Review: Kumar, ed., Negotiating Peace in Deeply Divided Societies 27/10/2009
Posted by Rex Brynen in simulation review.add a comment
Review of: Radha Kumar, ed., Negotiating Peace in Deeply Divided Societies: A Set of Simulations (New Delhi: Sage Publications India, 2009).

This book contains a series of six ready-made simulations, each of which addresses issues of peacemaking in politically of ethnically-divided societies. Four of these address current or recent conflicts: the Good Friday Agreement in Northern Ireland, a hypothetical constitutional renegotiation in Bosnia-Herzogovina; hypothetical civil society negotiations surrounding the ethno-tribal conflict in the Nagaland region of India; and prenegotiations related to the Kashmir conflict. Two others deal with fictional settings: peace negotiations amid a stalemated secssionist civil war in the Asian country of “Aboltabol,” and a meeting of the international community to discuss possible humanitarian intervention in the war- and famine plagued African country of “Samia.” In each case, the book provides an overview of the conflict, information on the key actors represented and their respective interests and positions, a timeline, and relevant background documents (including, where appropriate maps).
While most of the simulations presume open-round-table discussion, many also suggest staging the simulation in particular ways so as to mirror the dynamics of the conflict or particular negotiations. The Northern Ireland simulation, for example, calls for both plenary and working group meetings, and makes concrete suggestions as to the seating and relative size of delegations. The Aboltabol simulation, on the other hand proposes that actors be assigned to one of five separate physical locations (such as the federal capital or the outskirts of the regional capital), with a negotiator shuttling between these. These procedural issues are much more than mere atmospherics: in the real world, as in a simulation setting, they are often themselves the subject of intense bargaining precisely because they can shape both negotiating dynamics and outcomes.
According to the Radha Kumar’s introduction to Negotiating Peace in Deeply Divided Societies, some 42 trial runs of the simulations were undertaken across several Indian universities. Certainly the chapters are well-written and clear, and the background materials would serve very well as the core briefing documents for participants (ideally, supplemented by some additional research). Most of the simulations are written by regional experts with a rich understanding of local history, actors, and the conflict itself.
What is missing from this interesting collection, however, is solid guidance for neophyte simulation moderators. The editor’s introduction does little more than summarize the simulations that follow. The appendix “Note for Simulation Setters” is a disappointing half page long. It emphasizes the importance of briefs and debriefs (but says nothing about how to do this), suggests that students should undertake a minimum of four simulations (although one can easily imagine instructional settings in which a single simulation would be a more optimal use of scarce instructional time), and (wisely) suggests that instructors show flexibility in adapting the simulations to their particular needs. The book certainly would have been strengthened by a full-length chapter discussing the various ways in which the simulations could be staged, and the participant, staff, time, and resource demands of these; approaches to briefing and debriefing; modes of communication (including in person and electronic means); potential challenges or difficulties, and how to overcome these; approaches to course integration; and other useful issues.
In all six cases the simulations take the form of role-play exercises, in which participants are largely constrained only by their understanding of their briefing notes. There are, therefore, no material resources to be allocated, and no opportunity costs arising from such decisions. While this is not likely to be a problem in the more historical, political negotiations (such as the Good Friday Agreement or Bosnian constitutional renegotiations), it might well lead to problems in the abstract Samia humanitarian intervention simulation (How many troops do I have? How much money? Can I spend a billion dollars?). Indeed, this latter simulation seemed the one problematic chapter in the book, since it seems to be asking students questions (for example, how many troops will be needed to stabilize humanitarian conditions) that will not be answerable on the basis of either the information in the text or their own research and background knowledge. Overall, the military/security and especially development/economic dimensions of peacebuilding are less well covered than the political/diplomatic/constitutional aspects in all of the cases, although one could perhaps supplement these simulations with additional materials to more fully address these dimensions.
Despite this shortcoming, this book is nonetheless a valuable contribution. It will be especially useful to instructors seeking ready-made conflict resolution simulations for the classroom. Negotiating Peace in Deeply Divided Societies also provides a useful model for how simulations can be presented, with the models offered in the volume providing useful templates that could be applied to writing up simulation materials for other cases.
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(While on the subject, another useful source of similar negotiation exercises is available online from the Public and International Law Group.)
civic engagement, in-game and out-game 21/10/2009
Posted by Rex Brynen in simulation ideas.add a comment
PaxSims isn’t really a gaming blog, despite the overlaps between gaming and simulation, and despite the game geek backgrounds of its primary authors. Nonetheless, some of the findings from a recent study of The Civic Potential of Video Games by Joseph Kahne, Ellen Middaugh, and Chris Evans may have implications for some of our prior discussion of human-moderated versus computer-moderated simulation, as well as the conversation we’ve been having on using MMOs as a model for multi-player, distributed simulation.
The study as a whole focuses on a range of research questions:
The Quantity of Game Play Do teens who play games every day or for many hours at a time demonstrate less or more commitment and engagement in civic and political activity? Do they spend less or more time volunteering, following politics, protesting?
The Civic Characteristics of Game Play Do teens who have civic experiences while gaming—such as playing games that simulate civic activities, helping or guiding other players, organizing or managing guilds (an opportunity to develop social networks), learning about social issues, and grappling with ethical issues— demonstrate greater commitment to and engagement in civic and political activity than those with limited exposure to civic gaming experiences?
The Social Context of Game Play Do teens who play games with others in person have higher levels of civic and political engagement than those who play alone? Does playing games with others online have the same relationship to civic engagement as playing games with others in person? How often do youth have social interactions around the games they play, for example participating in online discussions about a game? How do these interactions relate to civic and political engagement?
The Demographic Distribution of Civic Gaming Experiences Do factors such as gender, family income, race, and ethnicity influence the frequency of civic gaming experiences that members of these groups have? Do certain games provide more of these experiences than others?
The finding that I found most interesting, and which relates to the issues that I mentioned above, was this one:
Teens who play games socially (a majority of teens) are more likely to be civically and politically engaged than teens who play games primarily alone. Among teens who play alongside others in the same room….
Interestingly, this relationship only holds when teens play alongside others in the same room [emphasis added]. Teens who play games with others online are not statistically different in their civic and political engagement from teens who play games alone
We were curious as to whether the lack of relationship between civic engagement and playing with others online was due to the depth of interactions that occur online. Playing with others online can be a fairly weak form of social interaction, where two players never speak or interact and play only for a short time. It may also include longer and more sustained networks where players join a guild and play games in an ongoing and coordinated fashion. Researchers suggest that the more intensive form of online socializing, for example, in a guild can offer many of the benefits of offline civic spaces that less-intensive online social play may not. To shed light on this issue, we compared those who participate in guilds with those who play alone only. We find no difference between the two groups’ level of civic and political engagement. The relationship between guild membership and two civic outcomes (volunteering and raising money for charity) are marginally significant (p < .10).
Now, there are all sorts of ways in which the relationship between playing together in person and civic engagement could be a spurious relationship. Both, for example, could be a function of a particular personality type. At the same time, however, they might also suggest that the socialization experience is in some ways fundamentally different if it occurs online or in person. If so, it has obvious implications for efforts to design educational and training simulations which attempt to use online communication as a proxy for face-to-face interaction.
It should also be noted that certain types of cooperative online play were associated with greater civil engagement, in particular “organizing and managing game groups and guilds.” Again, the causality here is difficult to entangle, but there could be interesting implications for the way online experiences are constructed (in MMOs, for example), and the socialization that results from this.
Hat-tip: Megan Fitzgibbons, McGill University’s frighteningly-efficient political science liaison librarian.
David Earnest on “unknown knowns” and MMO-based similation 19/10/2009
Posted by Rex Brynen in simulation ideas.add a comment
I recently posted some thoughts (“The Internet is for COIN?“) on an article by David Earnest on “Growing a Virtual Insurgency: Using Massively Parallel Gaming to Simulate Insurgent Behavior” in the most recent issue of The Journal of Defense Modeling and Simulations (October 2009). David was kind enough to reply to my thoughts with some additional thoughts of his own, which I’ve moved from the comments section so that they are less likely to get missed:
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Thanks for the review of my article, Rex. I share your sense that an MMO simulation could help the aid and development community. Indeed, the genesis of my article is the finding of complex systems researchers that massively parallel systems–whether simulated or real-world–exhibit surprising abilities to adapt and solve problems. While this adaptability is characteristic of a range of physical and ecological systems, my interest is in human organizations (I’m a political scientist by training).
One thing that interests me is that human organizations, while often very large, are not always “massively parallel” either in the gaming sense (e.g. the architecture of the social network) or even in terms of organization theory. Because human organizations often are bureaucratic and hierarchical–and political scientists typically focus on the most bureaucratic and hierarchical organization there is, the nation-state–they are not very good at tapping into the latent expertise and knowledge of individuals. This is a feature of many fields of human endeavors, not simply COIN operations. While I have no personal experience with aid and development organizations, I wouldn’t be surprised if these organizations also have lots of latent experience and knowledge that needs to be drawn out. How to do so is an interesting question; gaming is but one possible approach.
This interest in latent knowledge highlights a paradox that intrigues me: Organizations exhibit higher-level learning even when no one individual learns. That is, organizations “know” things that even individuals in the organization do know realize they know. A few years back, a colleague at a conference suggested an addendum to Donald Rumsfeld’s famous quote about “known” versus “unknown unknowns”. To Rumsfeld’s list we should add “unknown knowns”–that is, organizations have expertise and knowledge somewhere in their ranks, but we don’t really recognize it or know how to tap into that expertise.
Your point about the inaccuracies in Wikipedia is an important one. Massively parallel human organizations may be prone to all sorts of pathologies, from groupthink to cycling majorities and other problems of collective action . But I think (or perhaps hope) that the Wikipedia example illustrates how massively parallel systems cope with bad information. Over time, mechanisms of positive and negative feedback, plus selection pressures, weed out the “bad” information while promoting the “good” information. Thus, while at any given moment in time a massively parallel system may be “inefficient” (in the sense of a signals to noise ratio), over the long run efficiency and the quality of information improves. This can only happen, however, if organizations (or gamers) design appropriate mechanisms of reward, censure, and feedback (or as I say in the article, conservation, selection and innovation). In ecological systems, these mechanism arise endogenously. The challenge of human systems is to endogenize them without either eliminating the massively parallel adaptive architecture or creating too much noise.
On a related note, Mitchel Waldrop wrote an article in 1996 about how Dee Hock, the founder and CEO of Visa (the credit card organization), solved these organization problems. It’s a fascinating read: see the magazine Fast Company, October 1996.
David C. Earnest
Associate Professor of Political Science and International Studies
Old Dominion University
ISAGA 2010 17/10/2009
Posted by Rex Brynen in conferences.add a comment
The annual conference of the International Simulation and Gaming Association will be held 5-9 July 2010 in Spokane, Washington.
ISAGA is an international organization for scientists and practitioners developing and using simulation, gaming and related methodologies. They include: simulation, gaming, role-play, structured experiences, policy exercises, computerized simulation, play, virtual reality, game theory, debriefing, experiential learning, and active learning. They are used in a broad range of professional areas, including: university, industry, government and business. Note: ISAGA is not concerned with gambling. The term “gaming” refers to learning games.
The main goals of ISAGA are:
- to enhance the development and application of simulation and gaming methodologies;
- to encourage a wider use of simulation and gaming methodologies, particularly in the social, human and technological domains;
- to facilitate communication among specialists of simulation and gaming throughout the world;
- to exchange information about and experience of simulation and gaming methodologies;
- to encourage interchange between the profession of simulation and gaming and other professional areas and disciplines.
ISAGA has members in all parts of the world. ISAGA runs an international conference every year in a different country. ISAGA is involved with several resources, including an international journal, an Internet search engine and conference proceedings.
You’ll find details on the conference website here.
USIP course on conflict analysis 10/10/2009
Posted by Rex Brynen in simulation news.add a comment
The United States Institute of Peace regularly offers a range of courses on conflict and peacebuilding issues. I thought I would flag this one, however, because of its explicit use of “scenario gaming exercises.”
October 13, 2009 – October 16, 2009
Foundations of Conflict Analysis
An introduction to the subject of conflict analysis, illustrating analytical tools used by practitioners through case studies and scenario gaming exercises. The course provides analytical tools for assessing local and regional causes of conflict, potential triggers for escalation, and opportunities for productive engagement by third parties.
More information is available at the link above.
refugee simulations 05/10/2009
Posted by Rex Brynen in simulation ideas, simulation report, simulation software.add a comment
(UPDATED to include discussion of the Reach Out training modules)
We’ve posted a few items on PaxSims before on refugee simulations, such as the training used by UNHCR for its own staff, refugee simulations that form part of courses at universities such as Harvard and Tufts (here and here), as well as the Royal Institute of International Affairs (Chatham House) use of simulation methods to explore issues that would arise in future Israeli-Palestinian negotiations on the refugee issue.
For readers who might be interested in trying something like this (whether in the classroom or the field), I’ve posted a few additional links below. Most of these fall into the category of educational or advocacy simulations, rather than those designed to train substantial skills or knowledge related to professional work in this field. Nonetheless, those that involve a roleplaying component might include elements that could be adapted to such purposes.
- Against All Odds. A web-based game developed by UNHCR in 2005, and aimed at youth. You’ll find a background report on its development here.
- Refugee Game for Change. A web or mobile phone-based game on the situation of refugees, aimed at teens. Featured on Oxfam Australia’s Refugee Realities website, which also contains a variety of other educational and advocacy resources on refugee issues.
- Darfur is Dying. A web-based game, in which players struggle to survive in a Darfuri refugee camp. The game was developed as part of the Darfur Digital Activist contest,organized by mtvU in cooperation with the Reebok Human Rights Foundation and the International Crisis Group. A screen shot from the game is featured below.
- In Exile For a While (organizer’s kit). A roleplaying simulation developed by the Canadian Red Cross, the Canadian Foodgrains Bank, and Canadian Lutheran World Relief “to provide young people with a life-changing experience that will transform their thinking and inspire action.” The simulation takes between one and 24 hours (depending on the scenarios used), and is suitable for teens and adults.
- Sumitra’s Story. A role-playing simulation of the flight of Ugandan Asians from the regime of Idi Amin, designed for students. Another version can be found here, rewritten to address the situation of Cuban refugees fleeing to the US.
For those looking for professional training materials on refugees, you may find the Reach Out Refugee Protection Training Project useful. This collection of materials and lesson plans was developed NGOs and the Red Cross/Red Crescent Movement in collaboration with UNHCR in order to train humanitarian staff in the basics of refugee protection, and addresses such issues as the basics of refugee protection, the dynamics of forced displacement, actors and roles, programming, individual and mass arrival, vulnerable groups, durable solutions, IDPs, and sexual and gender-based violence. Two of the modules also include role-play exercises based on the hypothetical case of Boringia:
There has been an escalation of the armed conflict in Chakamaka, and many thousands of Chakamakans are attempting to flee into neighbouring Boringia.
However, the Boringian government recently closed all border crossings and stationed several battalions of combat troops alongside the frontier. Increasing international pressure has since led the Boringian authorities to reopen the border for a few hours every other day.
According to the Boringian Ministry of the Interior, some 37,144 people have arrived in Boringia over the last two weeks. In addition, almost 240,000 people are said to have been forced to leave their homes as a result of ongoing fighting and are scattered throughout the eastern provinces of Chakamaka. According to reports, most of these uprooted populations are trying by whatever means possible to head towards the border.
In Chakamaka, rebel troops have almost total control over the eastern provinces, and state troops defending the remaining government-held areas are losing ground daily.
The government has declared a state of emergency and has suspended the parliament, the judiciary, and national legislature. Males from the age of 15 and up are being conscripted into the armed forces. Draft evasion and desertion are subject to severe penalties, including life imprisonment.
International media continue to provide dramatic pictures of desperate people stranded at the Chakamakan side of the border.
At the same time, there are unconfirmed reports of armed rebel groups that have infiltrated Boringia. It appears that cross-border raids by Chakamakan rebels have been launched from makeshift military bases in Boringia near the Chakamaka/Boringia border.
In the exercise, participants play the roles of the host government, UNHCR, the local Red Cross, and other NGOs.
simulating patron-client politics 03/10/2009
Posted by Rex Brynen in simulation ideas.add a comment
I was sitting recently in a rather productive meeting of a project on conflict and fragility, and as the group at the table grappled with the many complex aspects of the topic one increasingly stood out to me: the omnipresent, ambiguous, and often problematic role of patronage and informal politics in countries emerging from conflict. I’ve posted a version of my meeting notes below–and, after that, some thoughts on the challenges that this poses for peacebuilding simulation.
In focusing—quite appropriately—on the key role of effective institutional development and state-building approaches, the development and peacebuilding community needs to be careful that it pays adequate attention to the key role that informal institutions (including patron-client relations and neopatrimonial patterns of political management) play in governance in fragile and war-affected countries. In the long term, there is little doubt that effective political institutions operating under the rule of law and enjoying broad legitimacy in the eyes of citizens are a fundamental contributor to both political stability and social and economic development. In the short-term (and sometimes beyond this), however, local leaders may see patronage-based politics not only as a key method of pursuing their own narrow personal, political, or economic interests, but also as a key—and often the single most important—mechanism of political stabilization. Specifically, informal allocation of resources may be used to win the support or acquiescence of key social constituencies, knit together political coalitions, and generate and distribute tangible benefits associated with peace so as to secure the cooperation of potential spoilers. In many cases, this involves creating alternate channels of resource distribution that circumvent, and even erode, the formal institutions of the state. In other cases, it may involve toleration of corruption or organized crime (itself a distributable benefit), or even the use of these to generate off-the-books resources for political leaders.
Donors have dealt this in a variety of ways. Aid agencies have typically stressed the importance of creating structures, upholding the rule of law, and fighting corruption. The international community has also, at other times, turned a blind eye to patronage-based policies when these are seen as strengthening whatever actors the international community sees as essential to peacebuilding. The international community has also been actively involved in such fostering activities, notably in military-lead local development efforts in the context of stabilization and counterinsurgency (COIN) campaigns such as Iraq and Afghanistan. Indeed, it is not uncommon to find all three orientations present at once, depending on the conflict, the donor, and the donor counter institution involved (aid agencies, foreign ministries, the military/security/intelligence community). Evidence of this can also be found in the frequent disconnect between the assumptions of the development community those engaged in the theory and the practice of population-centric COIN.
Similar complexity is evident in public attitudes within fragile and conflict-affected countries themselves. Perceptions of corruption may be deeply corrosive of the popular legitimacy of institutions and political structures, ultimately contributing to political instability and violence. However, not all patronage (and, indeed, not all corruption) may be seen as “corrupt.” On the contrary, constituents may see such informal politics as evidence of social engagement, service delivery, and political attention. It may also be seen as an essential coping mechanism for ordinary citizens seeking to deal with the alien bureaucratic complexities of possibly (socially, geographically) emerging or reemerging state. Within conflict-affected governments, there may be a similar range of attitudes, with technocrats sharing the globalized notions of modern statebuilding and institution-building, while more “political” leaders, ministers, and functionaries viewing these same issues much more through the prism of local politics and immediate political interests. Moreover, local parties are certainly capable of shaping their message depending on the audience, playing to themes of institutional capacity-building while engaged with donors, while practicing the calculus of neopatrimonialism in practice.
None of this will come as a surprise to anyone who has ever been involved in fragile and conflict-affected countries. Nor is any of this intended to argue the merits of corruption or patronage politics as an alternative approach to conflict resolution and statebuilding. This is particularly true given the perils of path-dependency: consolidation and entrenchment of neopatrimonialism as a response to the imperatives of stabilization risks locking countries into a dangerous and downward spiral of distributive inequalities, rising and/or unmet expectation, fiscal over-extension, increasing corruption, deteriorating efficacy, growing obstacles to reform, and declining legitimacy as a consequence of all of this.
However, it is to suggest that, conceptually, the peacebuilding and reconstruction community has largely failed to deal with this, and that as a consequence there is a current and potentially growing disconnect in both theory and practice. How is it that patronage politics can be limited, contained, channeled, or attenuated in ways that create maximum benefits in terms of stability and legitimization, and the least damage in terms of corruption, inefficiency, inequality, and delegitimization? How is it that we encourage countries emerging from conflict to look more like Jordan and less like Yemen—both places where neopatrimonialism has played a key role in domestic politics, but with strikingly different developmental and institutional outcomes?
If we accept that this is an important underlying dynamic on fragile and conflict-affected countries, how can we adequately capture it in educational training simulations?
One way, of course, would be to include a flow of material incentives, whereby patrons attempt to divert aid and fiscal resources to client constituencies, and clients attempt to maximize their earnings. The problem with this approach is that it fails to adequately capture the normative, cultural, and ideological aspects of this—reducing political loyalty to little more than apolitical rent-seeking. Yet we know that in many cases, however, that clients regard the flow of patronage as a form of political engagement and concern, and that the neopatrimonial allocation or diversion of resources may not been seen by recipients as corruption but as a form of wholly appropriate constituency service.
This normative/cultural/ideological component is important, too. It helps to shape whether informal politics is seen as legitimate and hence legitimizing, or is seen as corrupt, venal, and hence delegitimizing of the state and political elites.
Another simulation approach would be to design the briefing notes in such a way as to stress the social links (whether ethnic, regional, or otherwise) between patrons and clients in an effort to generate some sense of attachment above-and-beyond simple resource maximization. The problem with this approach, it seems to me, is that it might risk portraying neopatrimonialism as simply some sort of embedded and relatively unchangeable primordial politics, thereby understating the potential dynamism of it all.
A third simulation approach would be to assign participants who are close friends to the same patron-client groupings, so as to underpin the resource politics with intangible attachments too. This could be hard to do in many simulation settings, however.
I suppose the best way of doing this might be a combination of all three, to the extent this is possible. Do any of the Paxsims readership have other ideas? If so, feel free to post them as comments!
Don’t Hold Your Breath for ‘Sim Afghanistan’ 02/10/2009
Posted by Rex Brynen in simulation news.add a comment
Michael Peck has an informative piece on the simulation and modeling of COIN and irregular warfare over at Wired’s Danger Room blog:
The Pentagon is pouring tens of millions of dollars into mathematical models that might one day help America’s armed forces win a counterinsurgency. Too bad the U.S. military is almost totally unprepared to model irregular warfare.
The Pentagon is interested in modeling because it’s a cheap, fast way to calculate whether your equipment and tactics will be effective against whatever the enemy is throwing against you. The problem is that, for years, modeling and simulation focused on conventional war with the Soviets. And it hasn’t quite adapted to today’s guerrilla conflicts, as I discovered when I wrote this article for Training & Simulation Journal. Which means a “Sim Afghanistan” won’t be ready for a long, long time — if it’s ever ready at all.
He echoes many of the observations we’ve made here (and provides much more information beside). Worth a read.
the allure of immersion 25/09/2009
Posted by Gary Milante in simulation ideas.add a comment
An ongoing conversation on this blog focuses on the value of electronically simulated worlds as learning environments. A comment on our first post and the lively discussion at USIP over the summer have reignited my thinking on virtual simulations as learning tools and I think it has bubbled in to something to actually say on the subject – you can be the judge.
At the USIP event, Beth Noveck suggested that avatars are valuable because they reflect back our own behavior. Skip Cole suggested that our end goal for much of this work would be integrating realistic scenario design with virtual environments, ie. holodecks. Often we invoke MMORPGs as examples of spaces where social networks evolve in very complex, user created environments (see Rex’s insightful discussion on COIN sims with WoW references below). Still, I have a fundamental objection to using avatars for training.
Avatars do not and cannot convey complex human signals. It is possible that they never will. By design, every action by an avatar is the will of the user.
Take a simple example. Rexio and Garus happen to bump into each other outside the wailing caverns in the Barrens and Garus starts telling Rexio a long and, frankly, quite boring story about the unusual swift zhevra he just killed. As Garus goes on and on about the unusual hide and mane of the zhevra, Rexio, stands there in rapt attention, without interruption, and finally concludes with a resounding, “Well fought, sir!”
While Garus was rambling on and the player behind Garus, let’s call him Gary, was feverishly typing his epic tale, the player behind Rexio, let’s call him Amos, King of the Cosmos, could’ve actually been paying close attention, hanging on every word or he could’ve been surfing the web, he could’ve run to the refrigerator for a soda, he could’ve been on the phone to a friend (with the proper technology, he could be doing all three). None of the typical signals of boredom: rolling of his luminous, heavenly blue elven eyes, constantly looking at his gnomish timepiece, tapping his chain mail clad foot, yawning, etc – would be conveyed.
This is just one rather silly example of human signalling that is vital to every day interaction but completely missing from avatar interaction. My point is that avatars only convey what the user wants them to convey. Additionally, I would contend that this is both a function of technology and incentives.
Technology cannot currently integrate human behavior behind the keyboard. Sure, techies might suggest motion and bio tracking software that uses human signals to overlay behaviors on their avatars – but then, I think, users would be training themselves to avoid the biomedical conditions that lead to negative signals, not the negative signals themselves. I’ve learned how to be still and balance on a Wii Fit – still, I don’t presume that I’ve learned how to meditate. I think there is a very interesting analog in poker players that learn online versus those that learn in person – those that play online are very good at not conveying tells, but are often quite poor at reading other players (or tilting other players or resisting tilt or the other sorts of psychological warfare necessary for “good” play) – this is all anecdotal, of course – I’m open to evidence to the contrary. The point is that avatars can’t convey all of the complexities of human signals that are used in conversations.
And even if they could, why would they? In addition to the technology limitations, there are incentive problems for individual users in committing to convey negative signals. If there are negative consequences for negative signals that would otherwise be difficult to control in real human interaction, why not write subroutines that take out yawns, eye-rolling and all the other rude stuff we humans do to each other?
Amos, King of the – err, Rex runs a giant simulation, full of human interaction where his students learn that their actions have real effects on the world, mostly as a result of how they coordinate, cooperate and communicate with each other. Having run Carana eight or nine times now for more than 200 participants, I am firmly convinced that the main value and worth of the exercise as a teaching tool is that people learn about human interaction in complex social environments with pressing timelines and exogenous (and occasionally endogenous, participant created) shocks. I’ve had participants ask “What could I have done differently to convince them that they were making a mistake?” and others say “I finally understood what was going on in other similar conversations I’ve had in real situations like this.” I think this fundamental learning about not just what is said, but how it is said, is a vital component of using simulations for peacebuilding. Avatars can’t deliver that now, I don’t know if they ever will.
Simulation & Gaming 22/09/2009
Posted by Rex Brynen in simulation news.add a comment
The latest issue of Simulation & Gaming 40, 5 (October 2009) has just been published. The table of contents can be found here.
The Internet is for COIN? 22/09/2009
Posted by Rex Brynen in simulation ideas, simulation news.3 comments
A forthcoming issue of the Journal of Defense Modeling and Simulations is devoted to modeling and simulation in counter-insurgency and irregular warfare. Among the items slated to be published there (and preposted on JDSM’s website) is an interesting piece by David Earnest on “Growing a Virtual Insurgency: Using Massively Parallel Gaming to Simulate Insurgent Behavior.”
Models and simulations of counter-insurgency warfare and irregular (COIN) operations are only as effective as their underlying models of insurgent behavior. Existing simulations of insurgencies rely upon strong assumptions that may limit their validity, and thus their use in training for COIN operations. This paper suggests an alternative approach to modeling insurgencies: using a massively parallel game architecture. Massively parallel systems exhibit surprising capacities for learning, adapting and solving complex problems, while games may stimulate individual learning. By harnessing these adaptive capabilities, the proposed massive multiplayer online first-person shooter (MMOFPS) game holds promise for a more realistic and valid simulation of the behavior of insurgencies by incorporating actual human players. Furthermore, by constructing a persistent virtual world in which human players simulate insurgents, the MMOFPS game allows researchers anddecision-makers to observe and measure the behavior of ‘meta-insurgents’, allowing for model validation. Data collection and post-game interviews of players also allow for both quantitative and ethnographic experimentation. This paper proposes a gaming architecture and evaluates the technical risks.
The article nicely highlights an issue that has been often discussed here at PaxSims, namely the embedded assumptions of simulations. The bases for these assumptions and social models are not always clear, validation is difficult (if it is even attempted), and the increasing technological sophistication of simulation makes them simultaneously more alluring and their underlying (theoretical, ideological, and even normative) presumptions perhaps even less apparent to the user.
The solution that is suggested in the article is to use massively parallel gaming—or, in the language of gamers, a counter-insurgency Massively Multiplayer Online game. In such an environment, in which large numbers of players are communicating and cooperating in smaller or larger groups to achieve goals, one finds social innovation and learning, adaptive approaches (and responses), and generally a much more fluid and dynamic social and operational environment. Indeed, one might argue that the value of such an approach even goes beyond this, to issues of group leadership, dynamics of recruitment and group loyality, virtual social norms, even identity politics—something that anyone who has ever been a member of a Warcraft guild (or other game equivalent) will readily understand.
Moreover, while Earnest’s article is aimed at the military/COIN community, there is no reason why such an approach couldn’t work—in theory at least—in the aid and development community too, with a variety of live players and AI-driven autonomous agents (“non player characters”) interacting in ways that simulate the myriad web of complex social, economic, and political dynamics that intertwine local stakeholders. In practice, however, there may be more practical obstacles: the lack of appropriately large R&D and training budgets in aid agencies, NGO, and international organizations; the much smaller number of personnel that need to be trained; the much greater ease of training through more conventional human-moderated role-play techniques; and the desirability of maximizing the human dimension of direct communication, negotiation, and diplomacy through interactions that aren’t mediated through a computer interface.
Moreover, several other issues arise. The first is the tendency of many MMO environments to encourage meta-gaming rather than realistic behaviour among players (to use a game analogy, “stand outside that cave, and the creature you need to slay will respawn in 13 minutes…”). Cooperation among players often involves shared knowledge as to how to use a a variety of in-game techniques intended to make best use of the quirks and processes of the simulation programming.
A second issue is the danger that if a COIN (or peacebuilding or development or humanitarian assistance) MMO is entirely staffed by participants from the same organization, it may replicate organizational conventional wisdom about how the “other” (insurgent, warlords, local villagers, refugees) operates rather than reproducing realistic behaviour—thereby perhaps reinforcing and perpetuating the very stereotypes it ought to be challenging. Ironically, one of the examples that the article cites as highlighting the value of technologically-facilitated collective wisdoms (“massively parallel systems of distributed knowledge”) also highlights the potential problems:
Wikipedia invites readers to correct errors – a form of selection that allows the population of Wikipedia readers to filter out inaccuracies. Today it is nearly as accurate as the Encyclopedia Britannia.
In many of the physical science and other entries, yes (and I’m a dedicated wiki-surfer and sometimes editor myself). However, in my own area of work— Middle East politics—Wikipedia is notoriously unreliable, with waves of edits often reflecting the ideological preferences of contributors and even a degree of organized propagandizing rather than any sort of analytically-grounded set of views. Earnest does partially recognize the dangers of massively distributed groupthink, noting that “An audacious game would distribute the client widely to civilians and military personnel alike. School teachers, accountants, teenagers, and service station attendants may not make the best insurgents, but they think like civilians and probably are free of the cultures and doctrinal training of the armed services.”
It is all very interesting stuff, and it will be fascinating to see how it develops in the coming years.
And yes, for those who were wondering, the title of the post is indeed an allusion to the Avenue Q song. For those who haven’t heard it or seen the Warcraft version, you’ll find it here—with the caveat that its not entirely SFW.
SimCity meets urban COIN operations 10/09/2009
Posted by Rex Brynen in simulation news.add a comment
The Institute for Creative Technologies at the University of Southern California is doing some very interesting work with software-based simulations, ranging from “virtual humans” to immersive environments to improved technologies for narratives and storytelling. One of their current projects for the US military which may also be of interest to those in the peacebuilding and development communities is UrbanSim.
This UrbanSim—not to be confused with the similarly-named and completely-different UrbanSim urban planning simulation software first created in the 1990s—is intended to be training simulator that will enable military commanders to develop their skills for counter-insurgency (COIN) and stabilization missions. The primary emphasis here is not on traditional military means–although the simulator does seem to allow for so-called “kinetic” operations, and maintaining and enhancing local security is a key objective. More important, however, is the simulation’s emphasis on the complex “non-kinetic” aspects of such operations, including mentoring host country security forces, intelligence collection, information operations, providing essential services, increasing local employment, capacity-building, respecting local religious, ethnic, and other sensitivities, and so forth. Students are encouraged to learn and manage a variety of intertwined lines of effect, engage in social network analysis of their area of operations, and understand the importance of unintended and 2nd and 3rd order effects. The simulation includes in-game tutorials and a series of learning modules, as well as opportunities for post-game debriefs with instructors.
There are several interesting things here. Before discussing them, however, I should make it clear that I haven’t seen, much less tinkered with, the software—rather I’m basing my reflections wholly on presentations that the designers have made available here and here and here, so I could well be more than a little off-base.
One of the most interesting issues, of course, is the very use of these sorts of technologies for these sorts of purposes, with the military (with high demand at the moment, and large R&D budgets) leading the way. A second fascinating component is the technology of this sort of simulation, with its combination of triggered events and narratives (that is, events which may occur if certain contextual conditions are met) as well as the modeling of behavior of key actors (whether they be insurgents, tribes, sheikhs, religious leaders, neighborhoods, the local police, etc)—each represented by a series of algorithms that determine what sorts of variables shape the agent’s behavior, in turn generating a complex array of interdependent goal-seeking behaviors.
As a political scientist with more than a passing interest in insurgency and political violence, however, there are two other aspects that particularly interest me. The first is how we derive the underlying social, economic, and political models that are embedded in the simulation. To be frank, social scientists are far from a consensus on what spurs political mobilization and violence. Does economic growth and employment reduce radicalism? In many places, yes. In other places, no—indeed, it might even generate it, whether through redistribution of social resources, the growing availability of lootables, other forms of economic empowerment of challengers, grievances generated by inequitable social distribution, or simply because the population isn’t primarily motivated by economic concerns. Do tribal and religious leaders matter? In some places yes, in other places and times, less so. Is corruption bad? Yes, although in some cases quasi-corrupt neopatrimonialism may be a primary stabilizer of the political order.
Related to this is the current debate over COIN doctrine. The December 2006 release of FM 3-24, the US Army’s Counterinsurgency doctrine, was rightly regarded as a substantial change shift to a military approach that now emphasized the importance of “armed social work,” with an emphasis on changing social and political conditions and attendant warnings that “sometimes the more force you use the less effective it is” and “sometimes some of the best weapons for counterinsurgents do not shoot” (FM 3-24, p. 1-27). The so-called “COINdinistas” have been in the doctrinal ascendency in recent years, exemplified by CENTCOM commander General David Petraeus, FM 3-24 coauthor John Nagl (now at the Center for a New American Security), and former Australian army officer (and anthropologist) David Kilcullen, all of whom have stressed the importance of population-centric COIN. (For a lively discussion of all this, check out the Abu Muqawama and Small Wars Journal blogs.)
There have been criticisms, however. Some of those criticisms relate to the question of how the emphasis on COIN may be distorting the institutional and doctrinal development of the UA armed forces; others relate to US national interests, and whether those are best served by fighting counterinsurgency wars in Afghanistan (or elsewhere). For the purposes of the discussion here, however, the most important critique is one that argues that COIN efforts, including the capacity-building and developmental aspects of them, are far more contextually dependent than a superficial reading of COIN doctrine would suggest. Simply put, what works in one case (or, for that matter, one town, village, or valley) may not work in another, because of underlying social dynamics. The ongoing debate over why violence in Iraq has declined highlights the indeterminacy of all this. Was it because of FM 3-14 type tactics, the “surge” of US combat power, the prior mistakes of al-Qaida, a realignment of Sunni leaders caused by the threat of growing Shi’ite militias, or some combination of all of these (and if so, in what measure)? There is simply no agreement, either within the military or among outside subject matter experts.
This problem of variability, contextuality, and indeterminacy can be illustrated by one of the apparent (beta?) review quizes included in UrbanSim, which I’ve reproduced on the right (click to expand). I think I could argue, on sound theoretical and practical grounds, that the correct answer falls somewhere between “it depends” and “none of the above,” depending on the social and political context. It is certainly not as clear as any of the four choices would suggest.
Of course, there are ways in which software-based simulations can reduce the risk of positing an over-deterministic model of how insurgencies (or peacebuilding, or conflict-sensitive development) ticks. One way would be to randomize some of the starting conditions and relationships in subtle ways, and bury clues and cues to this in the pre-game/mission briefings. In some siminsurgencies, therefore, tribal leaders might be powerful social actors; in others, increasingly marginalized representatives of a discredited old order, playing on the ignorance of outsiders in the hopes of gaining allies and regaining their power. In some cases, individuals might be motivated to join the insurgency because of lack of economic opportunities; in others, political grievances might be so powerful as to render them largely unresponsive to economic blandishments (or even alienated by them). I’m particularly wary about reducing behavior to rational utility maximization, and reminded that in experimental trials with ultimatum games that they only ever appear to be played that way by other economists (and certainly not members of my classes, who consistently produce results that affirm the importance of normative issues of fairness). I’m not saying UrbanSim excessively emphasizes the material, by the way—indeed, reading between the lines it would appear that some agents are designed to value what might be considered intangibles—but it is an intrinsic risk when you’re looking to reduce human actions to mathematical formula reproducible in software coding.
By now, I suspect that many PaxSim readers who are professionals in the aid and humanitarian assistance communities may be rolling their eyes at the notion that this sort of software-based training can ever be valuable, or can even begin to capture the complex web of social interactions and economic and political relationships which they deal with on a daily basis. It is not just an issue of budget and available tools, I suspect, that lead most people in these communities to emphasize the sorts of role-playing training simulations that we’ve often highlighted on the website (and, indeed, that Gary and I both run for different client sets in our regular jobs)—it is also an almost instinctual aversion to trying to use computer simulations for this purpose.
I must admit that I’m sympathetic to much of this cynicism, just as much as I am intrigued by the possibilities of an UrbanSim-type approach. However, that very tension provides some fascinating opportunities for learning. Software like this—reflecting as it does all of the embedded understandings of military COIN experience, and undoubtedly a long process of reviewing apparent best practices—would be an intriguing way of teaching people in the development community how folks in the military see the developmental and capacity-building aspects of peace and stabilization operations. The former might well disagree with the latter just as much after playing Urban Sim (and perhaps even more so!) At least, however, they would have a better understanding of where they are coming from. In operational environments where there are frequent and very real negative consequences of the operational cultural disjunctures between the military, multilateral agencies, and the NGO community, increasing the level of mutual understanding like this before deployments could be a very useful thing.
Ironically, therefore, UrbanSim—designed as a command training tool for US officers—could well have a valuable secondary use as a cultural awareness trainer for those in the peacebuilding community well outside of the military.
Designing Exercises for Teaching and Analysis 03/09/2009
Posted by Rex Brynen in simulation ideas.add a comment
The latest issue of Joint Forces Quarterly 55 (4th Quarter 2009) has a short but interesting piece on designing exercises, games, and simulations. Two observations stand out.
The first concerns the importance of validation in social and political simulations.
If we are conducting an exercise to explore the contours of some ill-defined future problem, for instance, it is crucial that we be able to justify why we reach certain conclusions or how we generalize lessons learned from an exercise.
Answering the “How do I know that I know that?” question is routine in the social sciences, including in qualitative work common in political science and sociology, but not always thoroughly discussed in the exercise design and evaluation community. Nevertheless, it is crucial to a defensible analysis.
As developments in information and computer technology make more complex (and visually-appealing) simulations possible—especially in the military, where there are large R&D budgets and considerable demand for software-based training and planning solutions —I must admit to being worried about the theoretical assumptions that may (or may not) be built in. This is especially so because (to be frank) I don’t think social science yet has a very firm grip on such issues as insurgency, civil war, peace building, and political stability, much less how to model them.
A second important point raised by the article is the difference between exercises and simulations for analytical purposes, as opposed to those that primarily have a training role:
The elements of good exercise design for teaching and analysis can be somewhat different for the simple reason that the lessons to be learned are different. Analytically, what we learn from tabletop exercises usually has to do with whether the model of the problem described in the scenario introduces the right independent variables, whether others should be added, how they could be refined and their relative weight, and how differences in them might require different actions and result in different outcomes.
Exercises for teaching purposes are rooted in an assumption of the value of experiential learning, that giving participants a visceral feel for the exigencies of policy decisionmaking will be an effective way of making theoretical lessons they have learned concrete.
The first observation highlights the “garbage in, garbage out” problem once more, and hence the issues of validation raised earlier. The latter points to the importance of “feel”—something that may have as much to do with the way a simulation is staged as it does with the rules and procedures involved. In my own simulations, I have at times deliberately engineered information overload, exhaustion, and time-pressures into the process to give participants a sense of how these influence behaviour. One can go even further, and modify the physical layout of the simulation, the immediate environment, and so forth to create an additional layer of contextual effect. At the Chatham House simulation of Palestinian refugee negotiations, for example, we deliberately provided players with physical resources (dedicated team rooms, phones, printer access, interns assigned as support staff, etc.) in order to proxy the degree of institutional support each party might enjoy in real life. This meant that our refugees—played in the simulation by actual refugees—were given no room at all, and were forced to make do with whatever corners of the building they could find. One effect of this, in turn, was to place them in a marginalized position that nicely captured how often they are left out of consultative and negotiating processes on the issue.
From Global Conflicts: Child Soldiers to Tactical Iraqi 28/08/2009
Posted by Rex Brynen in simulation news, simulation review, simulation software.1 comment so far
According to Gamer’s Daily News, the Danish gaming company Serious Games Interactive has just released another in its Global Conflicts series:
The Global Conflicts computer game series invites you to experience one of the most turbulent conflicts in Africa! Following up on the award-winning computer game Global Conflicts: Palestine and Global Conflicts: Latin America, the latest title focuses on the use of child soldiers in Uganda.
In this exact moment, all around the world, innocent men, woman and children are becoming victims of local struggles and war. The Global Conflicts series focuses on these victims and their stories. This latest title in the game series takes you to Uganda, where two decades of brutal civil war between government forces and the rebels known as the Lord’s Resistance Army has driven an estimated 1,7 million people into refugee camps, killed tens of thousands, destroyed villages and forced more than 25.000 children into serving as child soldiers.
Global Conflicts: Child Soldiers
Global Conflicts: Child Soldiers, like the previous GC titles, is a 3D role-playing simulation game based on real-life personal accounts from the region. As a player, you will work for the International Criminal Court and will be sent on an assignment in Uganda, where you will meet the feared leader of the rebel Lord’s Resistance Army, Jospeh Kony. The game focuses on topics such as child soldiers, human rights and war-crimes.
The target audience for Global Conflicts: Child Soldiers are critical and reflective players who want to challenge their outlook on the world. The game will be available in English and Danish from August 26th 2009. In the coming months, other Global Conflicts titles will come available at our official Global Conflict portal.
They’ve released a teaser for the product (below), although it doesn’t really tell you very much about game play. As of posting, the product isn’t available for download from their website, although this may change soon. UPDATE: As Anna points out in the comments below, the software can now be downloaded from http://www.globalconflicts.eu.
I have played around a little with one of their earlier of their games, Global Conflict: Palestine. In this, you’re a freelance journalist (working for an Israeli, Palestinian, or international newspaper) following a story. As you wander around a 3D Jerusalem and interview the locals, you are exposed to a range of a narratives that are themselves shaped by how you approach and interact with your subjects. You’re also under pressure to meet your readers’ and editor’s expectations. In the end, you try to fashion some sense of the “truth” and, using notes and quotes you’ve gathered from the people that you’ve interviewed, produce an article.
I found it interesting and fairly true-to-the-mark, although not especially engaging as a game. (Then again, in fairness to the designers, I’ve been wondering around the region for quite a few years and may have excessively high expectations.) It could be a useful instructional tool in high school classes (and possibly some university classes) if coupled with appropriate briefing and debriefing.
Some of the broader game mechanics are, somewhat ironically, akin to components in several simulations now being used by the military for training purposes. With the growing emphasis on population-centric counterinsurgency (COIN) generated by the wars in Iraq and Afghanistan, these “games” typically encourage participants to develop appropriate interaction skills with the local (simulated) population in order to secure information and cooperation. Ineffective approaches, by contrast, tend to alienate the locals.
In the Tactical Iraqi (and Tactical Pashto, Tactical Dari, and Tactical French) language and cultural awareness training software , for example, players learn language and non-verbal communication skills, and then use these to interact with the local population in a 3D environment. In this case, speech recognition software judges the student’s verbal replies:
It is fairly easy to imagine a version of this sort of approach being used in the NGO and aid community. The question, however, is whether it is worth it, or whether human trainers could do a better job. (Of course, the development community doesn’t have to train its employees by the thousands, which is why stand-alone software has the training appeal that it does in large militaries like the US. Equally, the development community doesn’t have the R&D and training budget of the US military either.)
Ascertaining Validity in the Abstract Realm of PMESII Simulation Models (and other thoughts) 27/08/2009
Posted by Rex Brynen in simulation ideas, simulation news, simulation software.add a comment
Yes, it is a very long title (and that’s only part of it), but those interested in the use of simulation for training and education on peacebuilding may find much of interest in Benjamin Marlin’s recent MA thesis at the Naval Postgraduate School: Ascertaining Validity in the Abstract Realm of PMESII Simulation Models: An Analysis of the Peace Support Operations Model (PSOM):
The Department of Defense has recently declared that irregular warfare is as strategically important as traditional warfare. Unfortunately, there is a dearth of mature training and analysis tools that can be used to support contemporary military operations. One popular wargaming simulation is the campaign-level Peace Support Operations Model (PSOM). This thesis provides a quantitative analysis of PSOM. The results are based on over 75,000 simulated runs of an Operation Iraqi Freedom scenario. The study concludes with the identification of the critical factors within PSOM, recommended potential uses for the model, an accuracy assessment, and an assessment of the risks assumed by using the model. Results indicate that the critical factors within the model are indicative of contemporary operations. PSOM should be used for its original purpose, as a wargame to further study the societal implications of modern military operations. As a wargame, PSOM has strong potential as a high-level staff and leader training tool and as a planning aid for course of action development. Within the confines of this study, the model proved limited in its ability to model changes in force capabilities. Due to its limited ability to model uncertainties in irregular warfare without the human-in-the-loop, or give multiple potential outcomes, further development and analysis is required before the model is used for large scale analysis.
PMESII is, of course, the military acronym for “Political, Military, Economic, Social, Infrastructure, and Information,” and reflects the increasing attention in the US and elsewhere to the importance of “non-kinetic” elements in the outcome of peace and stabilization operations. (Not surprisingly, fighting costly counter-insurgency campaigns in Iraq and Afghanistan rather tends to highlight this dimension in recent professional wargame development) Marlin’s thesis looks at one such insurgency/COIN simulation, the UK-developed PSOM, and subjects it to repeated runs to determine how the model (and, in this case, a simulated Iraq) responds to changing conditions, including unit stances, firepower, rules of engagement, service provision, the delivery of humanitarian assistance, and a host of other variable. The PSOM itself allows for multiple factions to be modeled, along with associated ideologies, ethnicities, resources, and other components.
Of course (as the thesis notes), a simulation of this kind is only as good as the algorithms buried inside it. For some earlier skepticism about how well we can model these sorts of things, see my earlier post on Simghanistan.
There is, however, a great deal of work being done in military operations research on these issues—how to simulate the behaviour of civilians in warzones, for example, or on Human, Social, and Cultural Behavior Modeling for Stability, Security, Transition, and Reconstruction Operations.
Interesting stuff, and largely outside the notice of the humanitarian assistance and development communities (who, I suspect, would be doubtful of its utility as well as lacking the budgets for its development). Although I’m sure that military simulation developers do call upon subject matter experts in these fields from time to time in the development phase, I wonder how often they involve non-military agencies in their efforts to validate the simulations that they produce?

According to the Boringian Ministry of the Interior, some 37,144 people have arrived in Boringia over the last two weeks. In addition, almost 240,000 people are said to have been forced to leave their homes as a result of ongoing fighting and are scattered throughout the eastern provinces of Chakamaka. According to reports, most of these uprooted populations are trying by whatever means possible to head towards the border.