PAXsims

Conflict simulation, peacebuilding, and development

Category Archives: crowd-sourcing

KCL professional wargaming survey

The King’s Wargaming Network would like to invite you to participate in a survey, which forms part of a King’s College London study sponsored by the UK Ministry of Defence. 

The purpose of the project is to identify, characterise and compare different types of wargaming methods and evaluate their applicability for different purposes. Because few wargaming methods are published in the open literature, we do not know how many methods exist, nor how these methods compare. The project will help advance understanding of the state of the wargaming field. 

Take the survey now. 

The survey closes on 5 January 2022

Using serious games to improve police response to emergencies

Glen Mills, a Lieutenant in the Burlington (MA) Police Department, has written PAXsims to ask about the use of simulation and games to improve police response to emergency situations and disasters. He notes:

I think that police are lagging behind fire services in the real world use of incident command and I feel that there must be more effective ways to make training in this area more interesting, engaging and useful. Ideas around wargames, serious games, simulations, etc. could be very helpful in this regard

If you work in policing, public safety, or emergency response, why not drop him an email and share ideas?

Researcher looking for interviewees on games-based learning

Combat Mission: OP DIVERSITY

The following report has been cleared for release by the Defence Science and Technology Laboratory (public release identifier DSTL/PUB126772)

Always wanted to be in a video game? Frustrated by the lack of diversity in COTS wargames?

Two British soldiers in a firing position overlooking Red forces in the next field.

This is your opportunity to be the representation you want to see in Combat Mission, a commercially available wargame used by Dstl and wider UK MOD to support analysis. It’s a fully 3D game all the way down to representing individual soldiers… You can see a quick overview here:

In light of the Derby House Principles, Tom Halliday at Dstl has secured support from the developers (Battlefront.com) and publishers (Slitherine) to implement more diverse people into the game. This will include adding BAME and female graphical representations to NATO forces, and providing Dstl the ability to add-in voice acting from diverse people.

That’s where you come in!

We are looking for diverse people to contribute their voice to this initiative. Please spread the word, you do not have to be a wargamer, defence analyst, or service-person. Friends and family are welcome too. Here’s an idea of how the pros do it [warning: language !] in Company of Heroes (we won’t be asking you to swear) if you need some inspiration.

Everyone who contributes will recieve a splendid campaign medal Derby House Pin, and have their voice immortalised within UK MOD wargaming analysis.

Wren teddybear sporting a marvellous Derby House Principles pin

Who do we want to hear from?

Anyone who identifies as a woman:

  • white British
  • non-white British
  • Commonwealth accents
  • another country/ethnicity accents not already covered (even if you’re not British)
  • any other under-represented group (eg LGBT+)

Those who identify as men and are:

  • non-white British
  • Commonwealth accents
  • another country/ethnicity accents not already covered (even if you’re not British)
  • any other under-represented group (eg LGBT+)

Countries the British Army recruits from:

Antigua and Barbuda, Australia, The Bahamas, Bangladesh, Barbados, Belize, Brunei Darussalem. Cameroon, Canada, Cyprus, Dominica, Fiji, Ghana, Grenada, Guyana, India, Jamaica, Kenya, Kiribati, Lesotho, Malawi, Malaysia, Maldives, Malta, Mauritius, Mozambique, Namibia, Nauru, Nepal, New Zealand, Nigeria, Pakistan, Papua New Guinea, Republic of Ireland, Rwanda, Saint Lucia, Samoa, Seychelles, Sierra Leone, Singapore, Solomon Islands, South Africa, Sri Lanka, St Kitts and Nevis, St Vincent and the Grenadines, Swaziland, Tonga, Trinidad and Tobago, Tuvalu, Uganda, United Republic of Tanzania, Vanuatu, and Zambia.

A note on age: as long as you sound like you’re between 18 and 55 you’re in.

What if I can do a few different accents?

If you can record the lines with different accents, that would be awesome. Please do a separate submission for each accent.

Note: this is not an invitation for white people to muscle-in on the representation space. Please no black-face voice acting, or bad approximations of accents that aren’t really yours.

What do I get in return?

  • Your voice acting will be immortalised in Dstl version of Combat Mission, a COTS wargame used by UK MOD.
  • The eternal glory of being part of a short film Dstl is making to publicise the new-and-diverse ORBAT and to celebrate the Derby House Principles in general.
  • The joy/pride/immense satisfaction of knowing you are playing a part in breaking down barriers for BAME and PoC soldiers, analysts, and gamers, by normalising the presence of female and ethnically diverse characters in computer games. Representation matters.
  • A Derby House Principles pin, which looks amazing on a pass lanyard. The Blue Peter Badge of wargaming ;-)

I’m in, how do I do this?

  • with Audacity & mic, or smart phone.
  • *.WAV, or if you’re doing it by smart phone I’ll also accept *.mp3 and *.m3a files (standard output from iPhone and android voice recorder apps)
  • The lines we want you to say are here—there are a lot of lines; say as many as you are able, we can make use of anything we’re sent.
  • Blow-by-blow instructions are here for Audacity and here for any other recording software.
  • Please also complete and return the consent form or we can’t use your voice-recordings.
  • The deadline for submissions is end of October 2020

Really important things to know:

  • Say your lines Clearly, Loudly, As an order and with Pauses please.
  • Hang up a duvet in front or around you when you record if you can. This deadens the echo in the room. It will improve the quality of the audio enormously. There’s a nice demonstration of the effect in this video; you don’t need a fancy blanket, any kind of duvet works.
  • Have a real go at the acting if you can. The best stuff is likely to feature prominently in the film :D
  • Please do record three takes of each line, and doing each a little differently. It really helps us. We can pick the best performance you give us, and it also means we have an alternative for any stray noise/fluffed lines.
  • Please follow the naming convention in the instructions, it’ll make it much easier for us in the post-processing work. If you’re reallyreally struggling, just send me what you can, I’d rather have the voice acting than quibble over technical issues.

I’ve done it, now what?

Once you’ve recorded your lines, drop me an e-mail with a link to the files on your google drive/dropbox/other, or ask me to send you a link to my dropbox where you can upload the files.

Also let me know:

  • where to send your pin
  • what name you’d like us to use to credit your voice acting—if you want to be credited. If you’d rather not be named, you can either supply the most amazing stage name (points will be awarded for good puns) or we’ll put you down under “the wargaming community”.
  • Please complete and return the consent form or we can’t use your voice-recordings.

Combat Mission is becoming increasingly widely used within Dstl and also within wider MoD, such as the Fight Club initiative. This is a great opportunity to promote diversity and drive change in a way which normalises the fact that minorities and women both serve in the British Army. We cannot do this without your support (and the support of your wider friends and family if they want to contribute as well). As a straight, white man as part of a group in Combat Mission of other straight, white men, this is something we are literally incapable of doing ourselves but we really want to help to promote D&I as widely as possible.

Tom Halliday

Data protection:

Once I have your voice acting files,

  • Your name will only be used to credit you in the Dstl film if you choose to be named
  • Your address will only be used to post you a Derby House Pin
  • Your e-mail address will only be used to let you know when the film launches
  • Your personal details will be deleted once the above is done
  • Your voice acting files will not include your personal details.

Dstl © Crown Copyright, 2020.

Read more about the Derby House Principles on diversity and inclusion in professional wargaming here.

Derby House Principles icon: a D20 dice, facets in many different colours

Support PAXsims via Patreon

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PAXsims would like to thank those who supported us during the last year with small monthly donations through Patreon. These contributions cover our hosting and data fees, and support various PAXsims activities.

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If you would like to become one of our regular supporters, just click the button above!

 

Request for submissions: The Commandant’s gaming list

life-wargame.jpg

From LIFE magazine (1915): “Group of English gentlemen and soldiers of the 25th London Cyclist Regiment playing the newest form of wargame strategy simulation called “Bellum” at the regimental HQ.”

Leaders of many institutions have produced “Reading Lists” of great books for students and workers to gain insights and understanding into the situations portrayed. They are also put forward to illustrate the values and ethos of the organisation to subordinates and employees alike.

A (very comprehensive) example for the US Marine Corps is here.

The idea of this survey is to generate a “Games List“, recommended by military, government and academic professionals, for exactly the same purpose. In addition, it is to intended educate participants about the value of games.

This is not just restricted to historical subjects. Allegorical, fantasy, abstract and science-fiction game subjects are often extremely useful in illustrating specific things – so don’t rule out space or zombie games – after all the Commandant of the US Marine Corps (CMC) recommends Starship Troopers and, in the past, World War Z to students.

Please don’t limit yourself to board games, there are extremely useful PC games as well (the CMC currently recommends the book Ready Player One, about a computer game).

The intention will be to publish the list on the PAXsims blog to be shared in the community.

You can complete the survey as many times as you like, but for only one game title each time.

Finally, and most importantly, please don’t just recommend your favourite game. It needs to be a game that has something to say about that particular conflict or serves to illustrate particular values of the organisation or insights about the participants.

The questions you’ll be asked are:

  • What is the name of the game?
  • Where can I get a copy?
  • What period or type of game does the game represent?
  • What sorts of insights and understanding should they get from the game?
  • Do you have any other comments about the game? (optional)
  • Contact Details (optional)

The survey is here (click image below):

Bali Green Cleaning 7

The average time for completion is less than 3 minutes.

We will vet your submissions ruthlessly. Games needing many participants, or degrees in history, statistics and English literature, or taking days to complete are unlikely to be useful. Games that are 2-player, easy to pick up and understand, and playable in an hour or so are more likely to be viewed more favourably. Therefore, Advanced Squad Leader and Twilight Imperium (with the Shattered Empire expansion for 8 players) probably don’t need to be included…

Tom Mouat 

Jensen: Wargaming the changing character of competition and conflict

SB4.png And there’s still more on wargaming at the Strategy Bridge! Today it is Benjamin Jensen (Marine Corps University) on “#Wargaming the Changing Character of Competition and Conflict” —and it’s not so much an article as it is an invitation to readers to participate in a series of collaborative online wargames over the coming year:

Over the next year, as a part of an ongoing series on #wargaming, we will return to Moltke’s vision of a series of map exercises that illuminate the changing character of war and, in the process, help the military professional develop new theories of victory.  Every month #wargaming will feature a vision of the next war by publishing a campaign-level decision game.  These short, seminar-style games are designed to help national security professionals think about multinational  campaigns and major operations possible, but not necessarily probable, in the near future.  These modern map exercises can be played individually similar to a tactical decision game, or used by a group to discuss military strategy and practice.

The games in this series will be take the form of short, seminar games that can be conducted by collaborative networks of individuals sharing their ideas or in small groups.  The games will establish a scenario and available forces.  Based on this initial data, readers can discuss military options, possible adversary countermoves, and the resulting cascading effects.  These discussions provide a vehicle for the national security professional to visualize and describe the changing character of war.

Request for feedback: Teaching wargame design at the US Army Command & General Staff College

PAXsims is happy to post this request for feedback on behalf of Dr. James Sterrett, Directorate of Simulation Education (DSE) at the US Army Command & General Staff College (CGSC). Comments may be left below or emailed to him directly.


 

us-army-command-and-general-staff-college-office.jpg

Michael Dunn and I are creating a Fundamentals of Wargame Design elective at CGSC. This course will first run in the spring of 2017, in two iterations. We seek constructive feedback on our course concepts while we still have a little time to correct course.

The students in this course will be U.S. Army Functional Area 57 (FA57 Simulation Operations) officers, plus other interested students attending CGSC. FA57 students will take the complementary elective on Exercise Design at the same time.

Learning Objective:

Students taking this course will design and create a prototype manual wargame. By doing this, we intend them to learn not only the process of designing a wargame, so they can design other games later, but also to begin to come to grips with the art of wargame design. In addition, we believe that designing wargames will make them better users of wargames, more aware of the design decisions behind the curtain and better able to select the best tool for the task they may have at hand.

We are still debating if it is better to have students do the project alone, or in small groups.

Thus, our current overarching Learning Objective is:

  • Apply the wargame development process. Application will include:
    • Students will learn the process of developing a wargame by creating a workable draft prototype. Students will demonstrate the prototype in class along with a presentation explaining their logic for its design choices.

 

Defining “Wargame”

We define “wargame” very broadly, relying on both Peter Perla’s definition:

 “A warfare model or simulation in which the flow of events shapes, and is shaped by, decisions made by a human player or players during the course of those events.” (Peter Perla, The Art of Wargaming, p. 280, 2012 edition)

…and on the Army Modeling & Simulations Office’s definition:

 “War game: A simulation game in which participants seek to achieve a specified military objective given pre-established resources and constraints”

Thus, we are not limiting the course to Title X wargames, or research wargames, or testing wargames, or Military Decision-Making Process Step 4 Course of Action Analysis Wargaming, or any other subtype… from the perspective of this course, all of these fall inside the big tent of wargaming.

 

Constraints

Inevitably, we are operating within constraints of space and time.

We will have at most 16 students per class, and must plan each class being full.

The course will consist of 12 session, each 2 hours long. There will be 2 or 3 sessions per week and the course will last for 4 to 6 weeks.

We recognize up front that we have limited time, and this necessarily limits the quality of the product the students can produce. We have no expectation of a polished, publication-ready project. Instead, the aim point is a workable first draft, with parts in place and comprehensible logic behind them, which would form the basis for ongoing testing and iterative design if more time were available.

 

Key concepts

Our high level view of the design process is shown below. We intend the students to complete at least one round of design and testing. More would be ideal, but a single round is the necessary minimum.

gamedesignprocess.png

For our classes, we are treating all wargames as being a system of systems, in a “STARS” model, with those systems being:

  • Space structuring assets’ positional relation to each other
  • Time structuring both movement, combat, and decision opportunities
  • Assets that players control
  • Resolution of how assets interact
  • Systems that tie the other four systems together

 

Planned Lessons

An overview of our current plan for each of the sessions; this overview will be followed by a more detailed look at sessions 1 and 2.

  1. Introduction to the course and its objectives; explain the project they must complete; introduction to game design process, which is their roadmap to completing the project; and to the STARS model.
  2.  Modelling Space: Discussion of terrain modelling; includes direct examples: hexes, squares, areas, terrain boards, point-to-point, tracks, non-spatial maps. Examples of multiple types in use at once.   Issue of scale – need to set to key decision loop and how scale then drives other considerations
  3.  Modelling Time: Discussion of turn structures; includes direct examples.   How turn structure dictates decision structures and C2 during play; how it relates back to the spatial model.
  4.  Modelling Assets: Various ways of modelling commanded assets from the very detailed to the very abstract: tracks & points to subsystem modelling. Numerous direct examples.
  5.  Modelling Effects: Various ways of resolving the outcome of actions: CRT, dice pools, opposed die rolls, card draws, card play; modifiers for modeled factors.
  6.  Quick Intro To Basic Probability – computations for dice, multiple dice, competing dice, cards with and without replacement; CRTs vs dice pools vs cards.
  7.  Putting It All Together: Overarching design paradigms: imposing limits (or not!) on player control of own forces through systems.
  8.  Testing & Iteration: Introduction to testing, blind testing, and sorting through feedback.
  9.  Consultation & Testing Time – in the classroom.
  10.  Consultation & Testing Time – in the classroom.
  11.  Final project presentations
  12.  Final project presentations

In addition to their other requirements, students in this elective will be required to participate in 75% of the Brown Bag Gaming sessions that are held during the elective, in order to increase their exposure to a variety of wargames and design approaches.

We are considering requiring additional student reading, with titles under consideration being Perla’s Art of Wargaming, Sabin’s Simulating War, and Koster’s Theory of Fun. The potential problem is the lack of time; one potential way around this is to assign a chunk of each to one or more students, and make them responsible for a summary to the class on their piece.

 

Session 1 in more detail

The room is set up with the games before students arrive and students are expected to have read the rules before the class begins.

  •  10 Minutes: Introduction to the class and similar initial admin
  •  45 Minutes: Play a wargame. We are currently leaning towards Frank Chadwick’s Battle for Moscow, with the expectation that students will complete 3 or 4 turns. Battle for Moscow includes a large number of features we can draw on in subsequent discussion, and is in print through Victory Point Games.
  •  10 Minutes: Break. Students are asked to come up with one change they would make to Battle for Moscow in order to improve it, and to return from the break ready to explain, briefly,
    • What the change is
    • Why the change improves Battle for Moscow
    • Why the improvement makes Battle for Moscow better for a specific purpose
  • 15 minutes: Selected students present their changes. We point out that by going through this thought process, all of them have made the step from players/consumers to designers/creators. Now let’s look at the process.

pic706628_md.jpgWe intend to select students to comment in class discussions (at least initially – balancing this against getting a wide discussion is important), instead of using volunteers, and to use a different selection mechanism each session. Thus Day 1 would be rolling 1 die, Day 2 rolling multiple dice, Day 3 pulling names from a hat without replacement, Day 4 calling on them by date of rank, and so on; possibly even handing them the cards to bid on who speaks next in the manner of Friedrich. The intent is to ensure the students experience some of the resolution mechanisms we will discuss in sessions 5 and 6, even though some of the demonstrations may take place after session 6.

  • 30 minutes: Present and explain the development model, the STARS model, and the project they will each undertake.

Assignment for session 2:

  1. Come up with your initial concept and email it to the instructor. Answer these questions:
    • What do you want this wargame to do?
    • What role will the players have?
    • What are the key decisions/dilemmas/problems they must wrestle with?
    • What significant assets will they control?
    • What kinds of interactions are important?
    • What kinds of terrain influence those interactions?
    • How frequently do the players make major decisions?
  2. Start your research: Find and read something relevant to your project.

 

Session 2 in more detail

We expect each of sessions 2 through 8 to be split roughly in half. In the first half of each session, we will show and discuss various relevant examples. In the second half, students will brainstorm and discuss ideas applying the day’s focus to their project.

Session 2 covers Space.

Opening question: How would you map Wall Street?

A strictly spatial map of Wall Street is great if you want to move troops through it. However, you might also need to map conflict on Wall Street by financial connections, personal connections, Internet links, political influences, and so on. Which of these are more important to model depends on what you want to model.

For the rest of the initial hour of the class, we expect to present, with examples:

  • Miniatures terrain as direct representation, with a discussion that typical Digital Terrain Elevation Data is essentially the same approach
  • Hexes and squares, including grain effects
  • Zones of Control
  • Areas (including Guns of Gettysburg for incorporating Line of Sight into the area model)
  • Things inside hexes, squares, and areas
  • Things on the edges of hexes, squares, and areas
  • Point to Point
  • Maps that are not “real space” – VPG’s High Treason courtroom; Sierra Madre’s High Frontier ΔV map (we are looking for more good examples here!)

Why space and time inter-relate:

  • Scale sets the timing of decisions in conjunction with the Time model
  • Units per space on the map defines force density model and can be used to create traffic issues

During their break, students are asked to think about how they will model space in their project.

For the second half of class, we discuss student’s initial model concepts.

Assignment for Session 3:

  1. Refine your intended model of space. Start working on your map. (We will provide files and printouts for hex paper, and access to Paint, Powerpoint, and Photoshop.)
  2. Continue your research: Find and read something relevant to your project.

James Sterrett

Simulation & gaming miscellany, post-PDW edition

PDW

I recently returned from an extremely productive week spent discussing wargaming and analytical methodologies with colleagues from the Defence and Security Analysis Division of the UK Ministry Defence Defence Science and Technology Laboratory at their Portsdown West site. I’ll post a trip report as soon as my comments and the photos are cleared for public release.

In the meantime, PAXsims is pleased to present some recent items on conflict simulation and serious (and not-so-serious) gaming that may be of interest to our readers. Ryan Kuhns contributed material for this latest edition.

PAXsims

jdn1_16In May, the Pentagon released Joint Doctrine Note 1-16 on the topic of Command Red Team:

Command red teams help commanders and staffs think critically and creatively; challenge assumptions; mitigate groupthink; reduce risks by serving as a check against complacency and surprise; and increase opportunities by helping the staff see situations, problems, and potential solutions from alternative perspectives.

The distinguishing feature of a command red team from alternative analysis produced by subject matter experts within the intelligence directorate of a joint staff is its relative independence, which isolates it from the organizational influences that can unintentionally shape intelligence analysis, such as the human tendency for analysts to maintain amicable relations with colleagues and supervisors, and the potential for regular coordination processes to normalize divergent assessments. Commanders can seek the perspectives of trusted advisors regarding any issue of concern. A command red team may also address similar issues, but unlike most commander’s advisory/action groups, it supports the commander’s staff throughout the design, planning, execution, and assessment of operations, and during routine problem-solving initiatives throughout the headquarters. Red teams and tiger teams may be ad hoc and address specific issues. In many cases, the only difference between the two may be the participation of a red team member who can advise the group in the use of structured techniques. Alternate modes employ red teaming as a temporary or additional duty or as an ad hoc operation, with teams assembled as needed to address specific issues.

JDN 1-16 goes on to address Red Team organization, challenges, and activities, as well as their contribution to joint planning and joint intelligence. The appendices include a list of common logical fallacies and tips for effective devil’s advocacy.

 

PAXsims

Wikistrat-A-Chinese-Spring-cover-464x600Shay Hershkovitz, Chief Strategy Officer and Director of the Analytical Community at Wikistrat, has passed on a recent report on how China might deal with future unrest.

Wikistrat generally uses online expert crowd-sourcing to explore scenarios and identify drivers and pathways. In this case, the simulation methodology was as follows:

50 analysts were handpicked from Wikistrat’s global community of more than 2,000 to participate in this simulation, including renowned China experts Andrew K.P. Leung, Hong Kong’s former chief representative to the United Kingdom; Professor Yawei Liu, Director of the Carter Center’s China Program; and Hugh Stephens, Executive-in-Residence at the Asia Pacific Foundation of Canada.

The participants were divided into four mirror-image teams (all playing as the Politburo) to test whether they would manage the crisis differently. The game progressed across four rounds, each representing a week of real time. The teams were given the same scenario at the start, but conditions were adjusted in subsequent rounds to re ect the actions of each team.

Every participant could propose an action by submitting a “move” containing a policy decision (e.g., suppress online discussion of the protests), a desired end-state and a rationale. The rest of the team expressed their approval by “liking” the proposal (or disapproval by taking no action). Whichever proposal received the most likes in a given round was interpreted by Wikistrat as the team’s consensus and informed the next round’s update.

119 moves were proposed by the teams in total. There was often a clear preference for one or two moves per round in each team. In only a few cases did Wikistrat need to consolidate various moves that received an equal number of likes.

A fifth group of experts was engaged as a U.S. observer team to offer insights into how the United States might interpret and respond to China’s actions.

In the end, the four China teams proceeded more or less along the same pathways, seeking to quell the protests by cracking down on ringleaders while offering concessions and conjuring up foreign plots in order to demotivate the masses.

You’ll find a description of each round of the simulation and key take-aways in the full report (link above).

ChineseSpring3

PAXsims

A modified version of the digital game Civilization V is being developed for use in high school classrooms. According to The Verge:

 Publisher Take-Two Interactive announced that a modified version of the historical strategy game Civilization V is in the works, and is expected to be available for high school classes in North America starting next fall. Called CivilizationEDU, the company says that the education-focused version of the game will “provide students with the opportunity to think critically and create historical events, consider and evaluate the geographical ramifications of their economic and technological decisions, and to engage in systems thinking and experiment with the causal / correlative relationships between military, technology, political, and socioeconomic development.”

While I enjoy Civ V and other 4X (“eXplore, eXpand, eXploit, and eXterminate”) games, I’m a little doubtful that they are the best way of teaching about world history since they tend to be designed to reflect player preferences, expectations, and preconceptions rather than portray accurate historical dynamics.

PAXsims

…and on that subject, it’s about time we offered a shout-out to Play the Past, a website “dedicated to thoughtfully exploring and discussing the intersection of cultural heritage (very broadly defined) and games/meaningful play (equally broadly defined).”

PAXsims

Brexit.jpg

At the Active Learning in Political Science blog they discuss simulating Brexit:

In the spirit of not wasting a good crisis, the UK’s decision to leave the European Union offers a great way into understanding a number of political dynamics.

Of course, we need to tread a bit carefully here, for a number of reasons. Firstly, this is a highly fluid situation, so whatever one might plan for the autumn might be completely overtaken by events. Secondly, some of the things that have happened over the past week are so extreme and atypical that while you might reproduce them in a simulation setting, you are almost certainly never going to see them happen again. Thirdly, there’s an awful lot going on, so you need to pick your targets clearly.

With all those caveats in mind, some options still present themselves….

PAXsims

460003main_merraflood93.jpgOn 20-21 October 2016, the Digital Culture Unit at Goldsmiths, University of London will be hosting a conference on Simulation and Environments: A Critical Dialogue Between Systems Of Perception And Ecocritical Aesthetics.

Theme #1: Aesthetics and Environmental Simulations

When addressing issues of climate and climate crisis, simulation models and techniques become potent tools for understanding, prediction, and prevention. Yet the epistemological merit of these tools is rarely accompanied with a critical assessment of their aesthetic properties.

Put another way, the history of nature and the environment is, particularly at its interstices with the human and the natural sciences, heavily laden with cultural and even theological ideas about how a nature should look, should make one feel, should be. What guarantee do we have that these ideological preconceptions are not making their way into our simulations and models? If they are being included, how are they influencing our data? Or conversely, should we be including the cultural and affective effects of nature so often associated with the experience of landscape into our computational models precisely because of the way they fold the human into the physical environment?

The aim of this conference stream will be to parse the aesthetic conditions of simulation technologies, assumptions, and ideologies when dealing with the ecosystem. What role can visual or other aesthetics play in the computing of climates and natural phenomena? How does the changing role of the human as geological agent reframe the digital image as an epistemological form?

Proposed essays may touch on one of the following subjects, but are not restricted to including these:

  • Geospatial technologies, imaging, & observational data
  • Earth imaging & observation
  • Computational climate models
  • Military vision and targeting technologies
  • GIS technologies
  • Remote sensing
  • New media art

 

Theme #2: Simulation and Systems of Perception

Conceptions of simulation attempt to recreate the environment through computational logics of representation that only ever remain asymptotic to the physical world. Rather than asking whether or not simulation can ever provide homeomorphic images of the physical how can simulation instead be used performatively to rethink ways of perceiving, knowing and doing?

This might entail a theorisation of vision – or visioning – in the broader sense of not just perceiving with sight, but also insight, as well as the projection of images of elsewheres and otherwises, futures and fantasies. How would such a repositioning affect the potential instrumentalisation of simulation for political imaginaries and art practices?

The aim of this conference stream will be to invite discussion on the ontological and epistemological implications of simulated modes of perception. How can perception be understood in relation to computational aesthetics and logics?

Proposed essays may touch on one of the following subjects, but are not restricted to including these:

  • Computational modelling systems
  • Mathematics and culture
  • Planning technologies and the imaginary
  • Artificial visioning systems
  • Geopositioning and robotics
  • Cognitive simulations

Those interested in participating should  submit paper abstracts of 500 words to environmentalsims@gmail.com by 1 August 2016. (Please designate theme of interest).

Which games would you suggest to the US Navy?

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PAXsims is pleased to post this request from Peter Perla for game suggestions.


A couple of weeks ago at a meeting at the Naval War College in Newport, a USN admiral asked me to take a shot at drafting a Chief of Naval Operations’ “Recommended Games” list. In my copious free time, as we are wont to say. I am going to seek suggestions from as broad a community as I can, including this group. So many of you may receive this request multiple times.

I am not talking only wargames here. The goal of the CNO’s current initiative to explore how gaming can help sailors learn better, faster, and (my addition) cheaper. Not only warfighting skills but also general critical thinking and problem solving skills as well as creativity. And though the unwashed will certainly expect most of the games to be digital, I will want to include boardgames, of course.

At this point I am keeping the aperture open wide. Please let me know if you have any recommendations. You can write to me directly at perlap@cna.org.

Peter Perla
CNA  

Ideas wanted

 

where_ideas_come_from_show_art

Devin Ellis (ICONS Project, University of Maryland) is looking for some game ideas from PAXsims readers:

I am currently wrestling with the mechanics of a planning game I am working on. In terms of scope, it’s strategic and theatre-wide. I am looking for good suggestions from the simulation and gaming community of models I could look at for ideas – with particular respect to keeping the level of detail of player inputs realistic but not utterly overwhelming. Rounds will coordinate roughly to 5 year USG planning cycles, and the background environment is extremely rich in detail and interactive moving parts, some of which the participants can impact, and others which are out of their control. I welcome any and all suggestions for un-classified resources. Thanks in advance!

If you have any suggestions, please leave them in the comments section or email him directly.

India’s proposed Counter-Terrorism Operations Planning Tool and Wargaming System

India CT sim

Earlier this year the Indian Army’s Wargaming Development Centre (WARDEC) issued a request for proposals for a Counter-Terrorism Operations Planning Tool and Wargaming System. According to the RFP “[t]he aim of the Counter Terrorism Operational Planning Tool and Wargaming System is to aid unit commanders in operational planning and to train sub-unit commanders in planning and execution of various Operations in Counter Terrorism (CT) environment.” Other key features of the system would be:

The package will be based on actual area of Operations in a 1:5,000 scale digitised map with option to switch to 1:50,000 and 1:250,000 scale maps, provided by WARDEC. The software will have the facility of incorporating satellite images and air photographs.

[T]he package would be fielded at WARDEC and in the actual Area of Operations of an Infantry Brigade/Sector Headquarters.

The Operational Planning tool is intended to be used both in a standalone and networked mode based on a LAN configuration.

The training audience are required to be trained in planning and execution of various operations in CT environment based on “painted” situations.

The level of game play would be from the battalion down to platoon level. However, the Exercise Control (EXCON) of the game would be from a terminal, dedicated for Exercise Director, who will represent the Brigade Headquarters….

(a) BlueForces. The resolution level for Blue Forces would be down to sub section/Operational Team level for input of orders. All activities below a Team level would be depicted and resolved based on sets of Combat Rules embedded in the system. The behaviour and activity pattern of a single soldier would be modelled in the back end and aggregated to that of an Operational Team comprising 6-8 soldiers. The players would, however, play the game based on this lowest entity of an Operational Team.

(b) Terrorists. The resolution level for terrorists would be individual terrorist

EXCON would be able to set intangible factors like training, leadership, morale, fatigue, fear, support of local population, etc. These factors would have effect on the combat outcome of the forces

The aspect of civilians would be played as an EXCON function. The aspects to be played from the civilians graphical user interface would be:-

  1. (i)  Assisting terrorists.
  2. (ii)  Act as informers to security forces/terrorists (OGWs).
  3. (iii)  Act as human shield during security forces operations.
  4. (iv)  Mass gatherings.
  5. (v)  Blockades.

The closing date on the RFP was back in April. However, Colonel Sameer Chauhan (Senior Fellow, Center for Land Warfare Studies, New Delhi) is currently undertaking research on simulation-based training requirements in the Indian Army, and passed on the RFP with a request for thoughts and feedback from the broader professional wargaming community. If you have any comments, feel free to leave them here, or email him directly.

simulations miscellany, 8 December 2012

We’re pleased to present the latest news on conflict simulation and serious gaming, gathered by our world-wide PAXsims network of reporters (that is, the two of us). Suggestions for other items to include in the future are always welcome!

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guns_dice_butter_small_logoThe latest edition of the excellent gaming podcast Gun, Dice and Butter features a panel discussion on gaming insurgencies with some of the biggest names in the field:

Welcome to Episode X of Guns, Dice, Butter.

0:01 Intro

0:06 Conversation with Mercury Games: Richard Diosi (Doc Stryder) and Kevin Nesbitt

0:32 Panel discussion with Mark Herman, Brian Train and Volko Ruhnke regarding insurgencies and wargames: Wide ranging discussion examining wargames that model insurgencies (see website for link to games on insurgencies and national/strategic will games), political dynamics of insurgencies and insurgency games in the pipeline from this group of designers (A Distant Plan {Afghanistan}, Fire on the Lake {Vietnam}, etc).

2:18 Wrap up

* * *

Defense News reports that an old boardgame is making a new comeback:

ORLANDO — In the midst of a flashy I/ITSEC floor full of simulators running high-definition visuals, one product hearkened back to a simpler era of wargaming.

“Ranger,” a 30-year-old solitaire board game based on the tactics and techniques used by the Army’s elite soldiers, is being turned into a computer game for laptops and tablets.

The game’s inventor, Bill Gibbs, is working with the Orlando-based company Engineering and Computer Simulations on the application, which is slated to be available by download in early 2013.

The original “Ranger — Modern Patrolling Operations: Swamp Terrain” included two maps, 24 missions, and, for those who haven’t attended Ranger training, a booklet on tactics and procedures.

Gibbs said he has extensively researched and revamped the tactics to reflect changing times, and the gear now matches contemporary loadouts. But he said he was surprised to find few other necessary changes.

“The actual concepts and doctrine and principles were all still the same,” Gibbs said.

The digital version will let users control and plan for a mission, including squad reconnaissance, platoon ambushes or raid patrols. While a player might flip through pages of the play booklet in the board game, the digital version pops the information up on the screen.

Other features will include a patrol record log, tactical and map views, and a way to freeze the patrol during the mission.

Future editions of the game will include a downed-pilot mission and gameplay set in different terrains such as mountains and deserts.

Gibbs is also working with ECS to change the interface and adapt the game for the iPhone; that version should be available in April.

* * *

Red Team Journal has started to compile a somewhat tongue-in cheek (but oh-so-true) list of the “Laws of Red Teaming.” They’ll all be very familiar to professional pol-mil gamers.

* * *

According to the Washington Post, the US and Chinese militaries held a tabletop exercise on humanitarian assistance and disaster relief last month.

* * *

The blog War Studies Publications recently featured an interview with Prof. Philip Sabin (King’s College London) on “conflict simulations, ancient warfare, and airpower. You’ll find it here.

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The folks at Wikistrat have posted to their website a summary of their latest “Wikistrat crowdsourced simulation” on “Pakistani Nukes Go Loose.” Despite the name, there really isn’t much simulation here—rather, it is simply an analytical summary of crowd-sourced discussion and scenario-generation on the topic, all wrapped up with some flashy jargon and graphics. Analytically, that might well be a very good way of generating some interesting thinking. However, it also highlights the use of the term “simulation” itself as a marketing tool, something we’ve commented on before here and here.

 

Crisis Response – from your brains to print ready

Typical card from Crisis Response

A sample card from the game. You can draw this and 50+ other cards and use them to save lives in Crisis Response.

While preparing a short elective course on strategic coordination in crisis response, I was inspired by our discussion at Connections on the Haiti GameLab design challenge and started putting together a very simple card game that I’m currently calling Crisis Response (though other name suggestions welcome!). During a whirlwind week of travel (and a few moments of rare relaxation), I managed to playtest the design with five different groups (some policymakers during the course, some colleagues at work, and some other friends).Some quick reflections on what we’ve learned so far playing the game:

Coordination is difficult – Beyond just deciding who plays what cards, the game also reflects other coordination challenges: Different timelines (the foreign military leaves after five rounds), different capacities of actors (who draw from different decks), sequencing issues and the trade-off between investment in future capacity and current delivery. Even with really good gamers, coordinating and planning as much as possible, we’ve made a few mistakes that really hurt us later in game.

And people don’t make coordination any easier on themselves – While I don’t give very much instruction on how the group should play together (other than not letting them take back a card that has been played), it is interesting to watch players:

  • resist sharing their cards (many naturally keep them face down and need to be told by other players to share),
  • play cards quickly because they can do something and contribute, even when it would be better for other actors to play the same card,
  • resist playing cards because others tell them to do it (interpersonal dynamics affect even game play, project that on to real life),
  • ignore the effects of other people getting knocked out of the game until it is far too late – in one of the games, players actually laughed at the national government when it was knocked out because needs hadn’t been met – only to complain three turns later that they couldn’t play enough cards…

It is useful:  Having people play a game, think about the cards they are playing and the dynamics of the game, think about how they would improve next time (everyone, so far, has been interested in playing a second time, though time often didn’t permit), and why the game was designed as it was, has led to some thoughtful discussions about the challenges faced in coordination (see quote below) and a better understanding of the roles, capacities and objectives of the actors involved in crisis response.

I was the foreign military, and though I could’ve done anything, I realized halfway through that I needed to let the national government do what it could or it wouldn’t work – course participant

I don’t consider this at all a “finished” design – curious to hear what PaxSims readers think of it and would recommend.  One thing it is definitely missing right now is instructive and flavor text – the italics included on a few cards is representative, but would be great to hear from SMEs on a sentence or two for each card, what should each card teach?  Obviously, the game could be developed in a lot of directions, including a development expansion we discussed, which might help us all to better understand the tensions between coordination humanitarian response and development.

You can print everything from the PDFs linked below (you’ll need around 125 3″ x 5″ note cards, have a few extra onhand in case you have printer feeding errors). You’ll also need 3 friends so you can play all four roles (NGOs, national government, foreign military, UN) and some markers (I use little plastic blue counting cubes) to represent supplies.

Rules

Playing Cards – Humanitarian, Security and Diplomacy Decks, Role Cards and Cardbacks

Needs and Insecurity Cards 

Enjoy!

CGSC stability operations simulation follow-up

As you may remember, last month some of the folks at the Digital Leader Development Center, US Army Command and General Staff College asked PAXsims to help crowd-source comments and ideas for a proposed stability operations simulation. That request prompted quite a few comments, both at PAXsims and elsewhere, as well as some broader media coverage.

James Sterrett has now sent us this update:

About a month ago, Rex kindly posted CGSC’s draft Stability Operations requirements documents.  Expecting a handful of replies, we were hit by a large wave of responses, both at PaxSims and elsewhere.  We are busily reworking the draft in light of the feedback.

THANK YOU to everyone who responded.  We truly appreciate the time and effort you put in to assist us.  Also, THANK YOU to Rex for posting it!

The various replies have proven helpful in four ways:

1) Design commentary

Number of Actors: Modeling the number of actors involved in stability operations emerged as a common theme in the commentary.  We were trying to incorporate this and are working to strengthen and clarify it.

Flexibility emerged as a common theme as well.  The community agreed that the game needs to foster a deeper understanding of conducting stability operations, that any simulation used should be descriptive rather than prescriptive in its nature and strongly instructor-driven. Implicit in this is the assumption that the instructor must have as much control and flexibility of the simulation as possible.    We strongly agree with this, and thought it was codified in our documents; this is an area we are working hard to clarify.

2) We received a number of suggestions of simulations to look into, including GEMSTONE, PSOM, IW TWG, Athena, SENSE, and the Oz Wargame Integration Toolkit.  We’ve already had demonstrations of some of these are and working on demos for the rest; some we have seen in the past but they have grown new capabilities.  Even when we can’t see how to utilize them directly, it is always useful to see others’ design concepts.  PAVE (part of TRAC-MRO’s IW TWG) is soon to undergo a closer look to see if we can modify it to meet our needs.

3) We made connections with organizations we hadn’t known existed, such as the TRADOC Analysis Center’s Modeling and Research Office (TRAC-MRO) and the Peacekeeping and Stability Operations Institute.  TRAC-MRO’s office is less than 500 meters from us, but neither of us knew the other existed.

4) We thought we had made the exercise structure and POI clear, but a variety of comments demonstrated that we did not.  If PAXSims readers didn’t understand it from our documents, then we clearly need to improve the description!

                                                                        James Sterrett

                                                                        Deputy Chief, Simulations Division

                                                                        Digital Leader Development Center

                                                                        US Army Command & General Staff College

If any readers still have comments or suggestions that they would like to make, have a look at the original post (linked above) and add your comments here.

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