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Defense Technical Information Center Compilation Part Notice ADP 023854 TITLE : Dynamic Resource Allocation in an HPC Environment
| Content Provider | Semantic Scholar |
|---|---|
| Author | Hanna, James P. Blank, Gary |
| Abstract | can be defined as a course of action (COA)1l ". Traditionally, friendly COAs are wargamed against the Analysts within the military strategic planning "most likely" and "most dangerous" adversary COAs, process need to be able to anticipate and respond in realherein referred to as eCOA. Wargaming is a recorded time to a dynamically changing battlespace i c er "what if" session of actions and reactions designed to actions. The capability is required to accept current visualize the flow of the battle and evaluate each friendly information into a simulation and rapidly peer into the COA t21. This is a highly manpower intensive process that future at any given moment to derive hypotheses about doesn't account for a dynamically changing situation. future alternatives. It is virtually impossible to identify or The number of COAs wargamed is limited due to the predict the specc details of what might transpire. Our enormous manpower resources required to evaluate each predct he pecficdetilsof wa igh trnspre.Our scenario. In addition, as the situation unfolds, a dynamic research interest is to develop techniques to assess sn ai e additio n s the u inl dynasic potential courses of action (COAs) against the and volatile adversary can drive the friendly decision adversarial environment. Utilizing HPC technology, process, without much opportunity to evaluate potential multiple force structure simulations can be dynamically outcomes. executed in parallel to concurrently evaluate the There has been significant research in recent years hypothesis of assessing a given COA against a range of relating to automating the wargaming process to attempt adversarial eCOAs. The uncertainty of the adversary to shorten the decision cycle. Unfortunately, these decision process requires simulation capabilities that conventional wargaming simulations typically execute a spawn multiple simulations from critical decision points pre-scripted sequence of events for an adversary, to evaluate alternative eCOAs. The focus of this paper is independent of the opposing force. In addition, on the development of a simulation framework that conventional wargames focus on traditional attritionprovides the foundation for faster than real-time parallel based force-on-force modeling, whereas modem COA simulations. Within this framework is a requirement campaign strategies employ and evaluate a mixture of to be able to dynamically allocate and reallocate kinetic and non-kinetic operations. One such campaign resources in an HPC environment. The authors will approach being pursued within the Air Force is effectsdescribe techniques to clone and create variant based operations (EBO). EBO is an approach to simulations in real-time and the dynamic system planning, executing, and assessing military operations that requirements and use of HPC nodes, focuses on the effects produced from military activities, as opposed to the direct result of attacking targets 1. A significant challenge for EBO is predicting and assessing |
| File Format | PDF HTM / HTML |
| Alternate Webpage(s) | http://www.dtic.mil/dtic/tr/fulltext/u2/p023854.pdf |
| Alternate Webpage(s) | http://www.dtic.mil/get-tr-doc/pdf?AD=ADP023854 |
| Alternate Webpage(s) | https://apps.dtic.mil/dtic/tr/fulltext/u2/p023854.pdf |
| Language | English |
| Access Restriction | Open |
| Content Type | Text |
| Resource Type | Notice |