Monday, August 4, 2008
Nuclear War: Iran vs. Israel
Friday, July 25, 2008
Wargaming Fourth-Generation Warfare
The paper includes a fairly full description of the development of the idea of fourth-generation warfare as a way of distinguishing the way armed conflict occurs in the modern world from previous kinds of war (e.g., Napoleonic, WW1, WW2). This is the sort of thing that one hears a lot about in security studies, but perhaps not as much elsewhere. Regardless, at its core, fourth-generation warfare is a way to think about the way changes in technology and the phenomenon of globalization, among other factors, have fundamentally altered the environment in which conflict takes place. In a broad sense, this shift is relevant to disciplines far removed from security studies, which makes this paper useful outside of the military or political-military context.
Some of the hallmarks of fourth-generation warfare are the increased importance of non-state actors (clans, terrorist organizations, corporations, criminal organizations, etc.), a related loss of the nation-state's presumed monopoly on violence, and a diminution of traditional distinctions between combatant and non-combatant. The paper describes these shifts in terms of increased asymmetries of worldview, purpose, actions, and means between the relevant world actors, which is not how I have previously conceptualized fourth-generation warfare, but which sets up a useful framework for considering how to model the phenomenon in a game.
The authors address the basic question of gaming fourth-generation warfare: how do you build a game that integrates vastly different worldviews on the part of the opposing sides? The goals of the various relevant actors might be so diverse that their very perceptions of the "battlefield" might be incompatible. Designing a game in which the setup, goals, and options available to each actor allow (and encourage) the expression of each actor's distinct worldview is a huge challenge. As the authors suggest, it basically means designing multiple games, each from the perspective of one of the actors, and finding a way to accommodate or merge them together.
This is a fascinating paper. Presumably there has been more research along these lines at CNA and the Naval War College, since fourth-generation warfare appears to be here to stay, and with it the thorny problems of designing games with it in mind.
Thursday, July 24, 2008
Virtual environment for distributed seminar-style wargames
What's missing, according to Major Kyle Burley, a staffer at the Army War College, is a game that simulates decision-making at strategic levels -– something to help make better generals. He calls it "a first-person thinker."
Today Burley uses a moderated, text-based game that simulates top command during an imaginary Second Korean War. Essentially, the game is just a series of chat rooms where colonels hash out potential command decisions, and a moderator decides whether they’re good decisions or not. What Burley wants is an "immersive" game with a live 3D environment and avatars for the players. "Ideally, we would have a virtual, online, Web-access roleplaying environment which allows students to be an avatar [that] probably looks much like the student, and they're given a skin like in Second Life that is equivalent to their position, and they go into different moderated rooms and talk to fellow roleplayers that are in that scenario."
It's unclear from the post whether the actual conduct and structure of the game would change much, but if this makes strategic-level gaming more accessible or the necessary suspension of disbelief easier to achieve, that could be a big step forward for this sort of distributed game.
Thursday, July 17, 2008
Center for Naval Analyses
An Introduction to Wargaming and Its Uses and Wargames, Exercises, and Analysis
Two short papers from the mid 1980's, these provide a good basic introduction to the terminology and the concepts that the military (particularly the Naval War College) applies to wargaming. Most notably, in both cases, wargames are presented in the context of other types of analysis. These papers also demonstrate the way that strategic-level political-military games (of the type this blog spends the most time considering) are viewed as one segment of the broader wargame genre. I found that seeing this sketched out helped me better understand the approach that some military and defense sources take when discussing these pol-mil games.
Wargame-Creation Skills and the Wargame Construction Kit
This paper and accompanying kit are not a complete course in wargame design, but they do lay out some of how the Naval War College approached creating such a course. Some of the material was deleted when the report was declassified, so the kit is no longer a complete wargame in and of itself, but I found a lot of useful ideas in both the report and the kit.
Game-Based Experimentation for Research in Command and Control and Shared Situational Awareness and Gaming and Shared Situation Awareness
These papers describe two series of experiments conducted using a simple computer game (called SCUDHUNT) to measure the degree to which players developed a common mental model of their operational environment. The focus of the game is tactical/operational rather than strategic, but the approach represents a new and fascinating way to study fundamental questions of perception, decision-making, leadership, and other issues, all of which have great relevance when considering human action at any level. In addition to the practical military consequences of understanding shared situational awareness, it seems to me that a better understanding of how these shared mental models are formed (or not formed) would help game designers address the fact that different participants in a game (particularly a large one) will have very different experiences, which could lead to vastly different conclusions being drawn. I don't know if anything has come of the authors' proposal for a game-based laboratory to apply this sort of technique, but I hope something will.
Monday, March 3, 2008
Cyber Storm II
During the second week of March, nine states, four foreign governments, 18 federal agencies and 40 private companies will participate in Cyber Storm II — a weeklong simulation designed to better prepare the players for cyberattacks. DHS, FBI and the Defense Department are among the federal agencies that will participate....
A source familiar with the planning of the exercise said that this year’s simulation exercises could include elements of organized crime, terrorism or a hacking attempt driven by political goals.Hopefully there will be more information available about the exercise sometime soon. Presumably they will caution participants before the exercise about not mounting attacks on the computers running the simulation, to avoid a repeat of last time.
“We are looking at a more sophisticated scenario this time around,” he said. “It’s going to be quite an event.”
Sunday, February 24, 2008
Cyber Storm
Apparently, the game referees had to stop (overzealous?) participants from trying to hack the system the exercise was being run on:
In the middle of the war game, someone quietly attacked the very computers used to conduct the exercise. Perplexed organizers traced the incident to overzealous players and sent everyone an urgent e-mail marked "IMPORTANT!" reminding them not to probe or attack the game computers."Any time you get a group of (information technology) experts together, there's always a desire, 'Let's show them what we can do,'" said George Foresman, a former senior Homeland Security official who oversaw Cyber Storm. "Whether its intent was embarrassment or a prank, we had to temper the enthusiasm of the players."
The comments on this page have an interesting discussion of this incident, with some back and forth about whether this type of action should be allowable in the context of a game/exercise. A wargame called Millennium Challenge 2002 is referenced early in the discussion. Millennium Challenge '02 was a large-scale wargame conducted in 2002, pitting the U.S. against an unnamed Middle Eastern military. It achieved an unusual degree of notoriety for a wargame because the commander of the "Red" forces used several unconventional tactics to exploit weaknesses, which resulted in massive damage to the "Blue" fleet as it entered the Persian Gulf. The exercise was halted, and the Blue losses were "re-floated," causing some to cry foul. The Red commander himself said that the game was "fixed." The game has been in the news again lately after Iranian speedboats approaching U.S. Navy ships in the Persian Gulf recalled the tactics used in the game to devastate the Blue fleet (though the success of the tactic in the wargame was apparently predicated on a massive number of speedboats, cruise missiles, and other attack vectors making a simultaneous assault to overwhelm the capacities of the warships to track them and respond).
This comment (in the aforementioned discussion of the Cyber Storm exercise) in particular seems to get right at the issue:
My point is just that a particular wargame has a purpose. It's usually not run to find out who's the best or cleverest solider/commander/unit/force, even if that's what some of the participants want it to be. If the real purpose is damaged by people trying to figure out how to change the intended parameters of the game in order to "win", then players shouldn't be doing that.
In particular, I'd say that you shouldn't be trying to exploit the limits of the simulation. Hypothetically, suppose that you're supposed to be learning (among other things) how to deal with poor communications, so your radios have been jiggered to make them unreliable, or else the enemy can listen in, or something. I have no idea whether that's a plausible wargame, but just suppose.
Now, suppose you decide to adapt to your comms problems by using couriers. Fair enough, you'd think, but if the people designing the game didn't think of that, then their wargame might well not account for snipers either. Then all you've achieved, other than "winning", is to show that couriers are great if your opponent can't do anything about them.
That doesn't prepare you for a real war - obviously modern forces do have snipers, and your couriers would have a great deal more difficulty operating in a warzone than they did in the simulation. You've made the scenario be about couriers and snipers, when it was designed to be about something else (strategies that are robust against broken communications, maybe).
I agree that couriers should be considered in future planning, but if the consideration is, "they wouldn't last five minutes out there", then there's not much point allowing them in the simulation.
Of course for the Millennium Wargame, one accusation was that the envisaged scenario was a sweeping Blue victory no matter what Red did, with no intention to discover anything about real war. But such a "politically motivated" ruling, if that's what it was, doesn't detract from the fact that in general, wargames might have a reasonable purpose, and might need to use "unrealistic" restrictions to achieve that purpose.
I had initially intended for this post to go further into the whys and wherefores of things like "refloating" in the midst of a wargame, but so much has been written about Millennium Challenge 2002 over the years that I haven't finished going through it, much less finished thinking about the issues it presents. There have been a few blog posts this year that have been especially good at identifying the underlying issues. Yet another thing I'll have to come back to in a future post....
Terminological issues in a related field
UPDATE: This topic was the subject of the keynote address to the recent Serious Games Summit:
As a specific concept, serious games have been drifting around the design sphere since at least the turn of the millennium. Yet for all the hype, and all of the yearly GDC conferences on the subject, the theory has had some trouble gaining traction as more than an academic or industrial curiosity.See also here, which has a link to the slides Sawyer and Smith presented (here). None of this directly addresses political-military gaming, free-form gaming, or any non-computer-based gaming at all, but the questions and problems raised are relevant.
According to Ben Sawyer of Digitalmill and Peter Smith of the University of Central Florida, some of the problem in the serious games movement is a general haziness as to exactly what serious games are, and are for.
Sawyer and Smith observe that the traditional view of serious games is vague exactly because of its specificity. “Often when we see people talk about serious games, we see them talking about them in a sort of narrow way,” Peter Smith mused.
Yet, at the same time, “Everyone has their own name for what serious games should be called. When they’re using these terms, they’re still talking about serious games… It’s not that these words are wrong. It’s just, they’re trying to categorize things. And there’s nothing categorical about any of these names.”
Saturday, February 23, 2008
The Pentagon, global warming, and the problem with reporting on gaming and scenario-based planning
Now the Pentagon tells Bush: climate change will destroy us
· Secret report warns of rioting and nuclear war
· Britain will be 'Siberian' in less than 20 years
· Threat to the world is greater than terrorism
Pretty scary sounding stuff. And coming from the Pentagon? That seems to give it even more credibility. But this incident is a pretty good example of a real problem that can affect gaming and other scenario-based forms of strategic planning. From the text of the article:
I haven't read the report itself. It does not appear to be available beyond the snippets contained in press coverage. But several points about the above quote should stand out, and have been completely lost in the coverage. First, Peter Schwartz is best known for his work on scenario-based planning, as I mentioned here when discussing his book, The Art of the Long View. I don't know anything about Doug Randall, but I believe the Global Business Network where he works was started by Schwartz after he left Royal Dutch/Shell. That, and the language in the next paragraph about the "imminent scenario of catastrophic climate change" suggest that the report itself was written as a form of scenario-based planning document, probably along similar lines to the sort of thing found in Schwartz's book.Climate change 'should be elevated beyond a scientific debate to a US national security concern', say the authors, Peter Schwartz, CIA consultant and former head of planning at Royal Dutch/Shell Group, and Doug Randall of the California-based Global Business Network.
An imminent scenario of catastrophic climate change is 'plausible and would challenge United States national security in ways that should be considered immediately', they conclude. As early as next year widespread flooding by a rise in sea levels will create major upheaval for millions.
If that is the case, the press is getting the story very wrong. A scenario, in this process, is a tool for considering possible futures and open planners' eyes to potential shifts away from their main-line analysis, not for predicting specific events. By considering multiple plausible scenarios, the planning organization can work to be prepared for any one of them, and can get a better understanding of how certain actions that seem desirable in one scenario might prove problematic in another. These scenarios are researched and detailed, but are not scientific documents or predictions, and it is wrong to present them as such. They are, in the words of the book's introduction, "designed (one hopes) to bring forward surprises and unexpected leaps of understanding." They are also generally presented in groups, so that the planning organization can look across different plausible futures.
So, what does that mean for this report? It sounds like the events picked up on by the Guardian/Observer were part of one particular scenario within a broader document. Certainly, the point of the report might have been that there needs to be some serious consideration given to the potential for disasters like the ones in the scenario, but that's a far cry from saying that these specific things will happen. Things like them could happen, and it behooves any huge organization engaged in long-term planning (such as the Pentagon) to consider what the actions they take today would look like in a variety of futures, including one in which climate change effects dramatic shifts on world security concerns. That seems like a reasonable statement. But that's not the story the press told in this case.
This highlights a concern that could arise in the context of gaming out possible futures, or in other efforts to use scenario-based planning. It can be important to consider the extreme case, and looking for radical discontinuities and unexpected shifts is difficult work, so a process involving scenario-based planning could produce plenty of dire-sounding projections that might be reported as forecasts rather than what they really are: parts of a larger project of strategic planning. This lack of context is a problem, because it might inhibit the use of these helpful planning tools for fear of leaks or bad press. It's important for the Pentagon and the rest of the national security community to be open to multiple possibilities about the future, and this is an effort that should be encouraged. This is not to say that I think there's a simple fix here; it's natural for the press to jump on things that seem controversial or explosive, but it might be just that kind of controversial scenario that is necessary to promote a better understanding of the deep uncertainty that surrounds the future. This seems like a genuine problem for this kind of planning effort.
Sunday, February 17, 2008
The Global War Game at the Naval War College
Beyond these summaries of the early games, few articles or other accounts have been published dealing with the Global War Games, particularly the later games. One of the few I have seen so far is Kenneth Watman's article on Global 2000. Watman was the head of war gaming at the Naval War College.
This post from an arms control blog last year is an indication that potentially useful insights might still be available from these games, which is why it is fascinating to me that no one has written a systematic review of the later years. The review of the second five years, mentioned above, was published in 2004, which suggested a new interest in studying the games, but nothing more has been forthcoming.
Saturday, February 16, 2008
Thesis: Decision-Making and Gaming
The Application of Decision-Making Theories to Free-Form Gaming
Comments and questions are very welcome.
(Google Documents seems to have done something strange to the footnotes. Anyone who is interested can email me or leave a comment and I'll send a file in .pdf or .doc format directly.)