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. Others might address “gaming-adjacent” issues such as group dynamics and decision-making, assessment, forecasting, or related topics. If you have published something recently and we haven’t yet included it, let us know!
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The paper is an attempt to analyze the logic and the impact of “useful fiction” (or “fictional intelligence”) in cyber exercises scenarios as an approach to prepare for future conflicts. Cyberspace increased the complexity of war phenomenon with its characteristics of artificiality, plasticity, and uncertainty. To overcome this complexity, cyber warriors need to adapt to everchanging scenarios. In this view, the development of a new epistemology of wargaming and cyber exercises could provide a deeper understanding of war and, thus, enhance the capability to cope with this instability. In this framework, fictional intelligence would enrich the research of (un)imaginable phenomena to prevent future threats.
Simulations are an important component of crisis preparedness, because they allow for training responders and testing plans in advance of a crisis materializing. However, traditional simulations can all too easily fall prey to a range of cognitive and organizational distortions that tend to reduce their efficacy. These shortcomings become even more problematic in the increasingly complex, highly dynamic crisis environment of the early 21st century. This situation calls for the incorporation of alternative approaches to crisis simulation, ones that by design incorporate multiple perspectives and explicit challenges to the status quo.
As a distinct approach to formulating, conducting, and analyzing simulations and exercises, the central distinguishing feature of red teaming is the simulation of adversaries or competitors (or at least adopting an adversarial perspective). In this respect, red teaming can be viewed as practices that simulate adversary or adversarial decisions or behaviors, where the purpose is informing or improving defensive capabilities, and outputs are measured. Red teaming, according to this definition, significantly overlaps with but does not directly correspond to related activities such as wargaming, alternative analysis, and risk assessment.
Some of the more important additional benefits provided by red teaming include the following:
▪ The explicit recognition and amelioration of several cognitive biases and other critical thinking shortfalls displayed by crisis decision makers and managers in both their planning processes and their decision-making during a crisis.
▪ The ability to robustly test existing standard operating procedures and plans at the strategic, operational, and tactical levels against emerging threats and hazards by exposing them to the machinations of adaptive, creative adversaries and other potentially problematic actors.
▪ Instilling more flexible, adaptive, and in-depth sense-making and decision-making skills in crisis response personnel at all levels by focusing the training aspects of simulations on iterated, evolving scenarios with high degrees of realism, unpredictability through exploration of nth-order effects, and multiple stakeholders.
▪ The identification of new vulnerabilities, opportunities, and risks that might otherwise remain hidden if relying on traditional, nonadversarial simulation approaches.
Key guidance in conducting red teaming in the crisis preparedness context includes avoiding mirror imaging, having clear objectives and simulation parameters, remaining independent of the organizational unit being served, judicious application in terms of the frequency of red teaming, and the proper recording and presentation of red-teaming simulation outputs. Overall, red teaming—as a specific species of simulation—holds much promise for enhancing crisis preparedness and the crucial decision-making that attends a variety of emerging issues in the crisis management context.
As the contemporary operational environment shifts, the United States Marine Corps (USMC) will be increasingly relied upon to conduct missions as the nation’s force-in-readiness. One category of these missions is Noncombatant Evacuation Operations (NEOs). NEOs are Department of Defense (DOD) and Department of State (DOS) operations that evacuate noncombatant and other designated evacuees from hostile countries to safe locations. The USMC has encountered NEOs for the past 50 years and must be prepared to execute NEOs because of future uncertainty. However, because of the infrequency of mission rehearsals, NEO skill atrophy is a concern. Thus, an interactive classroom training tool that augments the passive learning associated with PowerPoint presentations could be beneficial. Therefore, this thesis describes a novel experiential exercise in the form of an educational wargame that reinforces the three NEO guiding principles. The data collected from several iterations of this wargame suggests that this educational training tool can be utilized to reinforce NEO guiding principles and augment current NEO training methods.
This thesis explores the potential of communicating complex ideas about the past through board games. The thesis will start with exploring and defining its theoretical understanding of historical narratives and procedural rhetoric. Then, the thesis will continue with how other scholars have discussed the role of and potential that games have in the imparting of historical knowledge. Using this established methodology and theory of game-based learning, this thesis will analyze three historical board games for their ability to impart historical understanding. After the analysis of the three case studies this thesis will showcase an annotated version of the rules for the historical board game: Divided Kingdom, 561 which was created for this thesis. In the annotated rulebook, and design journal that follows it, the author elaborates on the game’s intention as a pedagogical tool and how it is designed to communicate historical understanding of sixth century Frankish Gaul.
This research presents the Wargaming Commodity Course of Action Automated Analysis Method (WCCAAM), a novel approach to assist wargame commanders in developing and analyzing courses of action (COAs) through semi-automation of the Military Decision Making Process (MDMP). MDMP is a seven-step iterative method that commanders and mission partners follow to build an operational course of action to achieve strategic objectives. MDMP requires time, resources, and coordination – all competing items the commander weighs to make the optimal decision. WCCAAM receives the MDMP’s Mission Analysis phase as input, converts the wargame into a directed graph, processes a multi-commodity flow algorithm on the nodes and edges, where the commodities represent units, and the nodes represent blue bases and red threats, and then programmatically processes the MDMP steps to output the recommended COA. To demonstrate WCCAAM effectiveness, a wargame scenario compares COA outcomes within the Advanced Framework for Simulation, Integration, and Modeling (AFSIM) and statistical analysis. The AFSIM results demonstrate a 71% objective completion improvement with the WCCAAM COA versus a human-generated COA. Statistical analysis reveals that over a 300 run test matrix, WCCAAM produces the optimal, minimal risk COA.
The RAND Corporation was the site of early-Cold War knowledge production. Its scientists laid the foundations of nuclear deterrence, game theoretic approaches to international politics, defense acquisition, and theories on the future of war. The popularized understanding of RAND as filled with cold, detached rationalists who casually discussed killing millions with no moral abhorrence misses the immense contestation in the early 1950s between the mathematics and the social sciences divisions, which sought to understand the impact of nuclear weapons on war and international politics. To do so, they created the first political-military simulations, called the “Cold War Games.” The games had divergent outcomes, with the mathematicians quick to launch nuclear weapons and the social scientists acting with nuclear restraint. The key difference in the game models was a high degree of realism in the social science game that engaged the players’ emotions. This immersive experience had lasting effects beyond the game itself as defense intellectuals bore the weight of decision-making and confronted the catastrophic consequences of using nuclear weapons. The role of emotion is central to both ethics and decision-making, and is essential for wargaming today, yet often remains excluded in rational theories of nuclear deterrence.
In view of the systematic, networked and intelligent characteristics of the future war, the major challenges of the new generation of large computer warfare system are proposed, and the next-generation large-scale computer wargame system is constructed. The key technologies of building a new generation of large computer warfare systems, such as intelligent war modeling, architecture integration, resource service management and human-computer interaction are researched.
Commander and staffs on the battlefield are aware of the situation and, based on the results, they perform military activities through their military decisions. Recently, with the development of information technology, the demand for artificial intelligence to support military decisions has increased. It is essential to identify, collect, and pre-process the data set for reinforcement learning to utilize artificial intelligence. However, data on enemies lacking in terms of accuracy, timeliness, and abundance is not suitable for use as AI learning data, so a training model is needed to collect AI learning data. In this paper, a methodology for learning artificial intelligence was presented using the constructive wargame model exercise data. First, the role and scope of artificial intelligence to support the commander and staff in the military decision-making process were specified, and to train artificial intelligence according to the role, learning data was identified in the Chang-Jo 21 model exercise data and the learning results were simulated. The simulation data set was created as imaginary sample data, and the doctrine of ROK Army, which is restricted to disclosure, was utilized with US Army’s doctrine that can be collected on the Internet.
The Bundeswehr Command and Staff College (BCSC) facilitated the Gamification of Strategic Thinking seminar from 11. Nov 2020 – 24. March 2021 with students from the Hamburg University of Technology (TUHH) and Staff Officers from the Bundeswehr Office for Defence Planning. This paper describes the seminar from construction to end, the sophisticated online facilitation, and the results and evaluation. Thereby, it contributes to discussing how to implement commercial of the shelf (COTS) conflict simulations (wargames) to education, particularly for political science and management. The seminar used the COTS board game ‘Scythe’ as the strategy development and strategy implementation environment. Seminar goals were applying management tools like SWOT-Analysis, Kanban Board, and the OODA-Loop (Observe, Orient, Decide, Act) to strategy development and strategy implementation in a competitive environment characterised by volatility, uncertainty, complexity, and ambiguity (VUCA). Six Teams consisting of five players each competed at the end of the seminar for three days, had to use the decision-making process several times, and faced the consequences of past decisions. Furthermore, four team members had to Red-Team other competitors and learned how to implement this (business) Wargaming technique into the decision-making cycle. Finally, all participants had to develop a strategy, either their own or their adversary’s strategy. The seminar was conducted in eight sprints, following the Scrum framework for agile project management in an agile education approach. Students had to practice an agile mindset, followed the scrum events Sprint Planning, Daily Scrums, Sprint Review and Sprint Retrospective, taking care of the Project Backlog, honouring the Scrum Values courage, focus, commitment, respect, and openness. The lead author planned the seminar as a distributed learning experience with an on-premises final. However, due to COVID-19, the TUHH and the BCSC cancelled the on-premises final. As a result, the lead author had to facilitate the complete seminar entirely distributed using various web 2.0 collaboration tools like Slack, Trello, Zoom and, of course, WhatsApp. The seminar was evaluated regarding the Learning Objective-Game Design framework and the Agile Education approach. This paper provides a new perspective on combining agile education, using a Scrum framework as the organisational overlay over the curriculum, and explicit gamification, using a COTS wargame. It is an update to the ECGBL 2020’s paper. In comparison to serious games, explicit gamification is supposed to provide the element of fun by design.
Introduction/background: Achieving a market success is not an easy task for companies. To win in the market companies apply numerous strategic, market and competitive intelligence methods including business wargaming which is considered as one of the most advanced methods.
Aim of the paper: The main aim of this paper is to investigate the perception of business wargames practices among strategic and competitive intelligence professionals with special emphasis on results of business wargames.
Materials and methods: To achieve the aim of the paper the online survey was conducted among the members of a leading global professional association “Strategic and Competitive Intelligence Professionals”. The survey was sent to 12566 emails from SCIP database. The responses were collected anonymously via Survey Monkey in April-May 2017. As a result 227 responses were collected.
Results and conclusions: The results of the study suggest that according to respondents business wargaming allows to achieve results on each of the proposed 5 levels of results representing the cause-effect chain of translating business wargaming effects into business benefits, i.e. insights, recommendations, implementation, competitive situation, measurable benefits. Moreover, the respondents indicate that the business wargaming can be considered a relatively attractive analytical method in terms of its effectiveness. The costs of business wargaming are rated as slightly lower or significantly lower than the benefits. Business wargaming is also assessed as better than any other method of generating insight. The research suggests that the more difficult the conditions for competition, the more commonly the business wargaming method is used. Respondents predict that the use of this method will increase in the future.
Adversarial actors leverage social media to achieve political objectives by employing information manipulation. This poses a risk to the confidentiality, integrity, and availability of information. These risks erode trust in institutions, distorts informed decisions, and affects democratic processes. A better defence can be obtained by a better understanding of adversaries. However, previous serious games on information manipulation have focused on psychological inoculation, ignoring the strategic motivations of adversaries in social media. With cybersecurity safeguarding information and operations in the context of adversaries, this thesis proposes to introduce policymakers to adversarial thinking through a Serious Game (SG). To achieve that aim, a document analysis was performed to identify the necessary considerations concerning learning, information manipulation, and serious games. The design of the prototype SG used a research design-oriented approach. The pilot testing employed an applied exploratory study with twelve participants, six from a legal background and the remaining six from an e-governance background. Data collection utilized two surveys with open- ended, multiple choice, and rating scale questions. Learning outcomes was measured by evaluating the participants’ confidence levels on their definition of a concept. Given the sample size, the results are not conclusive. However, the data shows an increase in the confidence for all participants. This thesis has three key contributions. First, the application of the SG on the novel audience of policymakers. Second, the design of the prototype SG which incorporates the previously mentioned educational considerations. And last, further exploration on the contributions of cybersecurity to address information manipulation on social media.
During emergency responses, public health leaders frequently serve in incident management roles that differ from their routine job functions. Leaders’ familiarity with incident management principles and functions can influence response outcomes. Therefore, training and exercises in incident management are often required for public health leaders. To describe existing methods of incident management training and exercises in the literature, we queried 6 English language databases and found 786 relevant articles. Five themes emerged: (1) experiential learning as an established approach to foster engaging and interactive learning environments and optimize training design; (2) technology-aided decision support tools are increasingly common for crisis decision-making; (3) integration of leadership training in the education continuum is needed for developing public health response leaders; (4) equal emphasis on competency and character is needed for developing capable and adaptable leaders; and (5) consistent evaluation methodologies and metrics are needed to assess the effectiveness of educational interventions.
These findings offer important strategic and practical considerations for improving the design and delivery of educational interventions to develop public health emergency response leaders. This review and ongoing real-world events could facilitate further exploration of current practices, emerging trends, and challenges for continuous improvements in developing public health emergency response leaders.
The construction of the next generation intelligent wargaming system can not be accomplished at one move, but through building an ecosystem to gradually grow intelligence. The basic concepts of the intelligent wargame ecosystem, and are defined the idea of dynamic openness, diversified levels and co-evolution are proposed. Drawing lessons from the human intelligence growing process and learning-evolution mechanism, the double helix model of the next generation of wargame cognitive intelligent evolution and growth is constructed. On the basis of the OLTA cycle, the wargame deduction ecosystem system framework is given. The application of the technologies, such as digital twins, human-machine integration and symbiosis, sample generation, intelligence testing and evaluation, cloud native and so on, in the construction of an ecological environment for wargaming games are analyzed.
Death and violence are prominent features in video games centered around war. These are largely dominated by hegemonic war/military games that – among other things – render them an “authentic” and pleasurable experience to be engaged in. In this dissertation, I focus on critical war games that oppose these, and question how these manage to kindle reflection about violence and death in their respective gaming communities. For this, I have dedicated myself to the study of three specific games. I have mainly used two methods: autoethnography, where I played the games myself to gain a better understanding of them and participant observation to capture the experiences and reflections of others. My findings are diverse and have to be understood within the contours of each game. However, what underpins these games is their ability to be perceived “realistic” when it comes to representing war. This is done through creating a digital death world that functions on negative emotions, rather than fun or pleasure. As discussed by others, there is a dynamic relation between having negative emotions and perceiving something as realistic or authentic. Interesting for this research, is the fact that having negative emotions while being engaged in killing and mortality, offers players a foundation for reflection. The player is encouraged to first feel and then think. These reflections go beyond digital play and questions some important aspects of war, violence and death, such as the futility of war. Moreover, having these negative emotions and reflections gives the player a better understanding in the lived experiences of both victims and perpetrators of war alike.
This work analyzes the decision-making behavior among security actors in cooperative inter-agency arrangements. To this end, we will use case studies of state officials’ simulations, which target the improvement of the agents’ relations in particular learning processes. Undeniably, Brazil’s internationalization expanded practices related to the configuration of its homeland security model, especially after the attacks of September 11th, 2001. On the other hand, training and learning experiences were also internalized, expanding the common lexicon and coordinated policies and assignments. The paper’s central objective is to identify the patterns of inter-agency decision-making processes, analyzing the possibilities for creating and disseminating practices that may ultimately constitute policies. For this purpose, the work begins with the apprehension of the Brazilian security inter-agencies practices typology, which emerged by an adequately built database.
This paper is about three elements: inter-agency cooperation simulations with security and defense practitioners as actors; policy diffusion as a way of innovative and incremental gains using practices and the observation of behaviors; and, agent-based modelling as a tool to enhance performance, observing tendencies and acquiring more visibility of the processes and practices imbibed. For this, the first part of the paper is focused on the uses of the literature that expresses decision making process behaviors as a fundamental part of the institutionalization process in terms of cooperation. Adaptive institutionalization is the core element of this approach; in which we believe policy diffusion can derive progressively and in an incremental way. Secondly, we are going to present the inter-agency simulation cases we are working with as part of an inter-institutional effort; researching on those ties and proposing new forms of arrangements and possibilities of increasing dynamics efficiency in the sector, observing both the cases and the exercises chosen in agent-based modelling (ABM).
This paper summarises the development and evaluation of a digital board game on the “Kashmir Crisis” in 2019. It is based on a card-driven board-game design of one of the authors, with the concept of “games as journalism” as one underlying design principle. As such, this is a serious game with the aim of providing information on the context of recent political events in Kashmir. In this paper we focus on the design, implementation, and evaluation of a multi-platform, digital instance of this game. The evaluation results of using the game show significantly increased engagement and slightly better learning effectiveness, compared to a control group using standard learning techniques.
After a decade of crisis, the EU now routinely uses futures meth- ods to anticipate the unexpected. Its aim is to address its blind spots. This paper details our experience of designing a foresight exercise to help EU diplomats face up to one of the most ingrained types of blind spot: a taboo issue. But our experience showed instead the dangers of such exercises. Far from needing encour- agement to address a taboo, our target audience wanted an excuse to do so, reflecting a shift to a more “geopolitical EU.”
Strategic foresight exercises are designed to help participants recognize their cognitive biases. But the more policymakers adopt them as routine, the more they use them to reinforce their existing aims. Simply: they learn to manipulate outcomes.
To prevent cheating, experts introduced adversarial elements, where colleagues paired off against one another. Competition was meant to inject new thinking into policy and break up bureaucratic hierarchies. In fact, these too reinforced old biases.
Table-top exercises (TTXs) are now the go-to tool, adopted by the EU: rather than competing, participants play as a single team. Col- laboration encourages the kind of “risky-shifty” behavior which policymakers need in order to drop old shibboleths..
Table-top exercises (TTXs) are now the go-to tool, adopted by the EU: rather than competing, participants play as a single team. Collaboration encourages the kind of “risky- shifty” behavior which policymakers need in order to drop old shibboleths.
In the wargame, we realized we needed to focus on more than just maintaining operational speed and minimizing casualties. We needed to maximize options for individual users and increase the learning rate across the whole system. Providing individuals with more options and the autonomy to use them makes the rigid, monolithic systems of slowmoving bureaucracies and the technologies they use more adaptable to new situations and innovations. In Major Evans’s case, if she were able to get a drone to fly blood to her unit, she might be able to boost her dwindling blood supplies faster than it would take to fix the ruined airstrip. But thoughtful workarounds can only benefit the larger system if the knowhow circulates throughout the enterprise and others can begin to help find the drones and arrange for the delivery. The larger system needs to effectively learn and adapt to the consequences of her changes or it will soon be caught in another cycle of cascading ad hoc responses to problems.
A new design methodology
To build a system that was capable of encouraging individual innovation and system-wide learning, we came up with a new approach: liminal design. It employs four core concepts: abstraction, composition, mediation, and learning. Collectively, these ideas create the foundation for an “operating system” that works in an adaptive ecosystem, bridging the worlds of user-centered and system-centered design.
On 26 May 1915, the Washington Post warned its readers that an invading force had “established a base, and landed troops on the shore of Chesapeake Bay,” in preparation for a march on Washington. The cause of this invasion? Defeat of the U.S. Navy’s Atlantic Fleet by “a foreign foe of superior naval strength.” Over the course of several days, the enemy fleet had made its way across the Atlantic and destroyed the American scouting line. The American commander, Admiral Frank Friday Fletcher, was convinced that its target was New England and let the enemy fleet slip unmolested into the Chesapeake with a twenty- thousand-man invading force, the vanguard of another hundred thousand soldiers en route from Europe. Shortcomings in the quantity and quality of the Atlantic Fleet’s scouting force had rendered its seventeen battleships irrelevant.
Fortunately for the capital, this enemy fleet and invasion army were imag- inary, part of the Atlantic Fleet’s summer exercise. They were, however, the culmination of a very real campaign to embarrass the Secretary of the Navy, Josephus Daniels, and force a naval expansion program onto the heretofore skeptical Wilson administration. The leader of this campaign, the outgoing Aide for Operations, Rear Admiral Bradley Fiske, designed the exercises for maximum political effect. By grafting an unreal- istic and lurid invasion scenario featuring a thinly disguised German fleet onto the Atlantic Fleet’s exercise program, he hoped to “prove” that Dan- iels had failed to prepare the Navy for war and force Woodrow Wilson’s administration to sup- port a renewed naval buildup.
The US military can no longer afford to be reactive, leaving critical cost analyses to the months and years following operations or full-scale con- flicts. By leveraging cost in wargaming, as part of the Joint planning process, the Department of Defense (DOD) can provide Congress and the American taxpayers a range of potential costs associated with various military engagements. If senior leaders can consider costs as part of effectiveness analy- ses during wargames, they can provide more fully informed decisions reflecting fiscal and operational realities.
Tactical Decision Games (TDG) are abbreviated tactical exercises without troops (TEWT) meant to place those executing them into a scenario with little information and time to arrive at a solution. They require few resources, allowing for a repetitious approach to training. TDGs have been prominent training tools for the US Army and particularly the United States Marine Corps for several years. They are a flexible and effective training aide that will help soldiers, non-commissioned officers (NCO), and officers with their analytical and intuitive decision-making skills. TDGs are not completely foreign to the Canadian Army (CA); however, their use has not been institutionalized.
Tactical Decision Games are a highly efficient means of training tactical decision-making and should be institutionalized within the CA, within both schools and operational units. Commanders employing TDGs will be able to mentor and develop the decision-making skills of their subordinates during periods outside collective training. Trainers can use them to discuss and exercise concepts prior to deploying to the field for practical application.
This article provides an overview of TDGs and how they differ from other training tools. It then reviews what makes TDGs useful training aides and concludes with a discussion on how to conduct a training session. A TDG example is included at the end of the article.
The 2010s saw a revolution in the space industry leading to the commercial proliferation of space technologies once reserved for national space programs and militaries, dubbed by many as Space 2.0. This rapid rebalancing of capabilities from traditional state actors to commercial entities contributed to a reevaluation of U.S. space institutions and practices resulting in an increased U.S. military reliance on commercial entities to build space capability, capacity, and resilience. To that end, there is renewed interest in discerning the impacts of this expanded commercial space reliance on current U.S. military doctrine, thus placing new demands on the practice of wargaming among the U.S. military services. Specifically, wargaming must now account for this increased reliance by establishing guiding principles and wargaming methodologies to properly account for this revolution in space-based capabilities. This thesis addresses this problem by sampling the scope of commercial space capabilities, evaluating governing policy and doctrine, and examining a representative sample of the U.S. military’s reliance on commercial space. The unique qualities of commercial space are evaluated to identify a list of guiding principles for wargaming applications. Then, wargaming methodologies that encompass these guiding principles are identified and proposed. Finally, these principles are applied to the USMC’s Assassin’s Mace wargame to demonstrate and evaluate their utility and application.
Despite the rapid rise in technological aids and decision support tools to assist with command and control activities, wargaming remains an artful and challenging process for command teams to perform. Wargaming, a critical stage in the military decision-making process (MDMP), is a collective activity where command staff representing multiple warfighting functions step through one or more courses of action (COAs) in detail. By considering actions, reactions, and counteractions for each critical event of a COA, the command staff gains an understanding of the decision points, possible coordination problems, feasibility, risks, benefits, likelihood of success, and impact on campaign outcomes. Although there are prescribed MDMP methods and outputs, the art of effective wargaming lies in achieving sufficient team coordination across the command staff to adequately appraise a COA and anticipate synchronization that will be needed for execution, all within the time constraints available for analysis. Consequently, an effective approach to training wargaming ideally involves opportunities for staff to engage in realistic and challenging exercises where they can receive performance assessment and feedback via measures grounded in established constructs for team proficiencies. This paper presents a synthesis of constructs and findings on command team training pertinent to the construction of wargaming exercises. Specifically, a foundation for general principles of teamwork has been established in the literature, and there have also been studies identifying determinants of wargaming effectiveness tied to declarative measures intended for assessment by human instructors or subject matter experts. In order to build on existing research and apply it in an intelligent tutor, these measures and teamwork constructs are synthesized in a model tailored to wargaming performance assessment and feedback for simulation-based team training. Outcomes of this effort will contribute to the development of a prototype for collective training of Army command groups.
Tryhorn, Dillo, et al. “Modeling fog of war effects in AFSIM.” Journal of Defense Modeling and Simulation: Applications, Methodology, Technology, published first online, 27 August 2021.
This research identifies specific communication sensor features vulnerable to fog and provides a method to introduce them into an Advanced Framework for Simulation, Integration, and Modeling (AFSIM) wargame scenario. Military leaders use multiple information sources about the battlespace to make timely decisions that advance their operational objectives while attempting to deny their opponent’s actions. Unfortunately, the complexities of battle combined with uncertainty in situational awareness of the battlespace, too much or too little intelligence, and the opponent’s intentional interference with friendly command and control actions yield an abstract layer of battlespace fog. Decision-makers must understand, characterize and overcome this “battlespace fog” to accomplish operational objectives. This research proposes a novel tool, the Fog Analysis Tool (FAT), to automatically compile a list of communication and sensor objects within a scenario and list options that may impact decision-making processes. FAT improves wargame realism by introducing and standardizing fog levels across communication links and sensor feeds in an AFSIM scenario. Research results confirm that FAT provides significant benefits and enables the measurement of fog impacts to tactical command and control decisions within AFSIM scenarios.
Strategic wargame is an important support to the strategic decision. The research status and challenges of the strategic wargame are analyzed, and the influence of big data and artificial intelligence technology on the strategic wargame system is studied. The prospects and key technologies of the next-generation strategic wargame system are studied, including the construction of event association graph for strategic topics, generation of strategic decision sparse samples based on generative adversarial nets, gaming strategy learning of human-in-loop hybrid enhancement, and public opinion dissemination modeling technology based on social network. The development trend of the strategic wargame is proposed.
Yubo, Tang et al. “Research on the Issues of Next Generation Wargame System Model Engine,” Journal of System Simulation, 2021, 33(9).
Aiming at the more and more complex war systems, widely used artificial intelligence technology is needed to make up the human deficiencies in future wargame deduction, which is necessary for the next generation wargame system model engine. To address these challenges, a framework prototype of the next generation wargame model engine based on the experience of the long-term development and application is proposed. The decoupling method for the complexity of structure and computation is researched. The human-computer integration architecture on digital twinning technology is studied. Some new modeling techniques which the threshold of model development is reduced and the efficiency is improved are explored. The engine mechanism is provided to support the machine learning, and to achieve the integrated design for distributed hardware environment.
Wargaming is an important auxiliary means of war deduction, scheme evaluation and operational analysis. Wargaming deduction system can support the research of operational problems, innovation of tactics and development of operational concepts. The development status of foreign computer wargaming system from the deduction method and system research is reviewed, and the online deduction the multi-level joint deduction, as well as the research status of multi-level wargaming fusion design, the multi system combination and auxiliary tool development are mainly introduced, which can providereference to the development and application of computer wargame system.