Short discussions on the following topics to be held online at Connections US (must be registered for Connections US) Wednesday and Thursday. Discussions run in parallel for one hour.
Wednesday 23 June 1300–1400 US EDT
1. How can Simulation Systems assist with traditional (or not) Wargaming?
Many organizations that are currently engaging in the push for wargaming, are intrigued by the idea of using simulation systems (mostly from the LVC world) to assist in facilitating a wargame. This may or may have limits on its usefulness, but there can certainly be some overlap – as both wargaming and combat simulation are both based on combat modeling. However the devil is in the details, and discussion of how and where simulation is useful for wargaming needs to happen.
3. What are the skills that professional game designers need?
Lets discuss all of the different challenges we have faced as professional game designers, and what has prepared us to be successful in that position. Do game designers need to be analysts? Should they be story tellers? Good a facilitation or just plain good at improve? What skills derive from a sordid past in board game design, and what skills come from role playing? At its core wargaming exists at this weird intersection of military analysis, history, gaming, role playing, storytelling, and acting. What skills do you value, and what should we be doing differently to cultivate these skills in ourselves and others?
4. How can wargaming be used to generate ideas for (military) technological innovation?
In this new era of AI or new and emerging technologies, there may be many efforts of wargaming to contribute to technological innovation in our defense and security communities, but opportunities to share those efforts and exchange views seem to be sparse especially in open-source spaces. I have seen only a few open-source examples and have actually built on one of them to develop our own very basic and simple gaming exercise. It is not necessarily the importance of this question per se, but the importance of opportunity to discuss how professional wargamers have addressed it that I wish to emphasize. I hope this Lab will provide such an opportunity.
5. What new developments in wargaming and new findings in wargaming’s history should be included in the second edition of the book “On Wargaming”?
I’m writing a second edition of “On Wargaming”. Please help me identify both important developments in our field and additional history that came to light after I finished work on the first edition (or I missed). I particularly want to improve my coverage of popular wargaming world wide, post Soviet wargaming in Russia and recent developments in NATO wargaming.
6. What should a strategic level war game on Space include?
Many war games especially those for space focus on getting items into space and developing new technology to further explore space. Few focus on the strategic and diplomatic areas of space considering how space is continuing to evolve what should a strategic level focused space war game focus on and how should it challenge its players to understand Space strategy, diplomacy, and other important aspects related to space policy.
7. How to introduce academic rigor to wargaming?
Without a thorough understanding of the rich wargaming literature available, it is easy to be dismissive of the academic rigor present. A comprehensive wargaming literature review will be presented to help one appreciate what is already available and areas for further research.
8. What lessons have you learned from red teaming for wargaming?
There are many different approaches to red teaming in wargaming that depend on organization, country, interest, objective, etc. It would be useful to share and learn from one another about best and worst practices in red teaming for wargaming.
Thursday 24 June 1300–1400 US EDT
Alex M Hoffendahl
9. How can we use wargaming and simulation to identify the intentions behind, and calculate the likelihood of, each of the adversary’s feasible courses of action (COAs)?
The doctrinal planning process calls for gaming several alternative friendly COAs against several enemy COAs. The reality is that without simulation support planners hand wargame a single professionally preferred friendly COA against a single selected enemy COA (examining a few branches and sequels) in order to identify and cure weaknesses in one’s own COA. Mission planning would be significantly improved if we could use wargaming and simulation to identify the full range of feasible enemy COAs, deduce the intention behind each, and calculate the likelihood distribution of the enemy’s potential COAs
11. How do we aggregate for quick, sensible, games?
The problem of aggregation, of rolling up combat results into higher-echelon units, is a perennial and inevitable problem in game design. Data on fire and casualty rates are available, but often not for the circumstances we care about. Computer simulations can give detailed results for complex situations, but they are often too much for a game with time pressures. So, the question remains, how, and when, do we roll up combat results to the brigade, division, and corps levels in modern combat. The issues go beyond 3:1 and include things like how to incorporate precision fires against enemy C3, airpower, ISR, and other factors on large formation combat results. Those who have a computer simulation background are welcome to participate, as many issues we need to discuss are also issues in simulation. However the simple solution of substituting computer sims for the combat results table is not what we are looking for. Rather, we are asking: how do we incorporate all of this complexity and data into a realistic, and usable, set of mechanics for professional games?
12. What lessons have you learned from scenario development for wargaming?
Exchanging best and worst practices in scenario-writing would help especially the younger generations of wargaming professionals.
13. How can the national Connections conferences and the international community of wargamers overall work together more effectively?
A side effect of the global pandemic has been an increase in awareness that there is an international wargaming community. We have participated in each other’s online conferences. In the coming post pandemic world it is important to preserve and expand our communications and work together for the betterment of all.
14. How can wargames use social science models for educational purposes?
When using wargames in classes on social sciences (e.g. political science), they have the potential to illustrate specific theoretical models that are being taught. However, such models may seem closed or solved (e.g. game theoretic). This creates a challenge, since games are more flexible in their outcomes and generally more open. Bridging this gap would facilitate the use of games in the classroom, expanding their applicability.
15. How to gamify the onboarding of wargame control members?
Too often, control team (White Team) participants are thrown into positions they neither have trained for nor have experience doing so. While there are several parts to control, I want to examine one particular segment, the analysis team. I believe the gamification of the onboarding process for analysis can better prepare them for their duties in a shorter amount of time. This process may have application to other control segments such as adjudication.
16. What are the best Pedagogical designs for PME courses supported by wargame labs & practical applications?
This Game Lab will explore and identify methods for combining readings, briefings, data sets, structured analytic templates (SATs) and facilitated team brainstorming in support of wargaming in order to provide the best possible PME. Methods and experience from other educational areas that use gaming to teach are also especially important.