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NDU: Peter Perla on “The Way of the Wargamer” (April 4)

The Center for Applied Strategic Learning at National Defense University  is launching a series of bimonthly lectures on strategic gaming. Unlike their quarterly roundtables (which are largely aimed at established pol-mil gamers), the new lecture series is especially intended for the “journeyman” (or “journeywoman”) gamer who is relatively new to this area. the first such lecture will take place on 4 April 42012 via teleconference:

The Center for Applied Strategic Learning (CASL) is pleased to invite you to participate in our new series Lectures on Strategic Gaming. These lectures are designed to provide gamers in the early and middle stages of their career with an understanding of key concepts, methodologies and introduce them to leading thinkers in the field. Regular lectures will be held in a live teleconference format where participants will have the opportunity to listen to a presentation by experienced members of the field and ask questions. The presentation and associated resources will be maintained on the CASL website, and over time will form a resource library for the gaming community.

This endeavor seeks to preserve the field’s historic and cross-institutional memory in order to enable gamers to break into the field outside of the dominant “mentorship” training methodology. The library will help to bring gaming expertise and lessons-learned out of isolation and ensure they are accessible to a wider community.

The first lecture of the series will feature Dr. Peter Perla of the Center for Naval Analysis, and author of The Art of Wargaming. We invite you to participate in our opening lecture via teleconference, or to visit our website (http://www.ndu.edu/CASL/index.cfm?secID=46&pageID=8&type=section) at a later date to access the lecture and supporting materials.

What: Lectures on Strategic Gaming: “The Way of the Wargamer” by Dr. Peter Perla

When: Wednesday, April 4th from 1100-1200

RSVP: Please email CASLLecturesRSVP@gmail.com to receive instructions on accessing the teleconference line as well supporting materials for the lecture.

For more information about this program, please contact Ellie Bartels (Elizabeth.Bartels@ndu.edu) or Katrina Dusek (Katrina.Dusek@ndu.edu).

It is difficult to think of anyone who could provide a better introduction to wargaming than Peter, so we strongly urge those interested in serious gaming to (virtually) attend. In the meantime, we’ll leave you with a link to the piece that Peter and Ed McGrady published last year in the Naval War College Review (Summer 2001), Why Wargaming Works.

10th NDU Roundtable on Strategic Gaming (9/4/2012)

The Center for Applied Strategic Learning at National Defense University will be holding its 10th quarterly roundtable on strategic gaming in Washington DC on Monday, April 9:

National Defense University’s strategic gaming group, the Center for Applied Strategic Learning, would like to invite you to participate in the tenth session of our roundtable discussions on gaming. Our intent is to continue to build a regular forum for practitioners and scholars to exchange ideas and compare notes about issues relating to game design, the use of games for analytical and teaching purposes, and interesting projects in the field. We will also stream audio from this event live over the internet, which we hope will make it easier for colleagues outside the Washington, DC area to participate. (Please contact one of the organizers for more information about the audio streaming.)

Each roundtable invites a few speakers to present short, informal, talks on some aspect of strategic-level games to spark discussion among the group. The meetings last two hours and are held quarterly. Please feel free to circulate this invitation to interested colleagues – we’re hoping this will be a means of getting to know and building lasting professional connections between gamers.

Speakers: Mike Markowitz of the Center for Naval Analyses will present on CNA’s work for Army TRADOC on wargaming irregular operations. Joe Saur of the Georgia Tech Research Institute will present “Thoughts on DIME on PMESII Modeling: the DARPA Integrated Battle Command Experiment”.

For full information and an invitation, contact Tim Wilkie at NDU.

Connections 2012 interdisciplinary wargaming conference announcement

The Connections 2012 interdisciplinary wargaming conference will be held on 23-26 July 2012 at National Defense University in Washington DC. According to the announcement issued today by the conference co-chairs:

Colleagues,

On behalf of my co-chair for Connections 2012, Tim Wilkie and myself, we are pleased to announce the dates for this year’s conference.

Connections 2012 will held from Monday 23 July through Thursday 26 July.

We are also pleased to announce that our host will again be the Center for Applied Strategic Learning (CASL) at the National Defense University (NDU), Fort McNair, DC.

Our agenda will be shaped by the theme of Connections 2012, “Methods for Tomorrow’s Wargames.” As always Connections 2012 will work to facilitate advancing the technology and technique of wargaming. Specifically we will be exploring both needs (pull) and opportunity (push) across the spectrum of wargame applications.

Our agenda will also be shaped by the first change to the Connections mission statement since the late 1990s.  In response to a case made at Connections 2011 as well as insights from a post conference survey, we have expanded “advance the art, science and application of wargaming” to “advance and sustain the art, science and application of wargaming.”  The change is in recognition of the need to insure wargaming capabilities are not lost between one generation and the next. We will address this need through a working group and other elements of the agenda.

Our first day tutorials will again include the blocks Wargaming 101 and Defense 101 and will expand to include blocks on getting started in wargaming and connecting with others in the field.

Our agenda will also include a speaker panel on identifying needs and opportunities for tomorrow’s wargaming as well as a speaker panel on the application of social science methods to gaming.

Finally, our working groups will include a group that will build a specific list of wargaming needs and opportunities as well as both standing Connections working groups (developing a wargaming community and on enhancing our web presence).

Add in the chance to see demonstrations of many wargames and to play several and you can see Connections 2012’s agenda will be just as packed as those of previous Connections.

So, mark your calendar and watch our web page for more details as they develop. See you at Connections,

Matt Caffrey and Tim Wilkie

Connections is an annual conference devoted to advancing and preserve the art, science and application of wargaming by facilitating exchange the exchange of information and perspectives on achievements, best practices, and needs of all elements of the field (military, commercial and academic) of wargaming. One or both of the PAXsims editors (and several of our contributors) will almost certainly be there.

CASL roundtable summary: October 2011

On Wednesday, the Center for Applied Strategic Learning at National Defense University held the most recent of its quarterly roundtables on strategic gaming. I was only able to listen to part of it online, but Gary attended the whole thing and will be providing an account on PAXsims soon.

In the meantime, our good friend Archipelago Annie has sent us a report of the previous CASL roundtable, held in October 2011. We’re pleased to present it below.

* * *

CASL Strategic Gaming Round Table

Summary of Oct 25, 2011 Meeting

Joe Lombardo “Gaming in support of the Civilian Response Corps”

Games can play a critical role as part of a course by enhancing learning, however the game must be designing to compliment and reinforce the broader objectives of the course.  Mr. Lombardo spoke on two games designing in support of courses to training the Civilian Response Corps (CRC), and addressed key lessons learned.

For both games, the fact that they supported short courses that were run repeatedly over a several year period allowed for refining of game mechanics and elements over time.  Because these revisions were conducted in close conversation with course instructors and administrators, it was much easier to insure that changes to the course objectives were reflected in the games, and that the game elements were fully embedded in the course.  Both games also relied strongly on the use of rolls: in one highly scripted roles were used to simulate the tensions of the interagency process, in the other, teams took on the role of a red team to critique their own strategic document.

Peter Perla “Separating Sudan”

The Joint Irregular Warfare Analytic Baseline Project (JIWAB) has been developed by a team based out of the Marine Corps Combat Development Command (MCCDC) to produce a scenario for use in future irregular warfare planning.  The team has developed an interdisciplinary process to produce the final set of baseline products. This process includes scenario development via general morphological analysis, counterfactual reasoning, structured scenario fusion, and stakeholder analysis.  Separating Sudan gamed the scenarios developed during this process to flesh out the consequences of each scenario for use in later stages of the JIWAB.  The game itself involved several innovative mechanisms for gaining participant buy-in, including prolonged interaction with key experts and a role auction.  The game also subscribed to the philosophy of using the players as adjudicators whenever possible. The JIWAB team also applied Dr. Stephen Downes-Martin’s technique to analyze the control group as if it were another player.  That analytical team created an ethnography of the game, which pointed to the critical role of buy-in and experience in the gaming process.  The analysis also highlighted the role of the facilitator in drawing out specific actions participants would take, then eliciting the reactive actions of other players representing other stakeholders in the region.  While these techniques may not be generally reproducible, Separating Sudan was an “interactive story living experience” that was able to create a rich world for participants to think though consequences and futures.

Selected points of Discussion from the Q & A

Role of Emotion in Games

  • Trust, both between participants themselves and the participants and the staff, was a critical force as it allowed participants to fully inhabit the roles.
  • Players often needed to use break time to differentiate the choices being made in the game from their personal preferences, particularly when ethnically trick decisions were being made.  This often causes more conservative play then we might expect in reality and is worth noting in game analysis.
  • Self-censorship in asynchronous games can mask the very emotions we look for in face to face exercises, suggesting the need for an alternative paradigm.

Value of Asynchronous Play

  • The value of asynchronous play was agreed to vary based on what you want out of the game.  Generally, if the environment being simulated is asynchronous it makes sense that the game should be as well.  However, by its nature gaming is going to require more artificial limits then reality, and often will need forcing functions such as meetings to insure deliverables are done.  The big advantage might be logistical, but asynchronous games will almost always require more time to play then the same event run face to face.

NDU seeking Senior Research Fellows

The National Defense University is currently advertising for a couple of Senior Research Fellows, to be employed at NDU’s Center for Applied Strategic Learning. According to the advertisement, the duties of the positions would be:

  • Responsible for leading the planning, implementation, and management of programs dealing with interagency coordination, national security crisis management, humanitarian assistance, and stability and reconstruction operations.
  • Responsible for leading in the research, design, development, and implementation of experiential learning initiatives (including national-level educational exercises/ simulations and conferences, symposia, and workshops) conducted by the Center for Applied Strategic Learning (CASL).
  • Supervises and conducts research and analysis focused on the development of national security exercises concerning security issues with national or international implications.
  • Oversees CASL teams that are developing and implementing national and homeland security exercises and other experiential learning activities, with a particular emphasis on subjects related to stability operations, humanitarian assistance/disaster relief, and emerging national security threats.
  • Directs the organization and execution of exercises, symposia, conferences, workshops, and other CASL activities in support the full range of CASL clients by serving as one of two Division Directors in CASL.
  • Provides authoritative advice to the staff, faculty, and students of NDU and other Senior Service Schools and the wargaming centers in order to develop programs, curricula and simulations to support academic goals and requirements.
  • Collaborates with other national security experts from the government and private sector to share information on a broad range of national and homeland security issues.

Only US citizens are eligible to apply, and the closing date for applications is 2 December 2011.

Incumbent must have at least five years of experience in national-level policy formulation, planning, implementation, and management of nation security-related programs (e.g., humanitarian assistance/disaster relief, or stability and reconstruction operations).  Incumbent must also have significant management and supervisory experience. Accredited master’s degree and or PhD degree preferred, but extensive relevant practical experience may be substituted for this preference.

Additional information (including application procedures) can be found at the USA Jobs website.

NDU Roundtable on Innovation in Strategic Gaming (25/10)

Yes, it is time again for everyone’s favourite quarterly professional wargaming event, the NDU Roundtable on Innovation in Strategic Gaming:

National Defense University’s strategic gaming group, the Center for Applied Strategic Learning, would like to invite you to participate in the eighth iteration of our series of roundtable discussions on gaming. We hope to continue to build on the success of our previous sessions and create a regular forum for practitioners and scholars to exchange ideas and compare notes about issues relating to game design, the use of games for analytical and teaching purposes, and interesting projects in the field.

Each roundtable invites a few speakers to present short, informal, talks on some aspect of strategic-level games to spark discussion among the group. The meetings last two hours and are held quarterly. Please feel free to circulate this invitation to interested colleagues – we’re hoping this will be a means of getting to know and building lasting professional connections between gamers.

The next roundtable will be held on the afternoon of 25 October 2011 at NDU, and will feature two presentations:

Speakers: Peter Perla of the Center for Naval Analyses (and author of The Art of Wargaming) will present on the gaming component of the Joint Irregular Warfare Analytic Baseline (JIWAB) project.  Joe Lombardo of JFL Consulting (and until recently on-site at CASL) will present on an Afghanistan-themed game that was built into a course on strategic planning for reconstruction and stabilization in an interagency context.

Attendance is by invitation only, however, and limited to those with professional interest in the field. If you would like an invitation, please contact Tim Wilkie or Elizabeth Bartels.

Connections 2011 AAR

I’m just back from having attended the Connections 2011 conference in Washington DC. Connections is a wargaming conference that brings together people across the wargaming community: professional wargamers in the military and government, hobby game designers, and academics. It is now in its 18th year, and was being hosted this year (and very well too!) by the Center for Applied Strategic Learning at the National Defense University.

This year also marks the 200th anniversary of modern wargaming, hence the conference subtitle: “The Next 200 Years of Wargaming, Expanding Our Scope.”

I had originally planned to (semi-) liveblog the event, but I didn’t have net access during the sessions. Brant Gwillalory* did, however, and once again he’s scooped PAXsims by summarizing the discussions over at Grog News. Moreover, my notes below can’t possibly do full service to the very rich discussion (although I’m fully capable of listening, typing, and thinking, I’m not always so great at doing all three at once). Other conference participants, therefore, are positively encouraged to offer corrections or to add their own thoughts to via the blog comments.

Many of the conference presentations made at Connections will eventually appear on the Connections website.

About eighty people registered for the conference, together with what sounded like a wargaming cricket in the NDU ventilation system who merrily chirped through many of the presentations on the first day.

The opening remarks by Vice Admiral Ann Rondeau emphasized the dangers of assuming that we know all of the answers to contemporary strategic and policy issues, and she highlighted the role of wargaming in illuminating what we don’t know. She certainly got off on the right foot with the audience by describing gaming geeks as “collective geniuses” who could help to explore nonconventional and emerging military and strategic challenges. (Clearly she hasn’t seen a group of wargamers trying to decide where to go for dinner.) Indeed, much of the rest of the conference would be devoted to the development of the discipline to explore new challenges.

Keynote addresses were provided by two very influential figures in modern wargaming, James Dunnigan and Peter Perla. Discussing the evolution of wargaming, Dunnigan noted that wargaming was actually very much older than 200 years, but that it had been Prussian Kriegsspiel that first captured and recorded the process and helped it to transition into a modern, scientific age. This was further advanced through the development of operations research in the 20th century. Wargaming also became a commercialized hobby. Hobby wargames/boardgames, he noted, represented simulation tool kits and testbeds, generating approaches (rules, models, approaches) that could be built upon.

He also highlighted a range of other issues. He stressed the need to keep games accessible; the importance of game validation in professional context; and the need to design games around demand. He also highlighted the challenge of gamers “speaking truth to power” and challenging preconceived notions.  Finally, he suggested that “Wargames find the truth and they organize it.”

The latter comment, pleasing as it might be to a wargaming audience, did deserve some further exploration.  Do wargames necessarily do this? It seems to me that they have all sorts of potential liabilities too. They can easily reproduce conventional wisdom. They can generate unconventional wisdoms based on artifacts of a poor game design. While one can emphasize the importance of validation, validation become increasingly difficult as we move away from known physics models (what are the probabilities of detecting, hitting, destroying the target at range X under conditions Y?”) and towards fuzzier social, political, and cultural dynamics that are less well known, especially as we project these into the future.

Peter Perla talked about “once and future kriegsspiel: whither wargaming?” He started by discussing the origins of Kriegsspiel, and the ways in which it increasingly integrated early operations research on weapon effects. The success of this, however, wasn’t necessarily rooted in the detailed game mechanics, but rather the game experience in the minds of the players.

However, kriegsspiel rapidly grew more complex, with a focus on data and models—and as such, more ponderous, imaginative, and engaging. Indeed, the subsequent development of free kriegsspiel (with umpire adjudication replacing tables) was a reaction to this.

All of this led to reflection on the “dual nature” of wargaming, namely the tension between realism and playability.

Perla also noted that despite predictions of the death of hobby wargaming, it continues to evolve. He highlighted some of the more interesting aspects of commercial game production, the use of games in the classroom, and the evolution of military boardgaming.

Further commentary was offered by NDU’s Richard Andres. He offered three valuable perspectives:

  • First, in discussing his own evolution as a hobby wargamer, he noted that playing, tweaking, and designing wargames and RPGs led him to start thinking about probabilities and dynamic interaction. He raised the issue of whether a younger generation, having grown up with computer games that are much more difficult to mod, may have lost access to some of this useful experience of the “paper wargames” age.
  • Second, he discussed the value of using games in the classroom—and the need for them to be both relatively simple and highly engaging. They also need to be fundamentally linked to learning objectives.
  • Finally, Anders also raised the issue of what wargamers can do to explore, address, and attenuate the politics of policymaking, in a context of bureaucratic rent- and –autonomy seeking. He highlighted the value of games in creating an arena for dialogue. To do this may a shuffling of the rank of participants (with mid-seniority participants potentially more willing to share information or think outside the box). It can also be useful to encourage public briefing of game discussions; to create a sense of excitement (“you have to be an entertainer”); to allow participants to address sensitive issues through hypotheticals; and to think explicitly how best to balance the demands of publicity and privacy.

Advances in Wargaming

The second panel of the conference examined “advances in wargaming,” featuring Brant Guiloriii*, Joe Miranda, Roger Mason, Volke Ruhnke, and Brian Train.

Joe Miranda (who has now passed Jim Dunnigan as the most published wargame designer) discussed his experience in modeling insurgency in game design. Doing so, he drew upon his experience as a designer with games like Nicaragua (which heavily focused on the “subsystems” of insurgency), Holy War: Afghanistan (with random chit draw being used to emphasize chaos), Battle for Baghdad (which stresses multiple players and asymmetrical win conditions) and the forthcoming BCT Kandahar (which emphasizes military staff management of COIN operations).

Roger Mason talked about how to develop and sell game ideas. To do this, he suggested, you need to:

  • Find new clients—which can include organizations outside the usual military domain that need to develop critical decision-making skills. This doesn’t mean going head-to-head against the Booz Allen Hamiltons of the world, but rather by partnering with local groups that offer public training (and keep it simple—meaning learnable in 5 minutes, and playable in a 2 hour session).
  • Engaging games include a competitive factor, a social factor, and suspense/uncertainty factor.
  • Games can be sold to clients by emphasizing how they improve the quality of training; offer the ability to evaluate a proposed course of action; and offer an opportunity to assess the knowledge of personnel.

Volko Ruhnke discussed how games address politics in unconventional warfare, and especially the use of terrorism by non-state actors. He started by emphasizing the importance of inviting students/participants “into” the game design to critique the assumptions of the game model. Computerized gaming, he noted, risks opacity by hiding the assumptions from the player. He also showed how relatively simple games could be used to encourage critical thinking skills. Turning to the issue of terrorism specifically, he discussed the use in current intelligence community training of three (modified) commercial games: Brian Train’s Algeria, his own Labyrinth, and the forthcoming game Andean Abyss. In each game, the rationale and purposes of terrorism are treated rather differently. This in turn provides the foundation for a discussion among students as to the roots of terror—intimidation, fund-raising, denial of control, etc.—and also a discussion and critique of how the various games have chosen to address this.

Brian Train talked about the evolution of his insurgency/COIN boardgame designs (all of which use a somewhat similar core system), and the rationales that have underpinned these. In Tupamaro he choose not to allocate a clearly-defined period of time to each turn, and used a non-representational map of key social/economic sectors. Central to the game is the cascade effect of kinetic and non-kinetic actions. Space doesn’t allow a full discussion of all the game design points that Brian made about this and subsequent games such as Shining Path, SomaliaAlgeria, and his unpublished Kandahar (including how and why the game system was modified to appropriately address different conflicts), but it is well worth reading through his detailed slides when they’re available.

In subsequent discussion, Brian raised the idea (in the context of insurgency/COIN games) of games in which not only are the opponent’s (or opponents’) victory conditions vague, but the various victory conditions themselves might change mid-game. Great idea!

Anticipating the Future

Bob Barker (formerly of the Air Force Office of Scientific Research) discussed educational wargaming, including the use of commercial (computer) strategy wargames. He emphasized the improvement in strategic and combat simulation AI, and how this increased the potential utility of such games.

Chris Weave (formerly CNA and the Naval War College, now elsewhere at DoD) offered a “idiosyncratic view” of wargaming at the Naval War College and the development of a new maritime strategy. The “strategic foundations game” looked out to a timeframe of 5/10/15/20 years, and involved six events and a two-move wargame over two months, plus follow-ons. Not all of the participants were fully aware that they were in a game, but rather some sessions were framed as workshops. The first events and Move One generated scenario vignettes for Move Two for five “red strategic entities” (China, Pakistan, Iran, Salafists, North Korea). A series of Blue grand strategies were also identified to help frame Blue’s responses. Analysis of all this fed into a NWC maritime strategy options paper, and a series of maritime strategy options that provided a menu for senior policymakers to consider in their own deliberations.

Rocky Rochford (USN) talked about a proposed Global Engagement system for supporting slow-motion distributed wargames (one move per month) that would attempt to balance between “game time” and participants’ “day jobs.”

Expanding the Application of  Wargaming

Garth Jensen (Naval Surface Warfare Center) provided a presentation on MMOWGLI, which we’ve previously covered extensively on PAXsims (here and here and here).

Larry Bond (author and developer of the well-known Harpoon series of miniatures rules and computer game) talked about the development of his recent Persian Incursion boardgame, which explores a possible Israeli strike against Iran’s emerging nuclear capacity. It is a very interesting-looking game (and has been sitting on my bookshelf for a few months now, awaiting play), with a political/diplomatic dimension coupled with quite detailed modeling of the actual airstrikes. One significant aspect of his presentation is how much open source information is now available for commercial and hobby game designers, including imagery from Google Earth.

Steve Weber (USAF) offered an overview of the Air Force Future Capabilities wargame. This “fights” both the current projected US force and an alternative force structure against a Red opponent to draw lessons for future force development and acquisition. He argued that the Air Force didn’t have strong wargaming tradition, nor did it necessary have a strong, unified sense of mission—both of which further complicated future-oriented wargaming. He also highlighted the continuing challenges of wargame adjudication.

Skip Cole (formerly with USIP, now Sea Change Simulations) delivered an excellent presentation on the Open Simulation Platform.

Towards More Comprehensive Wargame Adjudication

The ever-amusing Stephen Downes-Martin talked about the “Adjudication: The Diabolus in Machina of Wargaming.” It was an enormously rich presentation, and my summary really doesn’t do it justice. He highlighted the particular challenge of adjudication forward-looking wargames that address complex political, social, and military issues, such as counter-insurgency in Afghanistan (famously portrayed in the powerpoint slide at the right).

This is not “deductive” gaming, in which performance can be determined from physics models and known weapons capabilities. Rather, adjudicators are being asked to predict and adjudicate outcomes of highly complex (and possibly poorly understood) social dynamics—a potential problem of the blind leading the blind. Moreover, adjudicators have essentially joined the game while retaining their role as umpires.

He suggested that game design in these areas should more systematically collect and analyze data on adjudicator actions.

Rich Phares (Booz Allen Hamilton) talked about variations in adjudication, asking “why we adjudicate”:

  • players want to know “how they did”
  • clients want answers to their questions
  • someone (clients/players/sponsors) wants to know if anything important happened, and whether further gaming or other activities might generate additional insight
  • to achieve closure

Mike Markowitz (CNA) examined “wargaming the future and the future of wargaming.” He started by noting that while wargamers often get things right, they even more often get things wrong. He suggested several major reasons for game failure:

  • Flawed combat models. Combat isn’t just about physics, engineering, and proving ground data, however—it is also a human event, in which psychology and perceptions matter.
  • The “edge of map” and framing errors that constrain thinking. The critical dynamics may not be in the space that we expected, and may even be non-spatial.
  • Mirror-imaging. The opponent may not think like us.
  • Asymmetries.
  • Wishful thinking (especially “techno-triumphalism”). (“Leaders are optimists. Planners are pessimists. Operators are paranoid. Analysts are paranoid pessimists.”)
  • Premature closure. Conflict may drag on, even be intractable. The wargame needs to be over by 4:30.
  • He also highlighted what he thought were four excellent commercial wargames: Persian Incursion, Next War: KoreaRed Dragon Rising, and  Battle for Baghdad.

In discussion, I noted two concerns. First, we need to push the envelope more on encouraging professional diversity in designers, adjudicators, and players. This means not simply inviting a token NGO person along for the game, but more fundamentally involving development, diplomatic, civil society actors, and others in the process. Second, we also need to be wary of the equally dangerous opposite of mirror-imaging: cultural stereotyping, whereby we assume that the “other” uniformly behaves according to a preprogrammed cultural script.

Future of Armed Conflicts

Over lunch on Wednesday John Greshem provided an overview of the strategic situation in 2010-11. With regard to the Middle East we were told that: 1) the Arab Spring was little more than a figment of exaggerated media coverage, 2) Hizbullah might take over the Syrian government, 3) US air strikes and drone attacks in Yemen have become a “daily” affair, and 4) Iron Dome and Trophy have had a dramatic impact on Israel’s strategic position, aborting a planned Hizbullah military attack. My own professional call on those would be: 1) no, you’ve missed something important 2) now that’s really silly, 3) no, that’s wildly exaggerated, and 4) not really, no.

Breakout Groups and Brief-Backs

I took part in the break-out group on expanding the application of wargaming. We were tasked with exploring “gaming evangelism”—that is, how wargaming could grow by addressing the needs of new users and issues.

In order to do that, however, it became clear that participants needed to identify what it is they actually did and hence had to offer—and how this differed from everyone else in the serious games community. What was our value-added?

The answer, I think, that wargaming is much more policy- and planning- oriented than most other gaming. It also has much more rigorous traditions of design, validation, adjudication, instrumentation/reporting, and analysis.

On a side note, it was recognized that the “war” part of “wargaming” might be a semantic barrier to broader adoption. As Mark Herman and others have noted, of course, wargaming does not need to address war, or even adversarial situations.

In our discussions we also noted that the contributions of the wargaming community need to be more available and accessible to others. In the media, wargaming is almost always only mentioned in the context of failures/mistakes or dark conspiracies. Part of the problem here, in my view, is that the military rarely discusses wargaming in a non-technical way, and military security and public relations policy acts as a major barrier to easy publication, especially within the large US national security community. One participant referred to this as the problem of the “lumbering beast that prefers to stay within its cave.” Certainly we’ve had PAXsims readers who have declined requests to contribute to the blog on the grounds that the clearance permissions involved within their agency would be too onerous.

In our breakout group and others there was discussion of establishing a professional organization, and/or expanding Connections’ presence between conferences. Personally, I’m not sure one needs formal institutions but rather more effective (facilitated) networking that would help to further build the community of interest and experience.

Another panel discussed towards a more comprehensive adjudication. They split into two subgroups, one of which looked at wargaming PMESII problems (political, military, economic, social, infrastructure, and information), and the other of which examined the challenges of wargaming future technologies.

With regard to the former, several possible adjudication approaches were identified. One can use available social science models. One can adjudicate on the basis of the worst possible outcome as a way of possible contingencies and future challenges. One can also hyper-game by using multiple Red Cells to try to “break” Blue’s courses of action.

These approaches might force a more holistic, all-of-government approach that addresses the dynamic nature of these sorts of conflicts. Critics (myself included) would argue that the reliance on mathematical social models is problematic, because they are too soft, inaccurate, and have low confidence. The adjudication approaches identified can also be more expensive, and there may be a limited number of qualified personnel.

The issue of how much value social science models, and especially mathematical models, have to offer was hotly debated. Jon Compton argued passionately that their contribution was important but misunderstood: they didn’t offer detailed, point predictions but rather a range of more likely outcomes that could inform adjudication decisions. He had a good point.

With regard to new technologies, the group identified a number of serious challenges in predicting the impact of future technologies (and our often rather poor record in doing so). In terms of adjudication, it might be useful to link this to PMESII considerations, since technology doesn’t emerge or operate in a social and economic vacuum. Repetitive gaming can help reduce uncertainty, and sensitivity analysis can be included. It is also important to recognize that Red is likely to be tracking technology development and deployment and preparing accordingly.

The third breakout group discussed building a wargame profession. A key issue was how one identifies the emerging generation of wargamers (and wargamer users), and brings them into the community of interest. There was also considerable discussion of professionalization, certification, institutionalization, and related issues.

As noted earlier, I’m doubtful of the value of doing too much of this since I think there are easier (and cheaper) ways of promoting more effective networking. Certification, I think, would actually be counter-productive by erecting professional boundaries that would actually make it more difficult to draw upon a broad range of expertise and experience that stretches far outside military wargaming. Professional development opportunities, on the other hand, would be useful. Networking, information-sharing, and opportunities for ongoing “conversation” is essential.

Wargame Demonstrations

During the conference there was an opportunity to view several game/simulation demonstrations, ranging from Brian Train’s simple yet challenging guerilla checkers (which nicely illustrates the concept of asymmetrical warfare in a few minutes), through to much more complex simulations such as NDU’s GEMSTONE counter-insurgency simulation (about which Ellie Bartels was scarily effective at addressing all of my questions).

Several hours were devoted to gaming one evening. There were many tempting opportunities, but in the end I opted to play Volko Ruhnke’s forthcoming boardgame of insurgency and counter-insurgency in Colombia, Andean Abyss. While I’m still not a fan of the title he’s given it, it is an awesome game, especially when playing with the full four players (government, FARC, right-wing paramilitaries, drug cartels). I’ve stolen the picture of our game from Grog News, since not only does it show the cunning FARC player stockpiling “contributions” from the cartels while awaiting his moment to respond to a recent government offensive, but it also shows Skip Cole’s Columbian drug lord hat in the right foreground.

Overall Thoughts

This was my first Connections conference, and I enjoyed it immensely. The presentations were stimulating, and the participants even more so. Like the NDU roundtables on strategic gaming, it provided a very useful opportunity for professionals to share insights and perspectives.

The conference was also flawlessly organized. Many kudos are deserved by Matt Caffrey, the various panel organizers, and the folks at NDU.

The participants at Connections tend to be weighted heavily towards old school wargaming, which is to say a lot of people who do BOGSATs, table-top and scenario exercises, military wargaming, operations research, and hobby boardgames. It is also heavily military/ex-military and male.

Electronic hobby and serious gaming, on the other hand, tends to be rather underrepresented.  So too does military “simulation and modeling.” In this latter regard, think of it as the anti-I/ITSEC. Even though I’ve often warned about the unintended consequences of the unthinking “technologizing” of simulation and serious gaming, it was a shame that we didn’t have some of the developers on the cutting edge of this in attendance (such as folks from the Institute for Creative Technologies and US Army RDECOM who developed UrbanSim) to highlight some of the value-added of advances in AI, graphics, and interface. Equally, research and practice in the field of “serious games” has taken off exponentially in the past decade, and it would have been interesting to see a few of the scholars and practitioners in the (electronic) serious games community there to offer their own perspectives. Constant cross-fertilization is important, I think,if we’re to avoid what Michael Peck (TSJ) has called the dodo problem. Or perhaps someone could develop a wargames-themed version of Dominant Species.

Since a significant part of our discussions at Connections focussed on how to wargame non-kinetic actions, it would also be interesting to have gaming folks from the humanitarian assistance/development community, diplomats, and others on a panel (preferably those with some gaming experience) to discuss how the professional wargame community can more effectively address their needs and integrate their perspectives into game design.

I certainly hope to be at Connections 2012 next year. Perhaps I’ll see some of you there too.

*Yes, I know how to really spell Brant’s name. However, at PAXsims I think we’re going to continue the Connections tradition of getting his name and/or affliation wrong at every possible opportunity.

Live from Nairobi, it’s… simulations miscellany!

We’ve been a bit lax on posts the past few days because both PAXsims editors are currently in Kenya. One of them is doing loads of work as part of the team delivering the World Bank’s core operations course on fragility and conflict (including the Carana simulation). The other one is watching everyone else do loads of work while in the comfortable role of observer.

Selfless global humanitarians that we both are, we also found time to save most of the world from the scourge of global Pandemic, aided by Tusker beer (pic right). Note that if you live in North America and aren’t genetically immune to the “blue virus,” you might want to consider selling up and moving.

Despite that, we do have a few bits of simulation-related news:

1. Online registration is now open for the Connections 2011 wargaming conference, to be held on 1-4 August  at the National Defense University in Washington DC. You’ll also find the provisional conference agenda online too. Both Gary and I should be there. (If folks with a .gov or .mil address are having trouble with the first link, try this one instead.)

2. MMOWGLI is now undergoing a prelaunch playtest of Turn 2, when participants are asked to develop action plans to combat Somali piracy. I’m not sure whether time and a dodgy internet connection will allow me to participate, but if so I’ll try to bring you another report. Given that I’m actually 500km from the Somali border at the moment, any action plan I do develop really ought to get bonus “thumbs up,” don’t you think?

3. The Military Operations Research Society is currently holding 79th MORS Symposium (June 20-23rd) at the Naval Postgraduate School in Monterey California. There will certainly be lost of interesting wargaming and simulation stuff discussed there, but you have to be a US national with a SECRET clearance to attend. Hypothetical Canadians with a TS/SCI are right out, of course, either because Washington still secretly harbours ambitions to implement War Plan Red, and/or because they know that Brian Train and Brian McFarlane were asked to update our very own Defence Scheme No. 1.

Many thanks to USIP (while it’s still there)

We’ll have a summary of the recent NDU Roundtable on Strategic Gaming up on PAXsims in a day or two, as soon as we’ve had a chance to mentally digest all the rich discussion (which continued in the halls, over pizza, by email, and in other ways long after the event was officially finished). In the meantime, however, I thought I would post a quick thank-you to the United States Institute of Peace for acting as gracious host for the event, and for sharing their extensive experience with simulation as a teaching and training tool. Thanks are due too to the NDU Center for Applied Strategic Learning for organizing this and previous roundtables. It is always a pleasure to be in a room extracting wisdom from so many experienced professional gamers.

Unfortunately, it would appear that USIP’s very existence is once again under threat from continued budget politics in Washington. Sheesh.

After all, why would the US need a nonpartisan research and training institute that brings together expertise from the academic, military, diplomatic, aid, legal, NGO, media, business, and other communities so as to strength capacities to manage and resolve international conflict? It’s not like the US ever gets involved in counter-insurgency and stabilization operations; has global interests that span fragile and conflict-affected countries; is concerned about terrorism; is ever called upon to exercise global leadership in the face of war, humanitarian disasters or human rights abuses; has a $30b development assistance program that it wishes to spend wisely; or is the world’s top refugee resettlement country….

Side note to Rep. Mike Honda (D-Calif.), who sounded the warning in the piece linked above: don’t make this a Democratic versus Republican issue, because it is neither accurate nor very helpful. After all, the last misinformed attempt to cut USIP’s budget was cosponsored by Rep. Anthony Weiner (D-NY). And for those of you who didn’t follow the earlier debate on the issue some months ago, have a look back at Anthony Zinni’s take on it in the New York Times.)

NDU Roundtable on Strategic Gaming (24/5)

The National Defense University’s Center for Applied Strategic Learning (CASL) is pleased to announce the seventh in its quarterly series of discussions with gaming practitioners on May 24. The Roundtable on Strategic Gaming will be held at the beautiful new United States Institute of Peace building at 2301 Constitution Avenue NW, Washington, DC.

The CASL roundtable brings together gamers from the research, policy, defense, and academic communities in order to generate a professional dialogue in our field about issues relating to game design, the use of games for analytical and teaching purposes, and interesting projects in the field. Each roundtable invites a few speakers to present short, informal talks on some aspect of strategic-level games to spark discussion among the group.

In the forthcoming session, speakers will discuss some of the ways in which gaming has been applied to peace and conflict issues. Peace and conflict studies often address areas (such as counterinsurgency, post-conflict stabilization and reconstruction, humanitarian intervention, and crisis management) that are persistent challenges in the defense world as well. Given that, there will be something of interest/use to everyone in the gaming community in the presentations and the discussion that follows. In addition, we hope to use the roundtable discussion to gather input on what elements would be important to include in an introductory book on the development of games on peace and conflict issues. The book will be a project of USIP Press and represents a collaboration between USIP, NDU, and McGill University. Whether you are a longtime gamer or a newcomer to the field, your input on the book project will be extremely helpful.

Please note that attendance is by invitation only, and limited to those with professional interest in the issues to be explored. To obtain an invitation, please contact Tim Wilkie (NDU), Skip Cole (USIP), or Rex Brynen (McGill University).

missing the NDU strategic gaming roundtable?

Not to worry: Brant Guillory is live blogging it at GrogNews. It’s almost like being there, except for the wine!

NDU Roundtable on Strategic Gaming (8/3)

The Center for Applied Strategic Learning at National Defense University will hold its next quarterly “Roundtable on Strategic Gaming” on the afternoon of Tuesday, March 8.

The Roundtable is by invitation only. However, if you are in the Washington DC area and are professionally involved in simulation of peace and conflict issues, you can email Tim Wilkie and request an invitation.

What does the neophyte simulation user need to know?

In the coming months, Margaret McCown (NDU),  Tim Wilkie (NDU), Skip Cole (USIP) and I will start work on a new simulation and gaming project. Specifically, we’re planning to collectively coedit a guidebook containing practical advice on the design, implementation, and instructional use of peacebuilding simulations. The target audience would be instructors in higher education, the NGO community, and international organizations who wish to use a simulation as an experiential learning tool, but lack a background in gaming or familiarity with simulation methods. Think of it as a sort of “gaming for dummies” handbook, a resource that you might point newbies to if they’re thinking of developing simulations and integrating them into their instructional or training curriculum.

The question I would like to throw out to PaxSims readers is this: What should go into such a volume? If you were writing up such a guide, what are the key topics that you think ought to be covered? If you are an experienced user of games and simulations, what do you wish you had known earlier? If you are a gaming/simulation neophyte, what do you most want to know?

Feel free to post ideas in the comments section below—or, if you’re a member of NDU’s Strategic Gaming Roundtable forum on APAN, you can join the discussion there too.

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