[ih] Fwd: Internet at Sea
Jack Haverty
jack at 3kitty.org
Tue Oct 7 13:52:34 PDT 2025
Defense Simulation Internet -- that's it, I couldn't remember the name.
Quick search uncovers this MITRE study with some technical info:
https://apps.dtic.mil/sti/tr/pdf/ADA381147.pdf
/Jack
On 10/7/25 12:54, Craig Partridge wrote:
> As I recall it was called the Defense Simulation INternet (DSIN) or
> something close and was carefully engineered to have enough capacity
> to link the various simulators. It made heavy use of UDP.
>
> Couple of quick comments (some of my college classmates were the core
> of the initial implementation team, but I was not on the team, so some
> details may be not quite right) about the networking aspects.
>
> Both network bandwidth and the number of messages was at a premium and
> the team figured this out quite quickly. They were working initially
> with the 1983-vintage Internet, with no working congestion control and
> where effective Ethernet speed was about 1Mbps due to network adapter
> limitations and Unix kernel limitations.
>
> They had, initially, an n*n comms pattern, every "thing" in the
> simulated space was tracking what every other "thing" was doing to
> ensure everyone had a faithful representation of the world. Each node
> drove its own graphics displays (and there were multiple per tank).
> You didn't have to get too many tanks, plus shells and other moving
> things, and the network saturated if you sent out an update on every
> action.
>
> So what they did was develop predictive algorithms for each item. For
> instance, if a tank was speeding along, the algorithm predicted it
> would continue along its current path and the tank only sent an update
> when it deviated from the predicted path. Each node was, therefore,
> calculating what it thought each item in the space was doing and
> looking for occasional updates. This sharply reduced network traffic
> and made performance quite good -- and this is the core of the
> simulation protocols that were developed in the late 1980s and early
> 1990s.
>
> There were some early hiccoughs. There's an art to figuring out how
> often to update and soldiers (who were getting to play the world's
> best video game in high end tank simulators) were quick to figure out
> glitches and take advantage. As I recall, one trick was to drive your
> tank at maximum speed (something like 60 mph) crosswise in front of
> your opponent's tank with your gun pointing ahead -- so they think
> you're an unsuspecting target but also have to line up a shot on a
> fast moving object. Then, just before you estimate your opponent has
> got their shot ready, you stomp on the brakes and turn your turret
> towards them and fire. What the opponent would see is your tank
> magically jump backwards and shoot at them.
>
> Side story: as I understand the politics of simulation, the SIMNET
> project had a number of challenges getting the various contractors to
> play nicely. I think BBN finally ended up buying the specialized
> graphics display company to reduce friction. But what made SIMNET a
> big success was the NATO Tank Competition. The US Army historically
> did poorly -- someone (the SIMNET PM?), in a stroke of marketing
> genius, had SIMNET code the tank course into the simulator and let the
> Army team practice on it. The US won the competition....
>
> Craig
>
>
>
> On Tue, Oct 7, 2025 at 1:26 PM Jack Haverty via Internet-history
> <internet-history at elists.isoc.org> wrote:
>
> Answering Barbara's questions...
>
> A few years ago, someone who had worked on SIMNET told me that
> they had
> chosen to use a private network approach rather than running over The
> Internet which was shared with others. I don't know any of the
> details
> though.
>
> My suspicion is that they built a private clone of the Internet,
> using
> TCP/IP routers, and circuits. Lots of corporations were deploying
> similar private clones for use within their corporation and possibly
> some partners.
>
> For a particular project, a private "intranet" could be carefully
> managed to meet the needs for gaming, perhaps using the methodology
> learned from the ARPANET.
>
> The ARPANET had a team of analysts who looked at traffic
> statistics and
> trends, and designed changes to the ARPANET, e.g., to add or remove
> circuits, order higher bancwith, modify protocols, etc. That same
> philosophy could be applied to a private Internet, to maintain needed
> and consistent performance for a specific application.
>
> In addition, with all of the switches and computers involved in the
> project under the project's control, customized approaches could be
> designed and implemented. Corporations couldn't really do that
> when all
> their routers came from Cisco, but a military project such as SIMNET
> could; perhaps they implemented some TOS functionality, or something
> else to address the latency requirements. With a private system,
> even
> based on TCP/IP, you could do that.
>
> Coordinating with the "public" Internet, funding research on general
> solutions and implementations, and getting new mechanisms into the
> Standards Process was not needed for the project to be successful. A
> project-specific solution was sufficient.
>
> But I don't know any of the actual details about how the SIMNET
> communications worked. So the above is just speculation. I suspect
> the details are in reports somewhere in DTIC.
>
> /Jack
>
> On 10/7/25 10:38, Greg Skinner via Internet-history wrote:
> > forwarded for Barbara
> >
> >> ----- Forwarded Message -----
> >> From: Barbara Denny <b_a_denny at yahoo.com>
> >> To: Internet-history <internet-history at elists.isoc.org>
> >> Sent: Monday, October 6, 2025 at 10:45:00 AM PDT
> >> Subject: Re: [ih] Internet at Sea
> >>
> >> See inline comments below.
> >>
> >> On Saturday, October 4, 2025 at 03:31:27 PM PDT, Jack Haverty
> via Internet-history <internet-history at elists.isoc.org> wrote:
> >>
> >>
> >> Some better search term on discover.dtic.mil
> <http://discover.dtic.mil> found this - the sequel to
> >> the report I just mentioned, published a year later:
> >>
> >> https://apps.dtic.mil/sti/tr/pdf/ADA239925.pdf
> >>
> >> Chapter XVI is titled "SIMNET" which has a special, but likely
> as yet
> >> untold, history with The Internet.
> >>
> >> Sometime in late 1982 or early 1983, ARPA asked our "Internet"
> group at
> >> BBN to get involved with a project that might be able to use the
> >> emerging Internet for its communications infrastructure. That
> program
> >> was called SIMNET, or SIMulation NETwork, and the concept was
> to create
> >> a video-game type of training tool for use in combat training. The
> >> initial use was training M-1 tank crews, but the concept
> included other
> >> participants, such as helicopters. Mike Kraley and I went to a
> bunch of
> >> meetings to brainstorm and flesh out the ideas, as part of our
> ongoing
> >> work on ARPA Internet-related contracts.
> >>
> >> It became clear that for such "gaming" applications, network
> latency was
> >> important. It mattered a lot. If you fired at the enemy, you
> should be
> >> able to see the results immediately and consistently. A
> training system
> >> had to be accurate for the things that mattered, but could cut
> corners
> >> to save costs for the things that didn't.
> >>
> >> Inside the Internet world, that need was one of the motivations
> for the
> >> introduction of the TOS field (Type Of Service) in the IP
> header. Our
> >> conclusion was that the Internet would have to support at least two
> >> different types of behavior. Possibly more since SIMNET was also
> >> envisioned to simulate radio traffic and "chatter" between the
> crews in
> >> the simulation, using packet voice.
> >>
> >> Datagrams associated with things like firing weapons or vocal
> snippets
> >> could be small, but had to get delivered quickly. Datagrams
> associated
> >> with things like detailed maps could be delivered at a more
> leisurely
> >> pace. Terrestrial routes would be good for the former, and
> >> geosynchronous satellites appropriate for the latter. Of
> course there
> >> would also need to be new appropriate routing mechanisms to
> make it all
> >> work as envisioned.
> >>
> >> At BBN, we wrote a proposal to start an actual SIMNET project.
> Shortly
> >> thereafter, in July 1983, BBN reorganized and that project was
> approved
> >> and the contract assigned to a part of BBN that had been doing
> various
> >> training systems. So I never got to drive an M1 tank (which
> was an ARPA
> >> mandated requirement for everyone assigned to the project).
> >>
> >> SIMNET ended up being very successful, as detailed in that
> report. But
> >> the implementors discovered that the Internet, which hadn't
> implemented
> >> any mechanisms for TOS, couldn't provide the communications
> services
> >> that SIMNET needed. They had to build their own private
> communications
> >> system instead.
> >>
> >>> Can you expand on your thoughts here? I didn't really
> participate in SIMNET much but I am confused about your words
> here. I never heard anything about people deciding they needed to
> build their own private communications system instead. Do you
> remember when you heard this? Or was this just a recommendation?
> Did this ever happen or did the end of the Cold War stop this
> thinking?
> >>> A little more background...
> >> > In the fall of 1991, I was sent to Germany for
> demonstrations of packet radio (DARPA effort). It used the LPR
> (Low Cost Packet Radio) which as far as I know was the last
> version of radio hardware and software before that program ended.
> BBN was also sent there to support this demonstration and they
> were tasked with the application component. The demonstrations
> were pretty important. The observers were at the Warrior
> Preparation Center. (FYI, The LPRs were deployed as far away as
> Rammstein Air Base. I got to ride in a real Humvee as we set up
> the network!). Later SRI got a letter from DARPA regarding this
> effort. The letter said the success of the demonstrations
> resulted in the military considering using the lpr in support of
> mobile responders for Reforger '92 and made them feel they they
> could extend simulation to the battalion commander ( At some point
> I remember hearing DARPA wanted to combine both real and simulated
> elements together for training purposes). The letter a
> > lso said DARPA was looking forward to breaking new ground in
> warfighting simulation technology. There was no hint of some
> other communication system.
> >>> I am also including a link to a BBN report covering simulation
> of the radio communication environment for SIMNET. It was
> interesting to me because they chose SINCGARS for the model. This
> report is dated January 1992 and the SRI DARPA letter is dated
> December 1991.
> >> https://apps.dtic.mil/sti/tr/pdf/ADA244212.pdf
> >>
> >> In retrospect, we probably didn't do enough to lay out that
> plan for
> >> coordinating the SIMNET and Internet evolution. ARPA
> reorganized at
> >> about the same time, the ICCB became the IAB, the people involved
> >> changed, and the plan was lost. SIMNET was successful, but TOS
> support
> >> in the Internet didn't happen.
> >>
> >>> BTW, if you look at the packet radio paper recently cited,
> there is a flag in the packet radio E2E header that indicates a
> packet speech type of service. The definition of what that means
> for the radio is defined. I would think that because of the
> packet speech work in the 70s, the ToS field in the IP header
> would have been used. I haven't seen or heard about this so what
> happened? I think there were other motivations for using this
> field in the IP header beyond SIMNET.
> >>> barbara
> >> /Jack Haverty
> >>
> >>
>
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