Concordia University Department of Computer Science and Software Engineering. SOEN Software Process Fall Section H

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Concordia University Department of Computer Science and Software Engineering 1. Introduction SOEN341 --- Software Process Fall 2006 --- Section H Term Project --- Naval Battle Simulation System The project consists in the design and implementation of a Naval Battle Simulation System. Elements of the system include the Simulation Controller, the different classes of Ships, the Aircraft Carrier and its Aircrafts, the Submarine and, finally, all the Weapons, including missiles that are used by the Ships and Aircrafts to defend themselves or attack others. Many of these elements are to be coupled with other elements, yet all elements are expected to be independent and designed in a modular manner. For example, the aircraft carrier is responsible for giving a mission statement and permission to take-off to an Aircraft on its deck, and the Aircraft Carrier and Aircraft are to be designed and implemented as to entirely distinct objects; also, some ships, aircrafts, and missiles are using a radar that should be instances of the same radar class. 2. Disclaimer Note that I agree that this is a rather violent subject because of its direct relation with warfare. However, this is one of the few good examples of a large and complex system where communication, cooperation, distributed computation and real-time aspects can be taken into consideration. Yet, its comprehension and coding is quite simple and thus adapted to an academic context such as this course. I sincerely hope anyone will not be offended by the subject. 3. Architectural Restrictions As you will see by reading the following description, many requirements are redundant. You should take care that this redundancy is not reflected in the design and implementation. Emphasis should be put on adopting a proper system architectural designe, and for it to be implemented to make the system easier to maintain and expand. System architecture issues include: Minimization of redundancy in requirements and specifications. Factorization of features common to all vehicles by forming a set of Vehicles Features. Same for communication and detection elements, as well as for the various weapons. 1

Optimization of system s architecture to achieve better maintainability and expandability through the design and implementation of inheritance relationships based on the above feature factorizations. Minimization and clarification of interfaces between simulation elements in order to maximize their reusability, testability through loose coupling. By achieving a good architecture design for you system, you will be able to design reusable parts that can be later used and expanded to provide more system features. For example: A correctly designed ship class can be later on expanded to develop all specific kinds of ships, same for aircrafts. A correctly designed radar can later on be expanded to implement a sonar. By extension, same for all communication/detection elements. Note that it is not expected that you emphasize on graphical rendering of the simulation. It is however expected that the simulation be followed and controlled easily. I suggest that you rely on the model-view-controller architectural design, in which the inspectors/controllers (see below) act as view/control elements of the MVC model, respectively. 4. Description of Main Simulation Elements/Issues 4.1. Simulation Controller The Simulation Controller is the heart of the simulation. All Ships, Aircrafts and Ammunitions must give their position periodically to the Simulation Controller so that it knows exactly where are all the objects on the map at any time. For any object, the only way to know the position of another object is done by interrogating the Simulation Controller. Only radars and sonars can interact with the Simulation Controller to get the position of other objects within their range. The Simulation Controller also provides a user interface to view the objects navigating on the map. The Simulation Controller is also responsible for the generation of threats to simulate attacks on the fleet. The Simulation Controller subsystem is very different from all the other parts of the system. It is responsible for showing the positions and actions of all the ships and aircrafts (optionally on a map) in real time and provide a user interface to control the simulation. All the objects communicate their position to the Controller, so it is coupled to all objects in the simulation. Provide objects location information to radars and sonars. Simulate communications media (air or water) for the transmission of radio waves. Generate ships (friends or enemies) Provide a user interface Provide a view of the virtual world where the simulation takes place Provide a clock for the whole simulation and ensure that all simulated elements receive an equal share of time. 2

(provide ships location, act as communication media) All Ships, Aircrafts and Weapons (gather location information, synchronization) Simulator User (Graphical user interface) 4.2. Communication/Detection The Communication/detection part is responsible for the design and implementation of all devices using radio waves for communication (radio devices used to communicate information between ships and aircrafts), and detection (radars and sonars used to detect enemies). This portion of the system is somewhat small but is of crucial importance for the development of all other parts, e.g. ships, aircrafts, missiles use radars/sonars/radios. Enemies can only be detected using a radar (for aircrafts and ships) or sonar (for submarines). Radars and sonars are on board ships and aircrafts. If an enemy is not detected using a radar or sonar, it is virtually non-existent in the simulation, as far as other ships and aircrafts are concerned. Note that this does not mean that unseen enemies cannot attack you. It just means that other objects are not aware of their existence. So we need to simulate radars and sonars to detect enemies. Allies also have to communicate with one another to share some information about the location of enemies. Aircraft carriers also need to communicate their orders to Aircrafts. So we need to simulate these communication devices. The simulation should not allow for two ships or aircraft to directly communicate with one another. All communication should happen through an intermediate media (air or water). Same for detection using radar/sonar, which should be done through an intermediate media (air or water). Radar A radar is a wave emitter/receiver that emits radio waves into a media (air), and then waits for some of these waves to bounce on objects and come back to it, thus detecting these objects. Range: 300 km Objects detected Functionalities Turn on/off Emit waves Receive waves Battleship Cruiser Aircraft Sea-sea missile 3

Air-air missile Air-sea missile Sea-air missile Sonar A radar is a wave emitter/receiver that emits radio waves into a media (water), and then waits for some of these waves to bounce on objects and come back to it, thus detecting these objects. Range: 50 km Objects detected Functionalities Turn on/off Emit waves Receive waves Submarine Destroyer Torpedo Radio Emitter/Receiver A radio emitter/receiver can be used to send and receive messages through a communication media (air). It is assumed that all receivers within the range receive the message sent by an emitter. Range: 1000 km Message log/queue Functionalities Turn on/off Emit waves Receive waves All ships and aircrafts 4

Passive Detector A very simple detector that detects variations of the earth s magnetic field induced by the presence of large metallic objects such as a Ship. Its range is very limited, but it does not emit any waves, so it is undetectable. In our simulation, it is mainly to be used as detonator into a magnetic-field induced mine. Range: 1 km Objects detected: Ships Functionalities Turn on/off Receive waves All Ships (to signify a hit) Probe A very simple device that is the combination of an underwater detector (sonar or passive detector) and a radio. It detects ships, and sends a radio message to its launcher Aircraft when it detects them. Range: as Sonar or Passive Detector Detected: Ships / Submarine Functionalities Turn on/off Send/receive waves Send message using radio (radio / detector) 4.3. Vehicles Aircraft Carrier The Aircraft Carrier gives long-range capacities to the fleet by launching Aircrafts to locate and destroy enemy Ships and Aircrafts. The Aircraft Carrier itself is blind. It can only see enemies by the information it gets from its patrolling aircrafts (and by communication with its allied ships). Much of the job done by the Aircraft Carrier itself is communication with its 5

Aircrafts to gather threat information and react to it as fast as possible to eliminate threats while they are as far as possible from the fleet. Resistance: 300 hit points Maximum speed: 70 km/h Number of Aircrafts carried: 30 Weapons No weapon Direct all its Aircrafts' missions (complex) Communicate enemies position with allies Assess attack/defense situation Aircraft (assign missions, communicate) (via radio) Other ships (exchange information about enemies) (via radio) (exchange information via radio with aircrafts and ships) (radio) Navigation Officer Air Traffic Control Officer Communications Officer Aircrafts (really a sub-object?) Radio Aircraft The Aircraft is used by the Aircraft Carrier to provide a long-range radar visibility by patrolling and to intercept far enemy Aircrafts and Ships. It communicates to the Aircraft Carrier the position of any enemy Aircraft of Ship it encounters during a patrol. Resistance: 2 hit points Maximum speed: 2250 km/h Radar radius (sea/air): 150 km Maximum range: 3000 km (depends on speed and altitude) Weapons Air-Sea Missile Air-Air Missile 6

Use radar to locate enemy aircrafts and ships Use radio to communicate with allies Fire weapons Use radio to receive orders from Aircraft Carrier Assess attack/defense situation Aircraft Carrier (mission statements, exchange information about enemy ships and aircrafts) Weapons Radar Weapon Launcher Radio Destroyer The Destroyer locates underwater threats with its sonar and attempts to intercept them with its torpedoes. It cooperates with Submarines teammates by sending them the coordinates of all detected enemy submarines. Resistance: 150 hit points Max. Speed: 60 km/h Sonar radius: 50 km Weapons Torpedo Sea-Sub Missile Use sonar to locate enemy submarines Fire weapons (see list) Use radio to communicate with allies Assess attack/defense situation Submarine (exchange information about underwater threats) Weapons 7

Navigation Officer Sonar Officer Sonar Communications Officer Radio Weapons Officer Weapon Launcher Cruiser The Cruiser locates airborne threats with its radar and (1) gives the information about far threats to the Aircraft Carrier and (2) attempts to intercept close airborne threats with its missiles. It also receives information from the Aircraft Carrier about far enemy aircrafts detected by friend Aircrafts. Resistance: 200 hit points Maximum speed: 65 km/h Radar radius: 200 km Weapons Sea-Air Missile Use radar to locate enemy aircrafts Fire weapons (see list) Use radio to communicate with allies Assess attack/defense situation Weapons Captain Navigation Officer Radar Officer Radar Communications Officer Weapons Officer Weapon Launcher Radio 8

Battleship With its radar, the Battleship scans the surrounding water surface for enemy ships. It also receives information from the Aircraft Carrier and Submarine about far seaborne threats. The Battleship then will attempt to eliminate the nearest threats using its Sea-Sea Missiles and Cannons. Main Attributes Resistance: 300 hit points Maximum speed: 70 km/h Radar radius: 75 km Weapons Sea-Sea Missile Heavy Cannon Use radar to locate enemy ships Fire weapons (see list) Use radio to communicate with allies Assess attack/defense situation Weapons Navigation Officer Radar Officer Radar (sea) Communications Officer Weapons Officer Weapon Launcher Radio Submarine The Submarine cruises underwater and attempts to destroy enemy ships and submarines using its sonar and torpedoes. The submarine has a unique advantage: it is invisible to all Ships and Aircrafts, except to Destroyers and other Submarines, which can detect them underwater with their sonar. Resistance: 125 hit points Maximum speed: 60 km/h 9

Sonar radius: 50 km Weapons Torpedo Sub-Sea Missile Use sonar to locate enemy ships Fire weapons (see list) Use radio to communicate with allies Assess attack/defense situation Weapons Navigation Officer Sonar Officer Sonar Communications Officer Weapons Officer Weapon Launcher Radio Sea Patrol Aircraft An Aircraft based on a Naval Base instead of being based on an Aircraft Carrier. It is actually much bigger that the fighter Aircrafts on board of the Aircaft Carriers. It can stay in the air much longer and thus it can patrol a much wider area. It can also lay probes (see below) to detect submarines, and use Sea-Sub Missile/Torpedo. Resistance: 5 hit points Maximum speed: 850 km/h Radar radius (sea/air): 200 km Range: 5000 km Use radar to locate enemy aircrafts and ships Use radio to communicate Fire weapons Receive orders from Naval Base Assess attack/defense situation 10

Naval Base (mission statements, exchange information about enemy ships and aircrafts) Weapons Communication/Detection Radar Weapon Launcher Radio Weapons Sea-Sub Missile/Torpedo Patrol Ship A very simple and small Ship used to patrol around Naval Bases for protection. It is armed with Sea-Sea Missiles. Resistance: 50 hit points Max. Speed: 70 km/h Radar radius: 25 km Steer Accelerate/decelerate Use radar to locate enemy ship Fire weapon Use radio to communicate with allies Assess attack/defense situation Weapons Communication/Detection Captain Radar Radio Weapon Launcher Weapons Sea-Sea Missile 11

4.4. Weapons The Weapons are coupled to all elements that use or are subject to attack by weapons. This part consists in the design of all the different Weapons (missiles and cannon shells) used in the simulation, hence its importance. However, the design of each type of Ammunition is easy and there are lots of common characteristics between the different Weapons. Modular design and the use of inheritance will enable you to easily develop a greater number of different weapons. The Weapons are used by Ships, Aircrafts and Submarines to eliminate threats. They have limited functionalities, but there are different kinds of weapons, such as the various missiles, torpedoes and cannon shells. One of the most important aspects of the design of Weapons is the design of the software interface with the weapon launchers. Most Weapons are autoaiming, relying on their own Radar or Sonar to aim to their assigned target. Some others (e.g. cannon shells) follow a ballistic trajectory and are unguided after they are shot. All Weapons have a Controller object that is responsible for: Transmitting the object's position to the Simulation Controller from time to time; Tell the Charge to detonate if the target is hit; Tell the target that is has been hit; Control aiming by acting on the Rudder following the information given by the Radar. The latter applies only to auto-aiming Weapons. In the following attribute definitions, ``Latency time'' refers to the time it takes to fire a first shot on a given target. It includes time spent on aiming and sending target information to the Weapon (in the case of missiles and torpedoes). Further shots on the same target should not take latency time into account, unless the target has moved significantly (which is often the case when using anti-air missiles). Sea-Sub Missile/Torpedo This missile transports a torpedo to a certain position and launches it when it touches the water at the end of its course. That is why it does not have any precision or firepower attribute. Range: 11 km Maximum speed: 1000 km/h Precision: N/A Launcher s latency time: 20 sec. Firepower: N/A Launcher s rate of fire: 3/min. Aiming: ballistic Destroyer Target Submarine (to signify a hit) 12

Fire Ballistic trajectory control Launch torpedo Controller Torpedo Sea-Air Missile Range: 148 km Maximum speed: 3125 km/h Precision: 75% Launcher s latency time: 5 sec. Firepower: 2 Launcher s rate of fire: 10/min Aiming: radar Cruiser Target Aircraft (to signify a hit) Fire Use radar to acquire target Detonate Radar Charge Heavy Cannon Shell Range: 38 km Maximum speed: 2745 km/h Precision: 60% Canon s latency time: 20 sec. Firepower: 25 Canon s rate of fire: 15/min (3 tubes) 13

Aiming: ballistic Battleship Target Ship (to signify a hit) Fire Ballistic trajectory control Detonate Controller Charge Sea-Sea Missile Range: 120 km Maximum speed: 1060 km/h Precision: 75% Launcher s latency time: 30 sec. Firepower: 50 Launcher s rate of fire: 2/min Aiming: radar Battleship Target Ship (to signify a hit) Fire Use radar to acquire target Detonate Controller Radar Charge 14

Torpedo Range: 38 km Maximum speed: 120 km/h Precision: 75% Launcher s latency time: 30 sec. Firepower: 125 Launcher s rate of fire: 2/min. Aiming: sonar Submarine, Destroyer Target Ship (to signify a hit) Fire Use sonar to acquire target Detonate Controller Rudder Sonar Charge Sub-Sea Torpedo/Missile This torpedo transports a Sea-Sea Missile to a certain position and launches it when it goes out of the water at the end of its course. That is why it does not have any precision or firepower attributes. Range: 38 km Maximum speed: 120 km/h Precision: N/A Launcher s latency time: 30 sec. Firepower: N/A Launcher s rate of fire: 2/min. Aiming: ballistic (underwater) Submarine Target Ship (to signify a hit) 15

Fire Ballistic trajectory control Launch sea-sea missile Controller Sea-sea missile Air-Sea Missile Range: 140 km Maximum speed: 1060 km/h Precision: 75% Launcher s latency time: 10 sec. Firepower: 50 Launcher s rate of fire: 6/min Aiming: radar Software interface Aircraft Target Ship (to signify a hit) Fire Use radar to acquire target Detonate Radar Charge Air-Air Missile Range: 48 km Maximum speed: 4400 km/h Precision: 80% Launcher s latency time: 5 sec. Firepower: 5 Launcher s rate of fire: 10/min 16

Aiming: radar Aircraft Target Aircraft (to signify a hit) Fire Use radar to acquire target Detonate Radar Charge 4.5. Supplies, Refueling & Bases All vehicles (Ships and Aircrafts) can be designed to have unlimited fuel and unlimited ammunitions (Cannon Shells, Missiles). However, it is felt in order to provide more lively simulation that the vehicles must implement the following features: All vehicles must have limited fuel and ammunition supplies. All vehicles must have a mechanism to refuel and rearm. Naval Bases must be implemented to allow ships to refuel and rearm. Naval Bases should be displayed on the map as an island. Naval Bases can be attacked by any Weapon that can harm a Ship. Naval Bases should have a productivity rate to produce: Ships, Fuel and Weapons. 4.6. Inspectors/Controllers The system should enable the user to interact or even inspect the state of the system or the Ships and Aircrafts involved in the simulation. This feature aims at the implementation of a generic inspection and control facility for the simulation and all objects involved in it. Simulation controller: o Control panel to allow the set up of the initial situation of the simulation. o Clickable list of vehicles that exist in the simulation, even including vehicles that were destroyed. Clicking on an item on the list will open a window to inpect the status of the object, and control it as specified below. o Inspector to see the communication and detection requests made by radios, radars and sonars to the Simulation Controller. Vehicles: o Inspector/controller for each kind of vehicle. Each inspector should have the same look and feel. 17

o Display the speed, direction, fuel level, side, and number of each type of weapon on board, mission statement and name of base Aircraft Carrier for Aircrafts, etc. o Textual display and logging of actions taken by the vehicle. o It should be possible to change the speed, direction, number of weapons, fuel level, side, or mission statement, etc. Communication/Detection: o The Radio (Communication Subsystem) on board Vehicles should have an inspector/controller available, enabling the textual display and logging of exchanged messages. The controller should allow to change the range of the radio, and allow the user to have the radio send messages he inputs. It must also be possible to turn the radio on/off. o A similar inspector/controller must exist for radars and sonars. 4.7. Strategic Coordination In a simplistic simulation, the vehicles are all acting in isolation. They can collaborate by exchanging enemy ship positions to their allies, but they do not coordinate their actions to maximize their efficiency as a group. This important feature aims at the definition and implementation of algorithms to maximize the efficiency of the whole fleet: Ships and Aircrafts must collaborate to maximize their efficiency in attack or defense. For example, if a group of ships is encircling a group of enemy ships, they should collaborate to eliminate their enemies using a minimal number of weapons, and destroy all enemies in the shortest time interval, to minimize casualties on their own side. There must not be a central node for information gathering and decision-making. Algorithms must be based on negotiation. For example, it would not be acceptable to have the Aircraft Carrier decide of the actions of all the fleet. All ships must make their own decisions based on negotiation with others. All message and information passing for negotiation must be done via the radio. 5. Conclusion This project is presented in order for you to realize that it is of prime importance that you assess its difficulties versus your team s capacities from the start. For instance, I don t expect that you will successfully implement a fully functional simulation system with full graphic rendering and embedded artificial intelligence. As part of deliverable 1, you will be asked to establish a project scope. It is strongly advised that your team starts right now to assess what are realistic goals to be met on this project versus your team mates capacities. 18