PAXsims

Conflict simulation, peacebuilding, and development

Daily Archives: 15/02/2021

Simulation and gaming publications, January-February 2021

PAXsims is pleased to present a selection of recently-published items on simulation and serious gaming. Some of these may not address conflict, peacebuilding, or development issues at all, but have been included because of the broader perspective they offer on games-based education or analysis.

Articles may be gated/paywalled and not accessible without subscription access to the publication in which they appear.


Sang-Hyun Ahn, Jitae Kim, Il-Moon Chung, Jeong Eun Lee, “Domestic and Foreign Case Studies of Virtual Drought Exercise,”  Journal of Engineering Geology (December 2020) [in Korean].

Drought has repeatedly occurred due to the climate change effect. The government is working on ways to reduce drought damage and is conducting drought exercise. This study analyzed drought literature and exercise cases in the United States, Australia and Korea. Based on the analysis results, the study suggested considerations in selecting exercise types which are workshop, tabletop exercise and functional exercise, and process of the drought exercise. The results of the study can be used as an effective tool to prepare the virtual drought exercise. 

Rex Brynen, “Virtual paradox: how digital war has reinvigorated analogue wargaming,” Digital War 1, 1 (2020).

War has become increasingly digital, manifest in the development and deployment of new capabilities in cyber, uncrewed and remote systems, automation, robotics, sensors, communications, data collection and processing, and artificial intelligence. The wargames used to explore such technologies, however, have seen a renaissance of manual and analogue techniques. This article explores this apparent paradox, suggesting that analogue methods have often proven to be more flexible, creative, and responsive than their digital counterparts in addressing emerging modes of warfare.

Warfare has become increasingly digital. Militaries around the world are developing, deploying, and employing new capabilities in cyber, uncrewed and remote systems, automation, robotics, sensors, communications, data collection and processing, and even artificial intelligence. The wargames used by governments to explore such technologies, however, have seen a renaissance of manual and analogue techniques. What explains this apparent paradox?

This article will explore three reasons why analogue gaming techniques have proven useful for exploring digital war: timeliness, transparency, and creativity. It will then examine how the field of professional wargaming might develop in the years ahead. To contextualize all of that, however, it is useful to discuss wargaming itself. How and why militaries use games to understand the deadly business of warfare?

Andreas Haggman, “Imagining and Anticipating Cyber Futures with Games,” in A. Ertan, K. Floyd, P. Pernik, T. Stevens, eds., Cyber Threats and NATO 2030: Horizon Scanning and Analysis (NATO Cooperative Cyber Defence Centre of Excellence, 2020).

This short chapter considers the relationship between games and futures, with specific focus on cyber security. Games and gamification have received renewed attention in both academia and industry over the past ten years. Within this broad field, the genre of wargaming occupies a significant but often underappreciated space.

Unlike what some observers might argue, wargaming is not just an activity for history anoraks with an overly keen interest in the past. Wargaming can indeed be used to better understand historical events, but it can also be used to explore the dynamics of the present or employed as a highly imperfect crystal ball to gaze into the future. When done right, wargaming can be a powerful tool to engage audiences with little subject matter expertise or game playing experience.

Three core arguments are made in this chapter. First, wargames can provide structure for players to imagine futures. Second, wargames can prepare players for the future by enabling them to anticipate emotions. Lastly, cyber wargames should avoid the trap of becoming enamoured with the technolo- gy of cyber security.

The chapter is grounded in diverse literature, drawing on material from cultural studies, strategic studies, modelling and simulation and history. Readers will find theoretical insights into the uses of games alongside prac- tical advice for those seeking to use wargames in a cyber security context.

Shang Jiang, Wenxia Wei, Yanlin Wu, Rui Tang, Qingquan Feng, Daogang Ji, “War Chess as Hierarchical Learning Environment,” 13th International Symposium on Computational Intelligence and Design (2020).

This paper introduces GWCLE (General War Chess Learning Environment), a general machine learning environment based on hexagonal wargaming. Hexagonal war chess, when utilized as machine learning challenge, is naturally a multi-agent problem with the intelligent interaction of human or machine. The GWCLE supports hybrid engine, allowing credible simulation for kinds of war chess, which provides hierarchical training framework for massive agents control problem. The agent can be trained with designated level of war chess data and transferred bottom-up or top-down. For training on the whole deduction, we build the database to store refined replay data. Our framework is able to support agents to be trained in tactical and strategic level simultaneously. GWCLE offers a hierarchical perspective of the war chess simulation, allowing researchers controlling the granularity of action and time step.

Thorsten Kodalle, Terra Schwartz, David Ormrod, C. Sample, K. Scott, “A General Theory of Influence in a DIME/PMESII, ASCOP/IRC Model,” Journal of Information Warfare 19, 2 (2020).

The leading question of this paper is “How can one conceptualise influence warfare in order to simulate it?” The authors discuss the foundational aspects of theory and model of influence warfare by building a conceptual framework. The framework forms a prism with three axes along the DIME/PMESII/ASCOP dimensions. The DIME concept groups the many instru- ments of power a nation-state can muster into four elements: Diplomacy, Information, Military, and Economics. PMESII describes the operational environment in six domains: Political, Mili- tary, Economic, Social, Information, and Infrastructure. ASCOPE is used in COunterINsurgen- cy (COIN) environments to analyse the cultural and human environment (the ‘human terrain’) and encompasses Areas, Structures, Capabilities, Organization, People, and Events. Addition- ally, the model reflects about aspects of Information Collection Requirements and Information Capabilities Requirements (ICR2)—hence DIME/PMESII/ASCOP/ICR2. The paper focuses on building a framework for the problem space of influence/information/hybrid warfare and intro- duces the idea of the perception field, understood as a molecule (gestalt or shape) of a story or narrative that influences an observer. This molecule can be drawn as a selection of vectors that can be built inside the DIME/PMESII/ASCOP prism. Each vector can be influenced by a shielding or shaping action. These ideas are explored in the context of an influence wargame.

Robert Körner and Astrid Schütz, “It is not all for the same reason! Predicting motives in miniature wargaming on the basis of personality traits,”  Personality and Individual Differences 173 (April 2021).

Despite the increasing popularity of miniature wargames (MWGs), research on this pastime is still scarce. We aimed to understand how personality is related to motivations for playing MWGs. A world sample of 8590 MWG players was tested with the Ten-Item Personality Inventory to assess the Big Five and the Trojan Player Typology to measure gaming motivations. The latter scale was used for the first time in non-video-game players and showed good psychometric properties. Results showed several significant associations between personality and motivations for engaging in these games. People who played MWGs to socialize were high in openness and extraversion. Players high in agreeableness did not want to compete and did not emphasize winning as an important factor. People who played to escape from everyday problems reported high levels of neuroticism. Story-driven gamers described themselves as open and agreeable. Clearly, personality is relevant for predicting the attractiveness of MWGs, and the game has different aspects of attractiveness for different groups. The results help to better explain the phenomenon of MWGs and highlight the role of personality in this pastime. Avenues for future research such as the use of behavioral measures in playing MWGs are discussed.

Miriam Matejova and Chad M. Briggs, “Embracing the Darkness: Methods for Tackling Uncertainty and Complexity in Environmental Disaster Risks,” Global Environmental Politics 21, 1 (February 2021).

Environmental systems are complex and often difficult to predict. The interrelationships within such systems can create abrupt changes with lasting impacts, yet they are often overlooked until disasters occur. Mounting environmental and social crises demand the need to better understand both the role and consequences of emerging risks in global environmental politics (GEP). In this research note, we discuss scenarios and simulations as innovative tools that may help GEP scholars identify, assess, and communicate solutions to complex problems and systemic risks. We argue that scenarios and simulations are effective at providing context for interpreting “weak signals.” Applying simulations to research of complex risks also offers opportunities to address otherwise overwhelming uncertainty.

Daniel F. Oriesek, Jan Oliver Schwarz, Winning the Uncertainty Game: Turning Strategic Intent into Results with Wargaming (Routledge, 2020).

This book is about the challenges that emerge for organizations from an ever faster changing world. While useful at their time, several management tools, including classic strategic planning processes, will no longer suffice to address these challenges in a timely and comprehensive fashion. While individual management tools are still valid to solve specific problems, they need to be employed based on a clear understanding of what the greater challenge is and how they need to be combined and prioritized with other approaches. In order to do so, companies can apply the clarity of thinking from the military with regard to which leadership level is responsible for what and how these levels need to interact in order to produce a single aligned response to an outside opportunity or threat. Finally, the tool of business wargaming, while known for some time, proves to be an ideal approach to quickly and effectively bring all leadership levels together, align them around a common objective and lay the groundwork for effective implementation of targeted responses that will keep the organization competitive and in the game for the long run.

The book offers a comprehensive introduction to business wargaming, including a historical account, a classification of different types of games and a number of specific real-world examples. 

This book is targeted at practicing managers dealing with the aforementioned challenges, as well as for students of business and strategy at every level.

Matthew A. Schnurr and Anna MacLeod, eds., Simulations and Student Learning (University of Toronto Press, 2020).

Simulation-based education (SBE) is a teaching strategy in which students adopt a character as part of the learning process. SBE has become a fixture in the university classroom based on its ability to stimulate student interest and deepen analytical thinking. 

Simulations and Student Learning is the first piece of scholarship that brings together experts from the social, natural, and health sciences in order to open up new opportunities for learning about different strategies, methods, and practices of immersive learning. This collection advances current scholarly thinking by integrating insights from across a range of disciplines on how to effectively design, execute, and evaluate simulations, leading to a deeper understanding of how SBE can be used to cultivate skills and capabilities that students need to achieve success after graduation.

James Smith, “New Research into the History, Theory and Practice of Naval Wargaming,” The Mariner’s Mirror 107 (2021).

It is largely overlooked today that naval war- gaming was a major contributing factor not only to the development of British naval thought but also to strategic theory. In academia and in government, naval wargaming has often been disregarded and its importance to the development of the art and theory of war neglected. It has been viewed purely through the eyes of a land narrative. The disparity between land and sea wargaming rose to prominence in 2016 when the author regenerated naval wargaming in the War Studies Department at King’s College London, which was met with an array of suspicious questions, often from historians. Projects on the history of wargaming and its many branches have been undertaken previously by the wargaming community, but they failed to set their research in a wider context. They had become reliant on the same, often secondary, sources as a cornerstone of their understanding of the history of naval war- gaming. To their consternation, these were some of the factors behind why wargamers continued to face the same questions repeatedly on the role and function of wargames. They often failed to demonstrate that naval wargaming was both a practical tool and an enabling agent for the disciplines and topics that it has supported. Examples could have been easily shown from the wider narrative of wargaming, and their interpretation was not just dependent on the classified wargaming found in late twentieth- and early twenty-first-century defence practice. With this in mind, the Society for Nautical Research supported a project to fill a gap in knowledge and address these issues in a scholarly manner. Addressing these multide of imbalances, the research has identifed that naval wargaming became an essential tool to support not only historical discussion of naval topics and questions, but was also critical to the development of strategic theory. This report summarizes the initial findings.

Hanchao Wang, Hongyao Tang, Jianye Hao, Xiaotian Hao, Yue Fu, Yi Ma, “Large Scale Deep Reinforcement Learning in War-games,” 2020 IEEE International Conference on Bioinformatics and Biomedicine (2020).

War-game is a type of multi-agent real-time strategy game, with challenges of the large-scale decision-making space and the flexible and changeable battlefield situation. In addition to the military field, it has played a role in fields including epidemic prevention and pest control. In recent years, more and more learning algorithms have tried to solve this kind of game. However, the existing methods have not yet given a satisfactory solution for the war-game, especially when preparation time is limited. In this background, we try to solve a traditional war-game based on hexagon grids. We propose a hierarchical multi-agent reinforcement learning framework to rapidly training an AI model for the war-game. The higher-level network in our hierarchical framework is used for task decision, it solves the credit assignment problem between agents through cooperative training. The lower-level network is mainly used for route planning, and it can be reused through parameter sharing for all the agents and all the maps. To deal with various opponents, we improve the robustness of the model through a grouped self-play approach. In experiments, we get encouraging results which show that the hierarchical structure allows agents to learn their strategies effectively. Our final AI model demonstrates that our methods can effectively deal with the challenges in the war-game.

Nan Wang and Miao Shen, “Foreseeing the Subversive Influence of Intelligent Simulation Technology for Battle Example Teaching,” International conference on Big Data Analytics for Cyber-Physical-Systems (2020).

It is an important research project that exploring battle example teaching is how to serve the fight and drill preferably. The simulation territory has introduced artificial intelligence, virtual reality and cloud computing at present, the simulation based on these techniques will bring far-reaching influence for battle example teaching. The intelligent simulation technology will remodel analysis factors of battle example, reconstitute research idea of battle example, overturn the research of battle example. The battle example teaching methods based on intelligence confrontation, scene recurrence and fight chess manoeuvre will show itself, and it will help researchers capture victory inspiration from battle example, feel command art in virtual confrontation and excavate defeating mechanism from retrospect research.

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