5. Implications for Temporary Disaggregation in Simulations, Including Distributed Interactive Simulation

One of the motivations for this report was to illuminate a problem arising in distributed simulation, the problem of connecting models of different resolution meaningfully (Davis, 1995). Crossing levels of resolution is notoriously difficult (see Davis and Hillestad, 1992, 1993), but it is even more difficult to do so frequently in the course of a simulation--sometimes disaggregating and then reaggregating--as when, for example, an aggregate object must do battle with an item-level object, after which the war proceeds.

Is it reasonable to do such disaggregation and reaggregation? Based on the foregoing, a key criterion would appear to be whether the real-world aggregate-level object would "reequilibrate" after one of its components had been in battle. If not, there could be important correlations from one battle to the next and the procedure of disaggregating, aggregating, and disaggregating would be improper. But if the reequilibration is realistic, then the procedure may be reasonable--although other kinds of errors can be introduced if, for example, the disaggregation procedure always assumes the same standard formation and tactics.


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