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Automated, Reactive Pruning of System Entity Structures for Simulation Engineering

System Entity Structures (SES) are used to define families of systems. In this context they are employed in combination with a model base (MB) to describe a set of simulation models. Using a framework, simulation models are generated from the SES/MB in a goal-oriented manner, executed and their results analyzed. The entire process is automated, iterative and reactive. A concrete system variant in the family of systems is derived by pruning an SES. For the process of automated model generation, it is necessary to provide automatic pruning mechanisms. Especially for some types of nodes comprised in an SES, automatic pruning is a big challenge. Here, the challenges that arise when pruning SES containing hierarchies of multi-aspect and specialization nodes are analyzed and a solution is proposed.