discrete-event simulation
Event-Driven Simulation for Rapid Iterative Development of Distributed Space Flight Software
This paper presents the design, development, and application of a novel space simulation environment for rapidly prototyping and testing flight software for distributed space systems. The environment combines the flexibility, determinism, and observability of software-only simulation with the fidelity and depth normally attained only by real-time hardware-in-the-loop testing. Ultimately, this work enables an engineering process in which flight software is continuously improved and delivered in its final, flight-ready form, and which reduces the cost of design changes and software revisions with respect to a traditional linear development process. Three key methods not found in existing tools enable this environment's novel capabilities: first, a hybrid event-driven simulation architecture that combines continuous-time and discrete-event simulation paradigms; second, a lightweight application-layer software virtualization design that allows executing compiled flight software binaries while modeling process scheduling, input/output, and memory use; and third, high-fidelity models for the multi-spacecraft space environment, including for wireless communication, relative sensing such as differential GPS and cameras, and flight computer health metrics like heap exhaustion and fragmentation. The simulation environment's capabilities are applied to the iterative development and testing of two flight-ready software packages: the guidance, navigation, and control software for the VISORS mission, and the Stanford Space Rendezvous Laboratory software kit for rendezvous and proximity operations. Results from 33 months of flight software development demonstrate the use of this simulation environment to rapidly and reliably identify and resolve defects, characterize navigation and control performance, and scrutinize implementation details like memory allocation and inter-spacecraft network protocols.
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AI in Smart Buildings #3 -- Ideation
For either alternative, a solver may be used to chart pathways through the building. Depending on the size and complexity of the building, the number of theoretical pathways can be very large. If a mall has 100 stores, there are 100x99 ways in which one person can visit 2 stores. Even if one determines realistic paths, or attempts to simplify the problem by discretizing the space [ex., pathways to a store, not within a store], the number of routes may still be high. If it is possible to do manually, a solver may not be needed. Then for a simulation, a solver may be used to determine the relevant options out of the existing ones.
SPADES: A System for Parallel-Agent, Discrete-Event Simulation
Simulations are an excellent tool for studying AI. However, the simulation technology in use by, and designed for, the AI community often fails to take advantage of much of the work in the larger simulation community to produce stable, repeatable, and efficient simulations. I present SPADES (SYSTEM FOR PARALLEL-AGENT DISCRETE-EVENT SIMULATION) as a simulation substrate for the AI community. SPADES focuses on the agent as a fundamental simulation component. The "thinking time" of an agent is tracked and reflected in the results of the agents' actions. SPADES supports and manages the distribution of agents across machines while it is robust to variations in network performance and machine load. SPADES is not tied to any particular simulation and is a powerful new tool for creating simulations for the study of AI.
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