levels.  This capability is generally seen as   needed in real-time systems such as the HLA RTI. Concerns have been   raised about the scalability of RSVP, and also about its ability to   support highly dynamic flow control changes.  In terms of existing   RTI capabilities, the requirement in LSMA is for rapid change of   group membership, not for rapid change of group reservations.  This   is because in existing RTIs the aggregate requirement for all groups   in a large scale distributed simulation is static. However the   current RSVP draft standard for LSMA does not support aggregation of   reservation resources for groups of flows and therefore does not meet   the needs of existing RTIs.  Moreover, there is at least one RTI   development underway that intends to use individual, dynamic   reservations for large numbers of groups, and therefore will require   a dynamic resource reservation capability that scales to thousands of   multicast groups.   Further, RSVP provides support only for communicating specifications   of the required information flows between simulators and the network,   and within the network.  Distributing routing information among the   routers within the network is a different function altogether,   performed by routing protocols such as Multicast Open Shortest Path   First (MOSPF). In order to provide effective resource reservation in   a large shared network function, it may be necessary to have a   routing protocol that determines paths through the network within the   context of a quality of service requirement.  An example is the   proposed Quality Of Service Path First (QOSPF) routing protocol   [ZSSC97]. Unfortunately the requirement for resource-sensitive   routing will be difficult to define before LSMA networks are deployed   with RSVP.3.2 IP multicast that is capable of taking advantage of all common    link layer protocols (in particular, ATM)    Multicast takes advantage of the efficiency obtained when the    network can recognize and replicate information packets that are    destined to a group of locations. Under these circumstances, the    network can take on the job of providing duplicate copies to all    destinations, thereby greatly reducing the amount of information    flowing into and through the network.    When IP multicast operates over Ethernet, IP multicast packets are    transmitted once and received by all receivers using Ethernet-layer    multicast addressing, avoiding replication of packets.  However,    with wide-area Asynchronous Transfer Mode (ATM), the ability to takePullen                       Informational                      [Page 5]

RFC 2502         Limitations of Internet Protocol Suite    February 1999    advantage of data link layer multicast capability is not yet    available beyond a single Logical IP Subnet (LIS).  This appears to    be due to the fact that (1) the switching models of IP and ATM are    sufficiently different that this capability will require a rather    complex solution, and (2) there has been no clear application    requirement for IP multicast over ATM multicast that provides for    packet replication across multiple LIS.  Distributed simulation is    an application with such a requirement.3.3 Hybrid transmission of best-effort and reliable multicast    In general the Internet protocol suite uses the Transmission Control    Protocol (TCP) for reliable end-to-end transport, and the User    Datagram Protocol (UDP) for best-effort end-to-end transport,    including all multicast transport services.  The design of TCP is    only capable of unicast transmission.    Recently the IETF has seen proposals for several reliable multicast    transport protocols (see [Mont97] for a summary). A general issue    with reliable transport for multicast is the congestion problem    associated with delivery acknowledgments, which has made real-time    reliable multicast transport infeasible to date.  Of the roughly 15    attempts to develop a reliable multicast transport, all have shown    to have some problem relating to positive receipt acknowledgments    (ACK) or negative acknowledgments (NAK). In any event, its seems    clear that there is not likely to be a single solution for reliable    multicast, but rather a number of solutions tailored to different    application domains. Approaches involving distributed logging seem    to hold particular promise for the distributed simulation    application.    In the DIS/HLA environment, five different transmission needs can be    identified:   (1) best-effort low-latency multicast of object attributes that often       change continuously, for example position of mobile objects;   (2) low-latency reliable multicast of object attributes that do not       change continuously but may change at arbitrary times during the       simulation, for example object appearance (An important       characteristic of this category is that only the latest value of       any attribute is needed by the receiver.);   (3) low-latency, reliable unicast of occasional data among arbitrary       members of the multicast group (This form of transmission was       specified for DIS "collisions"; it is not in the current HLA       specification but might profitably be included there. The       requirement is for occasional transaction-like exchange of data       between two arbitrary hosts in the multicast group, with a low       latency that makes TCP connection impractical.);Pullen                       Informational                      [Page 6]

RFC 2502         Limitations of Internet Protocol Suite    February 1999   (4) reliable but not necessarily real-time multicast distribution of       supporting bulk data such as terrain databases and object       enumerations; and   (5) reliable unicast of control information between individual RTI       components (this requirement is met by TCP).   All of these transmissions take place within the same large-scale   multicasting environment. The value of integrating categories (1) and   (2) into a single selectively reliable protocol was proposed by Cohen   [Cohe94].  Pullen and Laviano implemented this concept [PuLa95] and   demonstrated it within the HLA framework [PLM97] as the Selectively   Reliable Transmission Protocol (SRTP) for categories (1) through (3).   Category (4) could be supported by a reliable multicast protocol such   as the commercial multicast FTP offering from Starburst [MRTW97],   however adequate congestion control has not been demonstrated in any   such protocol. There has been some discussion of using the Real-Time   Streaming Protocol, RTSP, for this purpose, however as the databases   must be transmitted reliably and RTSP uses a best-effort model, it   does not appear to be applicable.   In summary, it is clear that a hybrid of best-effort and reliable   multicast (not necessarily all in the same protocol) is needed to   support DIS and HLA, and that the low-latency, reliable part of this   hybrid is not available in the Internet protocol suite.3.4 Network management for distributed simulation systems   Coordinated, integrated network management is one of the more   difficult aspects of a large distributed simulation exercise.  The   network management techniques that have been used successfully to   support the growth of the Internet for the past several years could   be expanded to fill this need.  The technique is based on a primitive   called a Management Information Base (MIB) being polled periodically   at very low data rates.  The receiver of the poll is called an Agent   and is collocated with the remote process being monitored. The agent   is simple so as to not absorb very many resources. The requesting   process is called a Manager, and is typically located elsewhere on a   separate workstation.  The Manager communicates to all of the agents   in a given domain using the Simple Network Management Protocol   (SNMP).  It appears that SNMP is well adapted to the purpose of   distributed simulation management, in addition to managing the   underlying simulation network resources.  Creating a standard   distributed simulation MIB format would make it possible for the   simulation community to make use of the collection of powerful, off-   the-shelf network management tools that have been created around   SNMP.Pullen                       Informational                      [Page 7]

RFC 2502         Limitations of Internet Protocol Suite    February 19993.5 A session protocol to start, pause, and stop a distributed    simulation exercise   Coordinating start, stop, and pause of large distributed exercises is   a complex and difficult task.  The Session Initiation Protocol (SIP)   recently proposed by the Multiparty Multimedia Session Control   (MMUSIC) working group serves a similar purpose for managing large   scale multimedia conferences. As proposed, SIP appears to offer   sufficient extensibility to be used for exercise session control, if   standardized by the IETF.3.6 An integrated security architecture   It appears that this requirement will be met by IPv6 deployment. A   shortcoming of the current Internet Protocol (IPv4) implementation is   the lack of integrated security. The new IPv6 protocol requires   implementers to follow an integrated security architecture that   provides the required integrity, authenticity, and confidentiality   for use of the Internet by communities with stringent security   demands, such as the financial community.  The possibility that the   IPv6 security architecture may meet military needs, when combined   either with military cryptography or government-certified commercial   cryptography, merits further study.3.7 Low-latency multicast naming service   Name-to-address mapping in the Internet is performed by the Domain   Name Service (DNS).  DNS has a distributed architecture tuned to the   needs of unicast networking with reliable transmission (TCP) that is   not considered problematic if its latency is on the order of a second   or more. The requirement of distributed simulation for agile movement   among multicast groups implies a need for name-to-multicast-address   mapping with latency of under one second for the name resolution and   group join combined.  This problem has been circumvented in military   simulations by using group IP addresses rather than names. While   military simulations may be satisfied to communicate using a known   mapping from grid squares to multicast groups, growth of distributed   simulation into commercial entertainment cannot be based on such a   simple capability. The players in distributed entertainment   simulations will want to be organized symbolically by virtual world   and role. A low-latency multicast naming service will be required.3.8 Inter-Domain Multicast Routing for LSMA   While military LSMAs typically take place within a single   administrative domain, future entertainment LSMAs can be expected to   involve heavy inter-domain multicast traffic so that players can be   supported by multiple service providers.  Standardized protocols ablePullen                       Informational                      [Page 8]

RFC 2502         Limitations of Internet Protocol Suite    February 1999   to support large numbers of multicast flows across domain boundaries   will be needed for this purpose.  Current work to create a Border   Gateway Multicast Protocol (BGMP) shows promise of meeting this need.4.  References   [CSTH95]  Calvin, J., et. al., "STOW Realtime Information Transfer             and Networking Architecture," 12th DIS Workshop on             Standards for the Interoperability Distributed Simulations,             March 1995.   [Cohe94]  Cohen, D., "Back to Basics," Proceedings of the 11th             Workshop on Standards for Distributed Interactive             Simulation, Orlando, FL, September 1994.   [DIS94]   DIS Steering Committee, "The DIS Vision," Institute for             Simulation and Training, University of Central Florida, May             1994.   [DMSO96]  Defense Modeling and Simulation Office, High Level             Architecture Rules Version 1.0, U.S. Department of Defense,             August 1996.   [IEEE95a] IEEE 1278.1-1995, Standard for Distributed Interactive             Simulation - Application Protocols   [IEEE95b] IEEE 1278.2-1995, Standard for Distributed Interactive             Simulation - Communication services and Profiles   [MRTW97]  Miller, K., et. al. "StarBurst Multicast File Transfer             Protocol (MFTP) Specification", Work in Progress.   [Mont97]  Montgomery, T., Reliable Multicast Links webpage,http://research.ivv.nasa.gov/RMP/links.html   [PuLa95]  Pullen, M. and V. Laviano, "A Selectively Reliable             Transport Protocol for Distributed Interactive Simulation",             Proceedings of the 13th Workshop on Standards for             Distributed Interactive Simulation, Orlando, FL, September             1995.   [PuWh95]  Pullen, M. and E. White, "Dual-Mode Multicast: A New             Multicasting Architecture for Distributed Interactive             Simulation," 12th DIS Workshop on Standards for the             Interoperability of Distributed Simulations, Orlando, FL,             March 1995.Pullen                       Informational                      [Page 9]

RFC 2502         Limitations of Internet Protocol Suite    February 1999   [PLM97]   Pullen, M., Laviano, V. and M. Moreau, "Creating A Light-             Weight RTI As An Evolution Of Dual-Mode Multicast Using             Selectively Reliable Transmission," Proceedings of the             Second Simulation Interoperability Workshop, Orlando, FL,             September 1997.   [SPW94]   Symington, S., Pullen, M. and D. Wood, "Modeling and             Simulation Requirements for IPng",RFC 1667, August 1994.   [SSM96]   Seidensticker, S., Smith, W. and M. Myjak, "Scenarios and             Appropriate Protocols for Distributed Interactive             Simulation", Work in Progress.   [ZSSC97]  Zhang, Z., et. al., "Quality of Service Path First Routing             Protocol", Work in Progress.4.  Security Considerations   Security issues are discussed insection 3.6.5.  Authors' Addresses   J. Mark Pullen   Computer Science/C3I Center   MS 4A5   George Mason University   Fairfax, VA 22032   EMail: mpullen@gmu.edu   Michael Myjak   The Virtual Workshop   P.O. Box 98   Titusville, FL 32781   EMail: mmyjak@virtualworkshop.com   Christina Bouwens   ASSET Group, SAIC Inc.   Orlando, FL   EMail: christina.bouwens@cpmx.mail.saic.comPullen                       Informational                     [Page 10]

RFC 2502         Limitations of Internet Protocol Suite    February 19996.  Full Copyright Statement   Copyright (C) The Internet Society (1999).  All Rights Reserved.   This document and translations of it may be copied and furnished to   others, and derivative works that comment on or otherwise explain it   or assist in its implementation may be prepared, copied, published   and distributed, in whole or in part, without restriction of any   kind, provided that the above copyright notice and this paragraph are   included on all such copies and derivative works.  However, this   document itself may not be modified in any way, such as by removing   the copyright notice or references to the Internet Society or other   Internet organizations, except as needed for the purpose of   developing Internet standards in which case the procedures for   copyrights defined in the Internet Standards process must be   followed, or as required to translate it into languages other than   English.   The limited permissions granted above are perpetual and will not be   revoked by the Internet Society or its successors or assigns.   This document and the information contained herein is provided on an   "AS IS" basis and THE INTERNET SOCIETY AND THE INTERNET ENGINEERING   TASK FORCE DISCLAIMS ALL WARRANTIES, EXPRESS OR IMPLIED, INCLUDING   BUT NOT LIMITED TO ANY WARRANTY THAT THE USE OF THE INFORMATION   HEREIN WILL NOT INFRINGE ANY RIGHTS OR ANY IMPLIED WARRANTIES OF   MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.Pullen                       Informational                     [Page 11]

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