Title: Millennium Challenge 02
1Millennium Challenge 02 and Beyond
Tony Cerri Interim Deputy Director for Experiment
Engineering USJFCOM, J9
2Purpose of MC02
Test Environment for - 11 Joint Service
Concepts - 27 Joint Initiatives - 46 Service
Initiatives
MC02 Hypothesis If an enhanced Joint Force
Headquarters is informed by an Operational Net
Assessment and employs Effects Based Operations
then the 2007 joint force will be able to conduct
Rapid and Decisive Operations against an adaptive
adversary.
3Events Leading up to MC02
- 23 Workshops
- 16 LOEs
- 4 Integration Milestones
- 4 Spirals
- 3 Training Events
- Experimental Audience was replaced
- just prior to execution.
- (18th ABC -gt 3rd Corps)
4Simulation Team Mission
13,500 soldiers, sailors, airmen, marines, (and
contractors) had to press the I BELIEVE button.
5Initial MC02 MS Analysis
4 - 5 sims max. Do it all the time.
No big deal.
6Things Change
- And Congress said
- - Services will play
- - Integrate live and simulated
7MC02 Federation Design
- Services selected the best simulations to
represent their capabilities. USJFCOM funded
improvements and integration using the High Level
Architecture. - First large, complex use of HLA. We have proved
that HLA will support a large event. - Requirement driven build process. Some ideas are
too late We concentrated on high priority
capabilities. - All simulations have adopted some change. This
is a significant leave-behind to support future
service events.
8The Final Result
JCATS
JSAF
DBST/ JCATS
- Experimental Audience
- JTF
- SJFHQ
- Functional Components
- Interagency, COEs.
AWSIM/ JQUAD/ MDST/ DICE/ CATT
NWARS/ SLAMEM
VSTARS
JSIMS CE
42 Total Simulations
Simulations from Service Analysis, Training,
Experimentation Communities with Live forces
creating a requirements-driven, Joint synthetic
battle space.
9Facts
- Core Simulations 19
- Operational Simulations 5
- Tactical Simulations 18
- TOTAL 42 in MC02 Federation
- ( 9 Standalone)
- 3,000 multicast groups
- 90 HLA federates
- Live/sim integration
HLA
LIVE 13,500
Virtual Simulators 6
Simulation 32,000 platforms
Largest simulation federation in history. And it
n-e-v-e-r went down 408 hours of continuous
operations.
10MC02 Site Map
11Simplified MC02 Sim Architecture
12Top-Level Architecture
15 types of C4I 1200 Machines
13MC02 Special Hybrid Terrain
- Present the scenario on one geography to ensure
one Common Operational Picture, shared from
Strategic to Tactical levels. - Create an environment that supports live and
virtual actions integration on our Western
Ranges. - Create a world that is potentially NATO
disclosable. - Use data from real-world databases.
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14MC02 Statistics
- INTERACTIONS (sim to sim)
- Air to ground
- Ground to air
- Surface to surface
- Subsurface to surface
- Subsurface to ground
- Surface to air
- Air to surface
- Air to air
- Space
- Sensors
- ave. 1.8M Interactions/hr.
- over 8M ave. during peak periods
- 4 services and SOCOM
- 2007 capabilities
- 30K platforms for play
- Real time
- Tested or RWA activated
- Box of Rocks unit menu
- 400 different platforms with 600 munitions.
- 110,000 possible weapon-target
pairings.
Federation up time 24/7 for 3 weeks
15MC 02 Statistics
- Total budget over 2 years 250M
- Total RD budget to build the federation 13M
- Code bending complete in 1 year
- 9 integration events (technical tests)
- 4 spirals (operational tests)
- Number of people participating 13,500 MS 450
- Number of computers workstations 2950
- Simulated battle space 1,000,000 sq. miles
- Different types of entities modeled by all
federates 675 and 434 munitions 110,000
possible and interesting interactions.
16MC02 VV The UGLY
- Enumerations 600 platforms 400 weapons
- At least 4 attempts at self-adjusting processes.
- Finally appointed a Czar, built management tools
into the TIDB and monitoring tools into the
federation. Wonderful end to a LONG story. - Interaction documentation 110,000 possible
sigh - Took a lot of team wrangling to pick a course
ahead - Interactive matrices for class interactions built
into TIDB. This is absolutely a way to go for
future. - Face validity remained preeminent tool due to
sheer size of problem set. (KUDOS to testing
team) - We missed ONE interaction boundary condition.
Obviously, the ONE that everyone noticed!
17M02 VV The UGLY
- Requirements were like hens teeth
- Kulps 100 were life saver sim initiated but
early! - If it wasnt a requirement we didnt build it.
- VV would have ground to halt without
requirement focused foundation. - Setting the experiment in 2007 left some data
threads hanging in the wind no experience and
no data.
18MC02 VV The BAD
- We did not force or protect certification of the
simulation operational environment. - Some few, but influential, people were playing
with different rules and expectations. - 24 hour operations were widely interpreted
differently. - Uninformed people are making good livings with
MS assumptions. - The federation fidelity was something to be
reckoned with - Processes those who did not do homework blamed
sims - Results That would never happen in the real
world. Ahh. - It is MUCH easier to script an answer.
- Entities dont lie.
- Only played with 35,000 entities.
19MC02 VV The GOOD
- Basic VV philosophy
- Each service provided VVd models.
- USJFCOM focused VV efforts on inter-federate
interactions and C4I stimulation. - There was no VV Testing per se
- VV was integral part of A-L-L functional tests,
critical event tests, thread tests, and
vignettes. - There was NO VV day or period!
- Continuous process. Dedicated VV was present
from very first IM through the last day of
execution. VVA personnel earned team
membership. - Service SMEs were present every step of the way
- Not all SMEs are created equal
20MS Lessons Learned
- Early requirements definition was key to the
successful federation of a diverse set of
simulations - Critical technical decisions were deferred until
a clear path was understood - Management exercised an extremely flat hierarchy
for planning, design, and implementation - Early articulation of Integration Milestone
events and spirals with the objectives for each
was essential - Planned, continuous IVV was integral to the test
environment - An independent testing agent ensured the
simulations performed to standard - Centralized integration and testing was essential
to supporting distributed execution - Above all, success is primarily due to a
world-class development team
21Millennium Challenge 2002
A Success Story
- A fully cooperative working environment with the
Services. - Largest and most complex federation of
simulations. (42 simulations and 9 standalones
running on 300 computers) - No federation down time from 21 July to 10 Aug
(24/7 ops) - 32000 entities active at any one time
- 400 different types of platforms 600 different
types of munitions 110,000 weapon-target
pairings tested - Success based on a robust spiral development
effort with detailed integration and
comprehensive testing
And then we tore it all down!!
22Distributed Continuous Experimentation
Environment Problem Statement
- History has shown that our past practice of
conducting every experiment in a different
location results in - Significantly increased set up time.
- Significantly increased test requirement w/
reduced time. - Higher risk each configuration is different.
- Tear down time.
- No what-if experimentation time.
- No opportunity to explore discoveries.
- Hard on equipment (MTBF).
- Hard on people.
- Higher risk of equipment misplacement.
- Lost time fewer experimentation opportunities.
- Increased costs.
- Irregular pacing and spacing hindered timely
analysis and reporting
23Desired Characteristics of the DCEE
- Persistent (readily available) vice Episodic
- Quantitative/Qualitative Analysis and
Objective/Subjective Judgment - Plug and Play through Flexible Standards (Joint
FOM) - Diverse Partners (Combatant Commands, Services,
Industry, Multi-National) - Distributed, Virtual Laboratory
- Discovery through Validation (Concept to
Reality) - Optional Live Integration
- People are Key World Class Capability
- Blue, Red and White Cells
- C4I and Sim teams.
- Analysis and AAR teams
24DCEE?
- Distributed Continuous Experimentation
Environment is - the primary experimentation and exploration
methodology - providing a persistent, live, constructive and
virtual capability - consisting of people, places and things
- for JFCOM and other combatant commanders, the
Services, government agencies and our
multinational partners - that facilitates the refinement of concepts and
discovery of new ideas.
Provides the operational architecture for the
JNTC. Provides Combatant Commanders the
capability to experiment and exercise from their
headquarters.
25DCEE Adaptable Environment
26First JNTC Integration Event
- February 04
- All federates using new production-level code
and the RTI (NG) was new this was NOT MC02 off
the shelf - JSAF (f), JCATS, DBST (f), AWSIM, GIAC, G/Ws
- Federation was running and ready for testing in
lt 2 days. - !!!!!!!
- Initial thoughts on why this worked
- JEF FOM and Federation Agreements stayed
constant - Key developers on site and had participated in
design. - Rotation was cancelled but MS was on track.
- Next event is being planned.
27Questions?
28MC02 Key Capabilities
The Joint Experimentation Federation validated
the following key performance capabilities during
MC02
- Supported the full range of joint and Service
tasks and conditions required to demonstrate
rapid decisive operations in this decade - Fully integrated joint and Service C4I systems as
well as experimental C4I systems - Distributed the environment across 12 locations
(17 counting C4I) including ships at sea - Maintained 100 federation availability over 3
weeks running 24 x 7
UNCLASSIFIED