PAXsims

Conflict simulation, peacebuilding, and development

Monthly Archives: May 2011

simulations and training intelligence analysts

The Committee on Behavioral and Social Science Research to Improve Intelligence Analysis for National Security of the (US) National Research Council recently published a rather interesting useful and interesting two volume set of studies on Intelligence Analysis for Tomorrow: Advances from the Behavioral and Social Sciences and Intelligence Analysis: Behavioral and Social Scientific Foundations. In the latter collection of research papers, Steve W. J. Kozlowski (Michigan State University) argues that:

If you need people to acquire declarative knowledge, reading (rereading and memorizing) a book or manual may be sufficient. But if you need deeper comprehension of decision-making strategies and the capability to adapt those strategies, then you need to engage active, mindful, effortful learning. These higher level competencies may require systematic, guided hands-on experience in the work context or a “synthetic world” simulation (Bell and Kozlowski, 2007; Cannon-Bowers and Bowers, 2009). Indeed, one of the key challenges for improving analytic skills in the IC is that timely feedback and evaluation of the accuracy of a forecast is typically lacking (e.g., the time frame is too long, the forecast influenced events, etc.). Because simulation incorporates “ground truth” or an objective solution, it could be used effectively to provide analysts with wide-ranging synthetic experience, exposure to low-frequency events, and opportunities to calibrate forecasts with the provision of timely, accurate, and constructive feedback and evaluation. For example, the Defense Intelligence Agency has recently begun using analytic simulation to enhance analysis and decision skills (Peck, 2008). These initial efforts could be augmented substantially by incorporating explicit instructional models in simulation design (Bell et al., 2008).

Yep, what he said—which is why I’ve always liked Kris Wheaton’s work in this area. There are others who also use simulation methods and games in training intelligence analysts (some of whom read this blog), and it would be nice if we could get them to write about it some time. Hint, hint.

More broadly, the point applies to everyone working in a professional field where the sometimes rapid analysis of fragmentary social, political, economic, and/or military trends and information is required—a category that applies well to NGOs, aid workers, diplomats, peacekeepers, and others working in fragile and conflict-affected countries.

MMOWGLImania and some thoughts on purposive social media

The impending online playtest of MMOWGLI (the “Massively Multiplayer Online Wargame Leveraging the Internet,” developed for the Office of Naval Research) continues to draw considerable media coverage. One of the most recent contributions is an article in yesterday’s Washington Post:

To combat Somali pirates, the U.S. Navy has relied on warships, snipers and SEAL teams. Now, it is turning to the heavy artillery: Internet gamers.

This month, the Office of Naval Research will roll out the military’s first-ever online war game open to the public, crowd-sourcing the challenges of maritime security to thousands of “players” sitting in front of their computers.

The project — named MMOWGLI (the acronym for Massively Multiplayer Online Wargame Leveraging the Internet) — is a video game for policy wonks. It aims to replicate a traditional military strategy session on an exponentially larger scale, bringing together a diverse mix of government and outside experts that would be impossible even in the largest Pentagon conference room.

Through virtual simulation and social media tools made popular on Twitter and Facebook, players will work together to respond to a series of make-believe geopolitical scenarios set off when private ships are hijacked off Somalia’s coast.

“We live in an echo chamber,” Lawrence Schuette, the naval research office’s innovation chief, said of the military. “The challenge is you always want to have an audience that’s diverse in background, diverse in thinking. It’s those intersections where you see creativity occurring. The advantage of online crowd-sourcing is obvious: You have many more intersections and many more diverse backgrounds.”

Thanks in part to pre-launch publicity, more than 7,000 people have signed up for MMOWGLI, far beyond the 1,000 that developers had anticipated for the $450,000 pilot project. Programmers from the Institute for the Future, a nonprofit based in Palo Alto, Calif., that is making the software, have postponed the launch date to be sure the game has enough capacity.

There are, of course, the inevitable comparisons with the World Bank’s EVOKE online development education project. PAXsims gets a mention in the Washington Post article too, specifically in connection with the challenge of “crowd-sourcing” ideas in a way that encourages useful innovation rather than trendy (but potentially unrealistic) internet populism:

But as anyone who has spent time in an online chat room knows, moderating the debate against online bullies and sifting through thousands of comments to find quality ideas can be nearly impossible. During the EVOKE project, players coalesced around proposals that were unsustainable, such as floating greenhouses that would produce food 25 times too expensive to afford, said Rex Brynen, a professor of political science at McGill University in Montreal who blogs on strategic gaming.

“There was not enough quality control,” Brynen said of EVOKE. “Trendy development ideas that appeal to the 15- to 30-year-old age demographic catch on because they’re trendy, not because there is proof they would work.”

The quotes make me sound somewhat more negative than I am about the potential of crowd-sourcing, and certainly very more negative than I am about the remarkable innovative potential of the 15-30 demographic. Rather, my major point would be that a “build it and they will come” approach to purposive social media is a potentially self-defeating: one needs to think not only how one will hook in participants, but also how to best utilize their energy and ideas towards a clear goal. A key part of this, in turn, is thinking very strategically about the explicit and implicit reward structures and filters that might encourage high quality contributions in a way that empowers creativity but keeps it reasonably grounded in reality. In this regard, technology and flashy interfaces can be part of the problem rather than part of the solution. In the case of EVOKE, while the approach has considerable potential, I did not feel that it had been executed as well as it might have been. (The World Bank Institute’s own evaluation, which you’ll find here and here, was understandably more positive. Also, have a look too at the game designers’ own reflections here.) Hopefully Season 2 of EVOKE will build on the successes of the project while addressing the weaknesses.

Since MMOWGLI has been developed to spur the development of innovative policy ideas, and since its first playtest addresses a form of hybrid warfare and emerging security threat (maritime piracy), there is another point of comparison that ought to be made, one that has yet to be raised in the media and tech commentary: Small Wars Journal. SWJ is an online community which integrates traditional online publication with a blog, discussion fora, and limited social networking tools. It does so, moreover, in a way that flattens hierarchies and encourages everyone to participate: corporals and colonels are listened to equally, and their contributions judged on the merits.

SWJ, however, does NOT have a particular trendy interface. It has no “gamification” to it at all—no built-in systems for gaining thumbs-ups, for winning avatars, or for earning status points. Despite this, the website has been widely recognized as having had substantial effect on thinking about insurgency, stabilization operations, and similar issues, within the US and around the world. SWJ even made it (together with Lady Gaga) onto Rolling Stone’s 2009 Hot List, despite having the rear end of a donkey as the focal-point of its logo.

I’m not aware that anyone who studies online communities and crowd-sourcing of policy ideas has yet looked systematically at what makes SWJ works (attention graduate students: thesis topic!). As a fairly frequent participant there, I think it has an awful lot to do with the quality of the moderation. Trolls are soon banned. Most of the participants are respectful, and the bounds of productive and unproductive dialogue are fairly well understood. Plus, of course, the “Small Wars Council” discussion forum at SWJ has Ken White. Really, what more do you need? Certainly there are weaknesses with SWJ. As they’ve expanded their publication (and received ever more contributions) they’ve had to work hard to maintain quality. Some discussions can get a bit repetitive (suppressive fire, anyone?). The participant community is not as diverse as it could be (more NGO folks, diplomats, and journalists would be useful, as would more contributors from outside NATO countries). Overall, however, it is hard to see SWJ as anything other than a success.

I think MMOWGLI is a really interesting experiment. They’ve clearly done some thinking, and I hope it works out well. In assessing its contribution, EVOKE—for all its technological parallels—is probably the wrong comparison, given its very different (educational) goals. Rather, the question that needs to be asked is how does MMOWGLI fare in generating ideas compared to a more conventional face-to-face workshop, such as the recent NATO experiment on countering hybrid threats? How does it fare compared to the more traditional online model of SWJ, or the various elements of the policy blogosphere more broadly? How do we measure this, especially given that “cost per clever idea” seems a very difficult metric to generate? And how can the project be used to further advance our understanding of leveraging the internet for purposes of policy discussion, debate, and innovation?

We’ll be following the MMOWGLI experiment with interest.

Countering Hybrid Threats AAR

Lest anyone think we spent our whole time in Tallinn designing card games and hunting down local game stores, I thought I would offer an after action review of sorts of the recent NATO “Countering Hybrid Threats” conference. Given our focus here at PAXsims, I’ll primarily discuss the scenario-based experiment method that was adopted by the organizers, and its advantages and disadvantages compared with a more usual conference format. However, I’ll also offer some of my own take-away thoughts on what the five days of discussion suggested to me about NATO and the CHT issue.

One of the challenges in offering reflections on the process, of course, is that I came to the experiment as an interested participant but not as a client. As a consequence, I’m only a limited position to judge the institutional and conceptual needs of the organizers, and how the experiment outputs might play into both that and the broader politics of the NATO alliance. NATO ACT folks reading this post may well find it rather under-informed. Those who don’t follow alliance politics and doctrinal debate may find it confusing and complicated. If you’ve come to this page interested in CHT issues but not the scenario methodology, you can skip ahead to my “other observations” towards the end of this blog post.

Conceptual and Political Context

The concept of hybrid threats has been increasingly used in military discussion in recent years, although not without a degree of confusion and controversy. NATO has defined a hybrid threat as one “posed by adversaries, with the ability to simultaneously employ conventional and non-conventional means adaptively in pursuit of their objectives.” Insurgent groups, for example, might not only use firearms and  improvised explosive devices but also cyberhacking of government websites and local social welfare programs to win support from local populations. A criminal syndicate might use both armed violence and corruption. A state might pursue its objectives both through regular military means and open or covert alliances with criminal, political, and insurgent groups.

The main criticism of hybrid warfare would be that warfare has always been hybrid, involving not only military tools but also information operations and propaganda, economic pressures, alliances with nonstate actors, and so forth. In this view, hybrid threats and hybrid warfare are at best trendy jargon, and at worst a distraction from more important issues and challenges.

Treating the debate over hybrid warfare solely as an issue of definitional exactitude and conceptual utility misses much of what is going on, however. Clearly, Western militaries have found themselves doing all sorts of things in the post-Cold War era, things that are very different from the large-scale force-on-force warfare that they were designed for. This is especially true for the NATO alliance, built to deter a Soviet attack, or defend against such an attack if deterrence failed. In practice NATO has found itself involved first in complex operations in the Balkans in the 1990s (humanitarian protection, punitive strikes, and stabilization in Bosnia and later Kosovo), in COIN in Afghanistan since 2001, in anti-pirate operations, and now in the current intervention in civil war in Libya. The notion of hybrid threats is therefore also an attempt to help the alliance prepare for the likely diversity of future engagements. The notion of hybrid threats combines the element that NATO is comfortable with (conventional warfare) with those things with which it is less comfortable. It thus seems to serve as something of a sugar-coating to facilitate a shift of focus, and as a terminological lever intended to open up issues of preparation, training, capacity, analysis, and necessary partnerships for 21st century security challenges.

Further complicating matters, the debate over the “military contribution to countering hybrid threats” overlaps with several other simultaneous debates within NATO, such as the need to develop a “comprehensive approach” to security problems, as well as identification of emerging security challenges. Not all member states fully agree in these two areas either. In the former case, there are differences over what NATO (as opposed to other actors) should do, and whether new capabilities are needed. In the latter case, your sense of threat is rather different if you are large or small, adjacent to Russia, located in the Mediterranean, or far away in North America. Overlaying all of this are the additional complexities of potential synergy and potential competition between NATO and the EU (not to mention the differences among European states towards both institutions).

At this point, one thing should be clear: why after 5 days of discussion in Tallinn we invented Jargon Wars. It was either that, or some kind of game involving Powerpoint.

Experiment Methodology

The recent Tallinn conference “experiment” was intended to explore all of this. Specifically, it sought to “investigate the utility and feasibility of the CHT concept and develop with both military and civilian actors an understanding of potential NATO approaches in addressing the identified key challenge areas.” To do this, participants were provided with details of a fictional “Silver and Ivory Seas” region bordering Europe in the year 2016.

Participants for the experiment were chosen from a wide variety of civilian (humanitarian, aid, business, technology, academics), government (police, diplomatic), and military backgrounds. Clear emphasis was placed on civilian and non-military participants, who comprised a clear majority of the 75 or so persons who formed the membership of three different panels. These panels were each teamed with senior advisors, as well as NATO ACT facilitators who worked hard to keep discussions focussed on a roadmap of questions and issues to be addressed.

The experiment was nota simulation or wargame, however. While a scene-setting “World News Network” video was presented at the outset, there was no scope for taking decisions or initiating actions in the fictional universe. There was no change in environmental or situational conditions as the experiment progressed. Participants each had particular subject matter expertise, but were not expected to role-play this in anyway (although one former American diplomat who shall remain nameless did an outstanding job of representing Blackland’s rather dubious interests). While the region contained a representative sampling of current and emerging real-world security problems, and the history of the area (“the break-up of the regional hegemon in the 1990s and the subsequent ethnic and religious wars resulted in the creation of a multitude of smaller nation-states”) was clearly reminiscent of the Balkans and Caucasus, fictional countries were not strongly modelled on particular real-world cases. The earlier planning documents for the experiment suggests that at first the scenario design was intended as a closer fit to NATO’s real geostrategic position and the characteristics of its specific neighbours, but I imagine that would have been far too politically sensitive to undertake, especially in a city a mere 200km away from the Russian border. (Picture, right: the representative of Blackland contemplates how best to foil the “International Friends Group” for the Silver and Ivory Seas.) By pushing the scenario out to the near future, the organizers could also suggest the heightening of such emerging threats as cybercrime and smuggled nuclear materials.

Overall, the scenario seemed to designed to give us all something semi-concrete to anchor our reflections in, and to test whether the notion of a hybrid threats (as well as a comprehensive approach) was a useful way of both thinking about things and organizing/informing responses. . At various points during the experiment the various subgroups of participants were asked to:

  • analyze the environment and identify threats (and their implications)
  • identify common goals and understandings
  • consider appropriate means for dealing with these (and determine who might to what)
  • determine what particular roles NATO and military contributions might make
  • identify partnerships and capabilities necessary for effective action; and reflect on the utility of CHT concept

Periodically the three different working groups (or panels) met in plenary to share insights, and at the end there was a brief-back and overall discussion with a number of senior NATO guests in attendance.

How Well Did It Work?

Inevitably, when one is given a fictional scenario participants quickly finds gaps or material missing—and yet the more material that is provided, the more overwhelmingly it can all be. It is a difficult balancing act.

In the case of the Silver and Ivory Seas, we were provided with background on the dozen or so states of the region, various contested regions and contested borders, paramilitary and extremist groups, and criminal syndicates in the area; additional description of the international context and the Silver and Ivory Seas Association; and a directive from the NATO North Atlantic Council on the situation—all of it running to more than 41+ pages of information. There were some strange omissions (we had detailed information on the size of each country’s labour force, for example but not its total population; there was no substantial information on relative military capabilities; and there was no scale to the map). In particular there was strikingly little information on local political dynamics, beyond a vague description of the national political system in each case. Similarly, there was virtually no information on the major ethnic and religious groups in the region, even though these cleavages were clearly major drivers of local conflict.

On the other hand, it was a lot to handle, and for the first few days there was considerable and obvious confusion among many in the groups as to who was who, and who was doing what to whom in the region. Adding additional length and complexity to the briefing materials would have only aggravated this. Overall, therefore, I think the experiment design team got the total volume of information about right. I do think, however, that they could have cut the number of countries in half, and added twice as much information on each, including a much more detailed assessment of political, governmental, and social conditions.

The audience mix was excellent, in terms of the depth and range of experiences and expertise represented. This diversity clearly enhanced the quality of the discussions. Ironically, despite the experiment location there was surprisingly little discussion of Estonia’s own remarkable transition from Soviet-occupied satellite and $2000 GDP/capita command economy to vibrant, democratic member of the European Union. A few Estonian politicians, economists, civil society actors, minority representatives, and so forth in the room could have been quite helpful—especially given how many countries in the Silver and Ivory Seas region resembled the Baltics, Eastern Europe, and the Balkans.

Once we were a day or so into the discussions within the panels, I felt the scenario did begin to work quite well as a catalyst for reflecting on the broader topics of concern. Participants (and possibly facilitators too) had learned when to use it to move issues forward, and when it was less necessary or even constraining. Comparisons with the Balkans, Afghanistan, Iraq, various UN peace operations, and other cases of conflict prevention and resolution were increasingly integrated into the discussion. Although only one “devil’s advocate” was assigned to each group, many took on that role, challenging groups to refine their thinking and address possible weaknesses and contingencies in proposed courses of action.

Although not particularly related to the scenario-driven experiment methodology, there were several broader aspects of the conference that were positive too. Although I thought the very last plenary brief-back failed to capture some of the more interesting issues that had been raised in group discussions (perhaps because there were so many, or because of my own interests and biases), overall I did like the process of breaking down into smaller groups then assembling back in plenary to summarize discussions. There was lots of coffee and lots of flexible coffee breaks where side discussions and networking could occur. I’m not fond of starting at 0800 each morning, but that’s probably my own fault for doing my own work late each night. The conference staff were phenomenal. The hotel and hotel staff were excellent too.

One final take-away from the scenario perspective was how very useful a simulation exercise could be in developing NATO/everyone else contacts and understanding. No one does wargaming and political-military exercises better than Western militaries.However, while NATO members often insert a civilian/NGO/aid and development component to staff and field exercises, these are often relatively small parts of an overwhelmingly military picture. As one NGO participant noted, in some cases the civilian actors are played by… well, actors, or military personnel pressed into the role. It would be very useful to start running a  serious of regular of tabletop exercises involving a preponderant and diverse civilian component and a smaller military element, deliberately designed to explore the gaps, conflicts, and cultural misunderstandings that occur. Junior officers could even be assigned as junior members of NGO teams, to get a sense of a very different set of priorities, concerns, and capabilities. There was some discussion of doing this among participants at the Tallinn meeting: in the words of one NGO representative, “it would be awesome to wargame this.”

Other Observations

I filled pages with notes, thoughts, and reflections during the experiment, and it would take far too long to assemble them into a coherent narrative. I offer them instead as a simple list of observations and ideas, in no particular order:
  1. I’m not convinced that “hybrid threats” works very well as a military concept—it focuses too much on the idea of a clear and identifiable foe who is trying to hurt you, and not enough on contextual conditions, or harm done as a byproduct (rather than an intended effect) of local conflicts, which I think is often the case. I also agree that, historically, a great many threats have been hybrid, so this isn’t necessarily new.
  2. Despite my comments in #1, it may not matter if CHT meets the abstract standard of theoretical conceptual rigour. It seems to work fine as a shorthand for “all that messy, non-conventional war stuff NATO might do.” I’m not sure the alliance could agree on anything that would work any better.
  3. Ideas matter. Normative concerns matter (and indeed played important roles in driving the alliance into military operations in Bosnia, Kosovo, and now Libya.) The political and media environment in NATO countries matter. This is the unspoken “walrus in the room” in any discussion of NATO’s future, and we need to spend more time thinking about it. Goodness knows that NATO’s political masters do. 
  4. I have a sneaking feeling that many national politicians have a more inclusive and integrated sense of national and security interests than do some senior military personnel. Politics is not a bad word, even if it does mess up advance planning.
  5. Unity of command is impossible to achieve in complex peace and stabilization operations. Indeed, efforts to achieve it likely alienate important partners, and can be the very antithesis of partnership. Instead, one needs to strive for a modus vivendi that works, even if imperfectly.
  6. The “next” NATO operation is unknowable. No one would have predicted NATO’s involvement in Bosnia or Kosovo in 1987. No one would have predicted NATO’s operations in Afghanistan in 2000. Certainly no one—and I mean literally no one, of the 7 billion people on the planet—would have predicted NATO operations in Libya in November 2010. NATO has never in its history entered into a conflict as a matter of measured advanced planning. Rather it has fallen into them sideward, driven by unstable conditions and shifting politics. Much as it might want to be the “George C. Scott-as-Patton” of international alliances, its actual path to military engagement rather more resembles a Jim Carey comedy. There’s no point bemoaning this, moreover—it is probably unavoidable.
  7. Consequently, NATO needs to prepare against a very broad spectrum of things, rather than a particular thing. The flexibility of the CHT concept might actually be quite useful here, regardless of whatever quibbles one can raise about it.
  8. Afghanistan, Libya, and the Balkans can inform reflections, but they shouldn’t drive them. How likely is it that NATO would be doing industrial-strength COIN (Afghanistan-style) any time soon?
  9. The broader COINdinsita vs COINtra debate was largely absent from the Tallinn meeting. It shouldn’t have been, since not everyone is convinced that the primary contemporary COIN emphasis on non-kinetic elements is appropriate. Heretics and iconoclasts can be useful people to have in a room.
  10. Because of #6, NATO also needs to think more about changing the way it works and develops relationships rather than focussing on material capabilities. It needs to have established, rich, and enduring interactions with a  range of actors so that when a crisis occurs it has both a network of contacts and a degree of pre-established trust and understanding. It needs to strategize how it develops and sustains relationships. I think the experiment made major contributions in this respect.
  11. One needs to be careful of the top-down/command-and-control/campaign plan style of problem-solving. Some of the discussions in Tallinn seemed to imply that peacebuilding is like making a cake, with the cook or cooks deciding on the appropriate mix of steps and ingredients to “counter the cake problem.” This in turn led to a lot of discussion of how many cooks there should be, how they should decide on a CHT recipe, who brings the eggs, and so forth. However, in the real world of stabilization operations these are self-mixing cakes with minds of their own. Some of the ingredients hate some of the others. Some change as you stir. Sometimes stirring makes things worse if you aren’t careful. Indeed, occasionally the cake batter tries to kill you. We need to be appropriately humble about how much true understanding and leverage we have.
  12. On the subject of self-mixing cakes, never underestimate the ability of the locals to manipulate the outsiders. Increasingly from 1993 onwards, NATO became a military adjunct to Bosnia’s efforts to secure independence. In 1999, NATO found itself acting as the air force of the Kosovo Liberation Army (admitted largely due to Serbian miscalculations). In 2011, NATO is providing air cover for the Transitional National Council’s regime change efforts in Libya. I supported all three operations, so this isn’t a critique—rather, it underlines once again that the locals get a vote too.
  13. Lots of people have been doing (or trying to do) conflict prevention and stabilization a very long time, and usually doing it without any NATO presence. Don’t reinvent the wheel, but rather think partnership. In many cases NATO could be a very junior partner.
  14. Things can be made better, but the perfect can be the enemy of the good. A sort of cynical optimism is therefore important. Hubris is fatal (sometimes literally so). Be aware of the law of diminishing returns, and know when something is a “good enough” solution and we should move on to the next problem.
  15. Perhaps because they’re locked together in small steel cylinders for long periods of time, submariners can really tell jokes wickedly well.
  16. Think about emerging and hybrid opportunities too, not just the threats—the “Arab Spring” being a case in point. (This was a comment actually made by Jamie Shea in his excellent speech, but I thought it was worth repeating. He said a lot of very sensible things—it was a shame he didn’t open the conference.)

The Bishop’s School: peaceconferencing with Uganda

Many thanks to Kristen Druker for sending on to PAXsims this latest update on her work with student peaceconferencing. A hat-tip too for Skip Cole for letting us know about the Uganda project.

* * *

Students at The Bishop’s School in La Jolla, CA broke new ground in this spring’s Peaceconferencing gaming simulations supported by the United States Institute of Peace Open Simulation Platform. The Northern Uganda Peace Building Team made up of high school freshmen intent on problem solving solutions to post-conflict conditions inside Northern Uganda had the benefit of connecting with a Ugandan student “live” from a digital library hub created by the non-profit group, U-Touch.org.

Working on Peaceconferencing Phase 8 – Brainstorming Solutions, The Bishop’s School students were able to get feedback on their ideas dealing with the Lord’s Resistance Army (LRA), clean drinking water, irrigation, medical needs, and supplies from a student who had spend 15 years of his life in a relocation camp. As a result of their online interface, a priority list was generated by The Bishop’s School students that reflected the most urgent needs concerned with current peacebuilding. “Free from media filters and biases, it was the next best thing to being there,” said The Bishop’s School students. This summer students in Northern Uganda will play Peaceconferencing and use the Open Simulation Platform as a tool to better understand and strategize about their own needs. Possibilities to generate a global social network (student to student) within the Peaceconferencing simulation experience promises to bring the human element into cross cultural problem solving.

Above: Students from The Bishop’s School Northern Uganda Peacebuilding Team with teacher Kristen Druker.

Jargon Wars (the NATO ACT edition)

Your intrepid PAXsims editors have just finished attending the NATO “Countering Hybrid Threats” conference/experiment in Tallinn. It was an excellent meeting, with impressive people (well, other than us), good discussion, and stunningly efficient conference organization—all held in a fascinating , beautiful, and very welcoming city. We both took pages and pages of notes, and will post something in the next few days on both the subject matter and the scenario-driven experiment format that was adopted for the event.

In the meantime, as we participated in a full week of discussions we couldn’t help but be reminded of the extraordinary amount of time that military, diplomatic, aid, NGO, academic, and other professionals can spend on developing, debating, modifying, and remodifying their professional language. That observation, of course, inevitably led to a quick game design… Jargon Wars.

While the version presented below is intended for NATO ACT CHT meetings, the template can easily be modified for World Bank consultative groups, academic conferences, diplomatic parleys, NGO retreats, and similar exercises. Why, you might even say it is a whole dynamic repurposeable interactive gaming system!

* * *

The Game

Jargon Wars is a two player game in which you attempt to score points by building and using jargon, while at the same time defending yourself from the jargon of your opponent with counter-jargon. Playing the game requires a deck of playing cards, including both jokers. If you’re playing with a deck of Estonian Explosive Ordnance Disposal cards provided by a local friend and fellow-traveller from Small Wars Journal, each side starts with ten extra points. That has no actual effect on game play, but is very cool.

During the game, a player will hold a hand of up to 5 cards, hidden from their opponent. As the game progresses there will also be a discard pile.

Each player will also have up two small groups of cards known as jargon or counter-jargon groups. Each group consists of up to three RED cards and one BLACK card. If the black card is a CLUB, the group is said to be a jargon. If the black card is a SPADE, it is said to be a counter-jargon. If a group contains no red cards or no black cards, or too many red or black cards, it is said to be unintelligible. Each jargon or counter-jargon is usually face-down, but may be examined at any time by the owning player. At various points in the game a player might have zero, one, or two groups in play, which might be all jargons, all counter-jargons, or one of each.

The game is played until the last card is drawn from the deck.

Game Play

Start the game by dealing each player 5 cards. In turn, each player may then carry out one of the following actions:

  • Move a single card into or out of one of their groups (or establish a group if you don’t yet have two of them).
  • Discard a card from their hand and draw a new one from the deck.
  • Randomly exchange a card from their hand with one from their opponent’s hand.

If at the end of their turn a player has less than 5 cards in their hand, they draw one card from the deck. There are also two types of special cards:

  • JOKER: As soon as this is played from a hand onto the discard pile, take all current groups, shuffle them together, and play the cards back to the players (starting with the phasing player). As the card is received a player must immediately assign it, face-up, to a group. This may, of course, result in the formation of unintelligible jargon.
  • ACE: When played from a hand onto the discard pile there is an immediate scoring round.

Scoring

The game is scored whenever an ACE is played, and immediately when the last card is drawn and the game ends.

Each side calculates the value of its jargons and counter-jargons using the following formula for each group:

  • (sum of red card values) x (black card value)

If a pile lacks at least one red and one black card, or if it has too many cards of one type, it is unintelligible and counts zero. Otherwise, the value of each card (and the term it represents) is determined using the following chart:

Diamond Heart Club Spade
K hybrid (4) comprehensive (4) walrus (4) walrus (4)
Q complex (3) capstone (3) threat (3) doctrine (3)
J cyber (3) integrated (3) adversary (3) strategy (3)
10 virtual (2) cooperative (2) challenge (2) partnership (2)
9 global (2) asymmetric (2) dilemma (2) technology (2)
8 agile (2) mixed (2) force (2) capability (2)
7 next-generation (2) robust (2) challenger (2) concept (2)
6 emerging (2) joint (2) enemy (1) force (2)
5 effective (2) bio (2) activity (1) cell (2)
4 new (1) adaptive (2) irritant (1) report (2)
3 diplomatic or political (1)* military or security (1)* process (1) assessment (2)
2 social or economic (1)* information or intelligence  (1)* trap (1) roadmap (1)

As noted earlier, the ACE and JOKER cards have special functions and hence have no scoring value. In recognition of 3D and whole-of-government approaches, DIME, PMSEII, and similar schemas, any jargon that contains three of the four terms marked * counts triple value.

Explaining the walrus reference would require more information than PAXsims is able to provide at this time. For further details, contact David Becker, Senior Research Fellow (and Large Animal Analogy SME) at the Center for Complex Operations.

Having worked out the value of each group, the players then separately compare the value of their jargon group to their opponent’s counter-jargon, if any. If a player has more than one counter-jargon group, always use the one with the highest score.

If the value of the jargon is higher than that of the counter-jargon, then the exchange scores 5 points for the former plus the points difference between the two piles. If the counter-jargon group is worth more, the jargon earns no points. In short, counter-jargon blocks jargon from scoring.

Both players then discard their groups, and the game continues. If there are no more cards remaining in the deck, after the final scoring round the player with the most points wins.

Variants

Seeking to develop your own context-specific individualized dynamic game revision? It’s easy enough—just substitute some of the terms on the scoring chart above.

  • World Bank: Try such classics as gender-sensitive, environmental, infrastructure, structural, pilot (RED) and projects, programs, initiatives, fora, fund, consultations, review, adjustment, and evaluation (BLACK).
  • NGO: In addition to those above, grass-roots, consultative, stakeholder, humanitarian, civil society, human rights, equity (RED) and response, empowerment, and committee (BLACK) would work well.
  • Academics: Try adding post-, sociological, quantitative, comparative, historical, dynamic, conceptual, theoretical (RED) and concept, theory, approach, synthesis, and study (BLACK).
  • IT/Cyber: Switch in such terms as digital, on-line, encrypted, synchronous, parallel, super- (RED) and software, platform, code, processor, media, and game (BLACK).

* * *

Game Report

The following game—played as a joint World Bank/McGill University collaborative, culturally-embedded learning exercise in a pub in Tallinn under the watchful eye of a blonde Estonian barmaid with a (plastic) sidearm—illustrates Jargon Wars in action.

Each round the players variously drew cards or placed them into their jargon groups. When an ACE was played, of course, a scoring round was commenced.

SCORING ROUND 1

Gary had prepared a Next-Generation Mixed Joint Challenge ((2+2+2) x2 = 12) to which Rex had only an incomplete, and hence unintelligible (0) counter-jargon. Gary thus scored 17 (12-0+5) points.

Rex offered an Agile Global Threat  ((2+2) x3 = 12) to which Gary had only an incomplete, and hence unintelligible (0) counter-jargon. Rex thus also scored 17 (12-0+5) points.

SCORING ROUND 2

Gary put together a formidable Cooperative Hybrid Bio-Adversary ((2+4+2) x 3 = 24), to which Rex could only offer an ineffectual Robust Diplomatic Capstone Concept ((2+1+3) x 2 = 12). Gary scored 17 (24-12+5) points.

Rex. however, had been preparing his own rhetorical assault, and unleashed a Comprehensive Cyber Threat ((4+3) x 3 = 21), which easily overwhelmed Gary’s Effective Virtual Social Assessment ((2+2+1) x 2 = 10), netting Rex some 16 (21-10+5) points.

SCORING ROUND 3

Gary revealed a New Emerging Force ((1+2) x 2 = 6), but it is easily neutralized by Rex’s Adaptive Walrus (2 x 4 =8).

No sooner have the tusks settled, moreover,  when Rex advanced a Complex Dilemma (2 x 3 =6), which devastated Gary’s pathetic Security Intelligence Cell ((1+1) x 2 = 4), thus bringing Rex 7 (6-4+5) more points.

With no more cards left in the deck the game is over. Rex has earned 40 points to Gary’s 34, and emerged as the winner!

NDU Roundtable on Strategic Gaming (24/5)

The National Defense University’s Center for Applied Strategic Learning (CASL) is pleased to announce the seventh in its quarterly series of discussions with gaming practitioners on May 24. The Roundtable on Strategic Gaming will be held at the beautiful new United States Institute of Peace building at 2301 Constitution Avenue NW, Washington, DC.

The CASL roundtable brings together gamers from the research, policy, defense, and academic communities in order to generate a professional dialogue in our field about issues relating to game design, the use of games for analytical and teaching purposes, and interesting projects in the field. Each roundtable invites a few speakers to present short, informal talks on some aspect of strategic-level games to spark discussion among the group.

In the forthcoming session, speakers will discuss some of the ways in which gaming has been applied to peace and conflict issues. Peace and conflict studies often address areas (such as counterinsurgency, post-conflict stabilization and reconstruction, humanitarian intervention, and crisis management) that are persistent challenges in the defense world as well. Given that, there will be something of interest/use to everyone in the gaming community in the presentations and the discussion that follows. In addition, we hope to use the roundtable discussion to gather input on what elements would be important to include in an introductory book on the development of games on peace and conflict issues. The book will be a project of USIP Press and represents a collaboration between USIP, NDU, and McGill University. Whether you are a longtime gamer or a newcomer to the field, your input on the book project will be extremely helpful.

Please note that attendance is by invitation only, and limited to those with professional interest in the issues to be explored. To obtain an invitation, please contact Tim Wilkie (NDU), Skip Cole (USIP), or Rex Brynen (McGill University).

Arrrr mateys, here be MMOWGLI…

The MMOWGLI (“Massively Multiplayer Online War Game Leveraging the Internet”) crowd-sourcing/simulation platform being developed by US Navy and the Institute for the Future will launch a live online playtest next week. As Wired has reported, the playtest will encourage participants to suggest new and innovative ways of dealing with the challenges of maritime piracy off the Horn of Africa:

Starting on Monday, the Navy will host one of the least likely online games ever: MMOWGLI, its Massive Multiplayer Online War Game Leveraging the Internet, something it’s been building since 2009. In a literal sense, the game is about counterpiracy, as the game encourages players to offer about their best suggestions for clearing the seas of the resurgent maritime scourge. But the real point of MMOWGLI — pronounced like the Jungle Book protagonist — is a social experiment.

“We want to test this proposition: can you get a crowd to provide you with good information?” Larry Schuette, the director for innovation at the Office of Naval Research, the Navy’s mad scientists, asks Danger Room. “Is the wisdom of the crowd really that wise?”

What do you do? Two text boxes pop onto the screen. The first reads “Innovate,” and asks: “What new resources could turn the tide in the Somali pirate situation?” The second reads “Defend” and asks: “What new risks could arise that would transform the Somali pirate situation?” Beneath either are two boxes to import and record your brief answer: 140 characters.

“You’re tweeting, basically,” Schuette explains.

Then comes the crowdsourcing. During the first week of the game, your fellow players will vote on your suggestion. If they think it’s noteworthy, they can tweak it. New cards allow players to Expand (“Build this idea to expand its impact”), Counter (“Challenge this idea”), Adapt (“Take this idea in a different direction”) or Explore (“Something missing? Ask a question”).

Players are awarded points based on the number of affirmations their ideas get from their peers. “Based on that, we invite you to the next round,” Schuette says. There are three rounds, with each lasting a week, so the ideas can marinate. “People with good ideas will win.”

Fast Company also has a report on the project, as does the DoD’s own “Armed with Science” blog.

We’ve reported a little on MMOWGLI in the past, and will be interested to see how it all works out. The initiative certainly raises several interesting questions about using crowd source techniques to generate and refine creative ideas and analytical approaches:

  • How do you promote quality output rather than a sort of ill-informed internet populism (what we’ve previously called “massive multiplayer online stupidity”)? MMOWGLI proposes to use an intrinsic system of evaluation whereby players essentially rate the contributions of others. That can work well with a thoughtful group of participants. It doesn’t, however, in itself assure that the best ideas secure support. One of the problems with the World Bank’s EVOKE project, for example, was that while the gamified interface encouraged participant feedback, most of the well-intended but inexperienced participants were in little position to really evaluate the practicality of each other’s idea.  (Of course, it is also important to recognize the differences in purpose too: MMOWGLI is intended to harness existing expertise in new ways to generate potential new ideas, whereas EVOKE was intended in part as an educational tool.)
  • What are the effects of flattening hierarchies? The MMOWGLI approach allows anonymized junior members of organizations to offer ideas as easily as more senior ones, while protecting them from the ramifications of challenging conventional thinking. That can be a good thing. It can also be a bad thing: when participants are anonymized it is difficult to evaluate the information and operational expertise that might inform their analyses. Should the opinions of Navy SEALs or freighter captains have no inherent added weight on maritime issues compared to those of net surfers who get seasick in a dinghy?
  • Can appropriate policy responses to complex social/political/economic/security issues really be reduced to short posts of 140 character tweets? Indeed, does this send a dangerous signal, namely that all that stands between a problem and its solution is a soundbite?

At the outset, it might help to tighten up the MMOWGLI pirate scenario a little. According to the screen shot that Wired features (above), the initial setting/orientation seems to involve a few things that don’t entirely make sense. What is “humanitarian aid for rig workers”?   How could three pirate ships hold the world “hostage”? After all, while the Somalia pirate problem is very serious (according to the World Bank, the worldwide cost of piracy losses and anti-piracy measures may be between $5.7 and $11.2 billion), we are a very long way away from a situation where “merchant ship movement through the area is blocked”. Providing good baseline information and links to additional resources can very much enrich the quality of simulations, role-play—and, one suspects, online crowd-sourcing of innovative policy ideas. Some of the early conceptual material on MMOWGLI suggested that it would include this sort of supporting data—hopefully it does, and it hasn’t been lost during the development process.

Quite coincidentally, I’m attending a NATO conference at the moment that is attempting a sort of crowd-sourcing of policy ideas on combating “hybrid threats,” including maritime piracy. Here too the organizers have brought together a range of perspectives and expertise, are using scenarios to promote new ideas, are encouraging open discussion, and have deliberately sought to flatten hierarchies (no uniforms or ranks, generals using their first names, and so forth). Of course, the conference organizers have also had to go to the effort of bringing scores of participants from a dozen or more countries to Estonia, set up conference facilities, and manage the whole thing—something that MMOWGLI attempts to do more cheaply and easily via online means. It will be an interesting natural experiment to compare the advantages and disadvantages of the two approaches.

Finally there seems to be one key problem with MMOWGLI’s pirate scenario that they have somehow failed to anticipate—namely this: the solution is already well known. Ninjas. Any geek could tell you that you fight pirates with ninjas (and vice versa) Really, one wonders where the US Navy is getting its policy advice from these days…

* * *

Update: a few additional links added above, and more MMOWGLI discussion here.

Hybrid threats + simulation + Estonian beer

Your PAXsims editors may be a bit quiet for the next week, since we’ll both be off to Tallinn to take part in a NATO scenario-driven experiment on countering hybrid threats. So far it is all “releasable to the public” with nary a NDA in sight, so perhaps we’ll have something interesting to report upon our return.

Simulation & Gaming (April 2011)

%d bloggers like this: