Modeling and Simulation
(CS - 503)

 

Department of Computer Engineering

Bilkent University

Fall 2008

 

 

Dr.Çağatay ÜNDEĞER

 

Part Time Instructor

Department of Computer Engineering - Bilkent University

 

room : 514

e-mail : cagatay@undeger.com , cagatay@cs.bilkent.edu.tr

web-site : www.cs.bilkent.edu.tr/~cagatay

 

 

1.      Objective

 

In this course, modeling and simulation (M&S) methodologies considering both practical and theoretical aspects will be studied in details. By taking the lecture, you will be supported with sufficient knowledge about a wide range of M&S concepts that will lead you to develop your own M&S applications. Also you will be able to learn about some real-word practices in the context of defense industry and game programming.

 

2.      Scope

 

M&S is a discipline of understanding and evaluating the interaction of parts of a real or theoretical system by designing its representation (model) and executing (running) the model including the time and space dimension (simulation). In that definition, a system is an entity (unit, process, event...), which exists and operates in time and space through the interaction of its parts; a model is a simplified representation of a real or theoretical system at some particular point in time or space intended to provide understanding of the system; and a simulation is the manipulation of a model in such a way that it operates in time or space to summarize it.

 

In recent decades, M&S has become a very popular research and development area, which can be applied in many areas such as medical research, training & support, industrial engineering designs & presentations, civil engineering designs & presentations, mechanical engineering designs & presentations, nature sciences (e.g. physic, chemistry, biology, meteorology, astronomy), geographic information systems, military decision support, training and entertainment. The focus of this lecture will be theoretical aspects of M&S and real-world practices primarily towards the defense industry and game programming; which includes earth modeling, entity modeling, behavior modeling, sensor & weapon systems modeling, distributed simulations, simulation based optimization and analysis.

 

3.      News

 

16.10.2008 – Source code of experimental game development environment can be downloaded here.

            Source code is for Borland C++ Builder 6.0, but it can be compiled without modification in Visucal C++ except the user interface.

            OpenGL component given in the directory “components” should be registered to IDE with options:

Advance Compiler / Instruction Set = Pentium

Advance Compiler / Data Alignment = Quad Word

03.11.2008 – The due dates for the projects are as follows:

            1) Proposals (28.10.2008)

            2) Introductory Presentations (18.11.2008)  ( 10 minutes per presentation )

            3) Progress reports (25.11.2008) ( literature survey and draft design/algorithms )

            5) Final Presentations   (16.12.2008) ( (1) Emre Akatürk, Denizhan Güçer, Cihan Halit, (2) Oğuz Oğuzcan, (3) Engin Bayrak, (4) Gizem Gürcüoğlu, Tuğba Yıldız ) ( 25-35 minutes each )

            6) Final Presentations   (23.12.2008) ( (5) Zeki Yanlız, (6) Abdullah Bülbül, Mustafa Kabak, (7) İskender Yakın, (8) Bertan Gündoğdu, Adil Yalçın) ( 25-35 minutes each )

            7) Final Presentations   (30.12.2008) ( (9) Merve Sağlam, Mustafa Sefünç, (10) Erhan Okuyan, (11) Ferhat Kutlu, (12) Tolga Özaslan) ( 25-35 minutes each )

            8) Final Reports           (30.12.2008 – hard copy to be given in lecture hour) ( literature survey, final design & algorithms, important implementation details, and instructions for demo )

            9) Final Demos            (06.01.2009) ( all ) ( 8-12 minutes each, do rehearsal and be well-prepared since no delays are accepted )

           

Grading criteria for presentations are:

  • Technical Quality         
  • Slide Quality
  • Clarity of presentation
  • Usage of voice
  • Timing
  • Questions answered

Attandance to presentations will provide 6 points bonus.

 

Grades for Attandance to Seminar:

No

Name

Last name

Total

1

Emre

Akatürk

33,3

2

Ahmet Engin

Bayrak

33,3

3

Muhammed Abdullah

Bülbül

33,3

4

Denizhan

Güçer

33,3

5

Ramazan Bertan

Gündoğdu

50

6

Gizem

Gürcüoğlu

0,0

7

Cihan

Halit

33,3

8

Mustafa

Kabak

66,7

9

Ferhat

Kutlu

100,0

10

Oğuzcan

Oğuz

66,7

11

Erhan

Okuyan

33,3

12

Tolga

Özaslan

66,7

13

Merve

Sağlam

100,0

14

Mustafa Akın

Sefünç

66,7

15

İskender

Yakın

0,0

16

Mehmet Adil

Yalçın

50

17

İsmet Zeki

Yalnız

66,7

18

Tuğba

Yıldız

33,3

 

Introductory Presentations

Name

Last name

Total

Emre

Akatürk

97

Ahmet Engin

Bayrak

97

Muhammed Abdullah

Bülbül

73

Denizhan

Güçer

97

Ramazan Bertan

Gündoğdu

98

Gizem

Gürcüoğlu

63

Cihan

Halit

96

Mustafa

Kabak

73

Ferhat

Kutlu

97

Oğuzcan

Oğuz

100

Erhan

Okuyan

100

Tolga

Özaslan

90

Merve

Sağlam

92

Mustafa Akın

Sefünç

92

İskender

Yakın

65

Mehmet Adil

Yalçın

95

İsmet Zeki

Yalnız

93

Tuğba

Yıldız

63

 

Grades for Progress Reports:

Prj No

Project

No

Name

Last name

Progress Report

1

Design & Simulation of City Flow

12

Tolga

Özaslan

80

2

Building and City Modeling

10

Oğuzcan

Oğuz

80

3

Distributed Weapon/Platform Modeling

2

Ahmet Engin

Bayrak

75

4

Sketching Character Motion

6

Gizem

Gürcüoğlu

75

18

Tuğba

Yıldız

75

5

Fish Modeling

17

İsmet Zeki

Yalnız

70

6

Shooting Range Simulator

3

Muhammed Abdullah

Bülbül

85

8

Mustafa

Kabak

85

7

Dynamic Path Planning

15

İskender

Yakın

35

8

Terrain and Tree Simulation

5

Ramazan Bertan

Gündoğdu

80

16

Mehmet Adil

Yalçın

95

9

Modeling mountains, water and bushes

13

Merve

Sağlam

95

14

Mustafa Akın

Sefünç

95

10

Flight Simulator

11

Erhan

Okuyan

85

11

Sensor Modeling and Simulation

9

Ferhat

Kutlu

75

12

Car Simulator

1

Emre

Akatürk

90

4

Denizhan

Güçer

90

7

Cihan

Halit

90

 

Bonus for Attandance to Presentations:

Name

Last name

Total

Tolga

Özaslan

5

Oğuzcan

Oğuz

2

Ahmet Engin

Bayrak

3

Gizem

Gürcüoğlu

4

Tuğba

Yıldız

3

İsmet Zeki

Yalnız

5

Muhammed Abdullah

Bülbül

4

Mustafa

Kabak

2

İskender

Yakın

6

Ramazan Bertan

Gündoğdu

4

Mehmet Adil

Yalçın

5

Merve

Sağlam

6

Mustafa Akın

Sefünç

6

Erhan

Okuyan

4

Ferhat

Kutlu

2

Emre

Akatürk

6

Denizhan

Güçer

6

Cihan

Halit

6

 

 

4.      Course Outline

 

         Introduction To Modeling & Simulation

        What is Modeling and Simulation?

        Complexity Types

        Model Types

        Simulation Types

        M&S Terms and Definitions

         Input Data Analysis

        Simulation Input Modeling

        Input Data Collection

1.      Data Collection Problems

2.      Practical Suggestions

3.      Effect of Period of Time

        Input Modeling Strategy

1.      Histograms

2.      Probability Distributions

3.      Selecting a Probability Distribution

4.      Evaluating Goodness of Fit

         Random Variate Generation

        Random Numbers

        Random Number Generators

        Random Variate Generation

1.      Factors to be considered

2.      General principles

1.      Inverse Transform Method

2.      Acceptance-Rejection Method

3.      Composition Method

4.      Relocate and Rescale Method

3.      Specific distributions

         Output Data Analysis

        Introduction

1.      Types of Simulation With Respect to Output Analysis

2.      Stochastic Process and Sample Path

3.      Sampling and Systematic Errors

4.      Mean, Standard Deviation and Confidence Interval

        Analysis of Finite-Horizon Simulations

1.      Single Run

2.      Independent Replications

3.      Sequential Estimation

        Analysis of Steady-State Simulations

1.      Removal of Initialization Bias (Warm-up Interval)

2.      Replication-Deletion Approach

3.      Batch-Means Method

         Comparing Systems via Simulation

        Introduction

        Comparison Problems

1.      Comparing Two Systems

2.      Screening Problems

3.      Selecting the Best

4.      Comparison with a Standard

5.      Comparison with a Fixed Performance

         Discrete Event Simulations

        Introduction

1.      Next-Event Time Advance

2.      Arithmetic and Logical Relationships

3.      Discrete-Event Modeling Approaches

        Event-Scheduling Approach

        Process-Interaction Approach

        Processes and Resources

         A Discrete Event Simulation Language: General Purpose Simulation System (GPPS)

        Simulation Languages

        GPSS Simulation Language

        A Sample Simulation Model

         A Distributed Simulation Standard: High Level Architecture (HLA)

        Introduction to Distributed Simulations

        Introduction to HLA

        HLA Interface Specification:

1.      Federation Management

2.      Declaration Management

3.      Object Management

        Conclusion

         Entity Behavior Modeling

        Introduction to Artificial Intelligence (AI)

        AI Techniques & Architectures

        Some AI Algorithms/Techniques

1.      Finite State Machines

2.      Decision Trees

3.      Artificial Neural Networks

4.      Logic Programming

5.      Production Systems

6.      Genetic Algorithms

7.      Path Planning

8.      Script Programming

        Conclusion

 

5.      Course Requirements

 

The students are expected to develop a small-scale M&S project with a team of preferably at most three people. The project will include documentation, implementation and a class presentation. The project topic can be either proposed by the team or selected from a list of topics provided by the lecturer, which will be towards the development of an experimental game environment on Windows platform. Microsoft Word and C++ programming language ((1) Borland C++ Builder or (2) Microsoft Visual Studio) are preferred for the reporting and development of the projects.

 

6.      Proposed Project Topics

 

The topics proposed below will be towards the development of an experimental game environment, basic implementation of which (see Figure 1) will be provided with the source code by the lecturer in Borland C++ Builder 6.0 or Microsoft Visual Studio 2005.

 

 

Figure 1: Basic Implementation Environment.

 

1) Environment modeling

            1.1) Waterfall modeling

            1.2) Water surface modeling

            1.3) Grassland modeling

            1.4) Scrubland modeling

            1.5) Tree modeling

                        1.5.1) Needle leaf tree modeling

                        1.5.2) Broad leaf tree modeling

                        1.5.3) Leafless tree modeling

            1.6) 3D game world modeling

2) Behavior modeling

            2.1) Fish behavior modeling

            2.2) Bird behavior modeling

            2.3) Land animal behavior modeling

            2.4) Attack behavior modeling

            2.5) Defense behavior modeling

            2.6) Head/looking direction modeling

3) Body movement (bone structure) modeling

            3.1) Human body movement modeling

            3.2) Land animal body movement modeling

4) Effects modeling (wind effect integrated)

            4.1) Particle effect modeling (smoke, flame, explosion, missile trail)

            4.2) Rain and snow modeling

            4.3) Volumetric cloud modeling

5) Physics modeling

            5.1) Rigid body collision detection and avoidance

            5.2) Parachute modeling

6) Distributed simulation

            6.1) Multi player land vehicle modeling with HLA

            6.2) Massive multi player role playing game environment modeling

7) Sensor Modeling

            7.1) Night vision goggles modeling

7.2) Analysis of sensor detection, recognition and identification performance

8) Sound programming

            8.1) 3D sound effects modeling

 

7.      Assessment Method

 

A project will be developed including:

            Project Progress Report                                  10%

            Project Final Report                                        25%

Introductory Presentation                                5%

Project Presentation                                        25%    

Project Demo & Source Code                        30%

Attendance to M&S Seminar (6-10 October)              5%

Prof.Dr. Tuncer Ören

Ottawa University, Canada

            See www.modsim.org.tr > Modsim Platform > Aktiviteler

 

8.      Lecture Presentations

 

1. Course Introduction

2. Introduction to Modeling and Simulation

3. Input Data Analysis

4. Random Variate Generation

5. Output Data Analysis

6. Comparing Systems via Simulation

7. Discrete Event Simulations

8. General Purpose Simulation System (GPSS)

9. A Distributed Simulation Standard: High Level Architecture (HLA)

10. Entity Behavior Modeling

11. A Sample Application: Modeling Command and Control Centers

 

1.      References

 

[1] Jerry Banks, “Handbook of Simulation: Principles, Methodology, Advances, Applications, and Practice”, John Wiley & Sons, Inc., 1998.

 

[2] George S. Fishman, “Discrete-Event Simulation: Modeling, Programming and Analysis”, Springer-Verlag New York, Inc., 2001.

 

[3] Andrew F. Seila, Vlatko Ceric, Pandu Tadikamalla, “Applied Simulation Modeling”, Thomson Learning Inc., 2003.