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http://www.sei.cmu.edu/architecture/Architectures_for_DIS.html
Another design principle of DIS is that, within a particular configuration, there is no central computer with the responsibility for interaction detection and resolution. This prevents single-point failures from disrupting the overall exercise or mission being supported by a DIS configuration. Each node is responsible for determining its own interaction with the rest of the electronic battlespace. It does this by locally detecting and resolving interactions of the entity that it is simulating with all the other entities on the battlespace. A node communicates any changes in state caused by interactions and resolutions to the rest of the configuration.
To communicate its current status (location, velocity, orientation, etc.) to all other entities within a particular exercise, each entity's host computer broadcasts updates to its status. The receiving entity's host computer takes this status information from all the other entities in the exercise and calculates ground truth. The computer can then determine what can be seen (by either visual or electronic means) by the entity it is simulating and updates displays as necessary.
DIS reduces communication requirements by requiring that each node maintain a simple model for all of the entities on the battlespace that it is not simulating. These entities are called remote entities. Between the receipt of updates from the remote nodes actually responsible for simulating those entities, the local node executes these simple dead reckoning models for those entities to estimate their current state. Each node also maintains a simple model of its own entity's state in addition to the high-fidelity model it calculates. When the low-fidelity model differs from the high-fidelity model by a certain amount, the node communicates its entity state to the rest of the configuration (see Figure 3-1:). This approach allows the local node to update its entity's state locally at a rate dependent on local needs (for example, a 30Hz update rate necessary for a visual system) without overwhelming the internode communication system. Communication of the state of remote entities is an asynchronous action with respect to the simulation processing performed on the local node. Therefore, the dead reckoning algorithms are also used to extrapolate the state variables of all remote entities in order to re-establish the synchronous environment necessary for the simulation of the local entity.
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