PAXsims

Conflict simulation, peacebuilding, and development

RAND: Opportunities for Including the Information Environment in U.S. Marine Corps Wargames

RAND recently published a report by Christopher Paul, Yuna Huh Wong, and Elizabeth Bartels on Opportunities for Including the Information Environment in U.S. Marine Corps Wargames.

The U.S. Marine Corps and joint concepts and thinking increasingly emphasize the role of information in military operations—from maintaining situational awareness to influencing adversary decisionmaking and understanding the behaviors of noncombatant populations. At the same time, wargaming is enjoying renewed prominence in the defense community as a tool to explore potential future conflicts and shape strategy. Yet, the information environment (IE) remains underdeveloped and underrepresented in wargames, both in the Marine Corps and across the U.S. Department of Defense.

An examination of requirements, principles from military theory, current doctrine, and commercial gaming practices points to solutions and changes to game mechanics to better incorporate information considerations into wargame planning, development, and play in ways that can be customized according to available resources, capabilities, and goals. Recommendations target wargame sponsors, wargame designers, and those who are responsible for procuring new tools and recruiting personnel to support wargaming.

Operations in the IE play a role across the spectrum of conflict, and their effects and consequences extend beyond the IE. As the nature of conflict changes, it is critical that wargames reflect realities on the ground, supporting forces in using and defending against increasingly important information-based tools of warfare.

Their key findings…

The IE is receiving greater attention than ever from operational planners, but it has not universally found its way into wargaming.

•Information is playing an increasingly important role in military planning in the U.S. Marine Corps, across the U.S. Department of Defense, and among potential near-peer adversaries. These operational considerations include how certain types of information, misinformation, or sources of influence affect the decisions, beliefs, and behaviors of forces, military leaders, and noncombatants during a conflict or military campaign.

•Concurrently, wargaming has seen an increase in popularity as a method to explore future conflicts in a low-risk environment. However, these games have mostly retained traditional attrition-based models or focus on a small subset of information-related challenges, such as situational awareness or the fog of war.

…and recommendations:

• Everyone involved in wargaming should acknowledge the role of information in operations and seek to better represent the relevant aspects of the IE in games.

• Wargame sponsors should ensure that games serve a broader purpose of preparing forces for realistic operational scenarios, which will inevitably be influenced by the IE. This means emphasizing the role of the IE and its relevance to the game’s purpose at each stage of a game’s design and execution.

• Wargame designers should work with sponsors to identify options for incorporating the IE into games from the earliest stages of planning.

• Those who procure wargame capabilities, including game materials and technologies, should select tools that are able to represent all three spheres of conflict (morale, mental, and physical), a range of conditions that could affect a game’s outcome, and robust models of human dynamics, psychological factors, and information flows.

• Those responsible for recruiting personnel to support wargame design, testing, and execution or identifying subject-matter experts to assist with specific aspects of these tasks should ensure that these contributors have the requisite knowledge of the concepts and practices related to operations in the IE and that they stay current on changes in operational realities.

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