Wednesday, March 11, 2009
Pirates, yellowcake, and the press at Patterson
Monday, March 9, 2009
Pre-mortems and the Day After Game
Simple and elegant. So much so that there isn't much written about it online. How much more is there to say? Kahneman himself discusses the pre-mortem in this video interview (the whole discussion is worthwhile, but the pre-mortem section starts with about 12:38 remaining). As one commenter paraphrased part of Kahneman's argument:'I learnt a great idea from a friend of mine, Gary Klein. He recommends what he calls a 'pre-mortem'. It's a very clever idea. You get a group of people who have made a plan, it's not completely final, but they have a broad plan. And then you bring them together for a special session, 45 minutes is usually enough. You tell them, take a sheet of paper and now imagine the following: a year has passed, we have implemented the plan and it is a disaster.
'Now, write down on that sheet of paper what happened. Why did the plan turn out a disaster?
'It's a brilliant idea. Because you have a group of people who are now encouraged to think of difficulties and problems with the plan. And that solves the problem of legitimising dissent very elegantly, and it's easy to implement.
In organizations where the members are competitive, you expect people to think quite hard about the flaws in the idea and what could go wrong. In a room of twenty people you might expect three or four new ideas that can be used to readjust and improve the proposed plan of action.The whole concept of the pre-mortem reminds me of a type of game that RAND developed called the Day After Game. This is a much more structured exercise than a pre-mortem, but a pre-mortem seems limited to considering specific plans that are already well-developed, while the Day After Game can be applied to more general problems or issues. The Day After Game is divided into three periods. In the first period, participants are confronted with an unfolding crisis and asked for their response. In the second, the "day after" (hence the name of the technique) the crisis hits is explored, with the consequences mapped out and the effectiveness (or more likely ineffectiveness) of the measures proposed in the first period considered. But it's the third phase that really separates the Day After Game from other crisis exercises, because then participants are asked to step back to before the crisis event and consider what could have been done between the present day and the hypothetical future date of the crisis in the first period to improve the likelihood of mounting an effective response. By considering the severity of the day after, it becomes a mechanism for focusing attention on the "day before." In this respect, the Day After Game is a means of generating "prospective hindsight" in a similar fashion as the pre-mortem exercise.
This methodology was originally developed as a means of surveying the Washington policy community by running a series of games with many repetitions, in an attempt to identify the major schools of thought about policy alternatives that would likely dominate discussion in Washington in the near term. Over time it seems to have evolved into something more focused on generating "prospective hindsight." The RAND report on the first use of this technique (examining nuclear proliferation) is available for free in .pdf format in three volumes. One other Day After Game report (on cybersecurity) is publicly available as well. There is a good description of the methodology followed in each report. RAND has apparently used the technique in a number of other contexts, as well.
I'm a little surprised that this type of game hasn't made many inroads (to my knowledge) into academic or classroom settings. It's a simple enough concept. There isn't any strategic interaction, since Day After Games are run with all the participants responding as a group to the scenario, but that's part of what makes it easier to execute.
Monday, August 4, 2008
Nuclear War: Iran vs. Israel
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....
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, March 24, 2007
Hanley: On Wargaming
Unfortunately, this dissertation is not available online. It might be difficult to get a hold of via interlibrary loan, as well. I had to order it from the University of Michigan's dissertation express site, and have it printed from microfilm and shipped to me. But for me it was worth it, and I highly recommend this dissertation to anyone serious about studying pol-mil gaming.
Particularly helpful are Hanley's chapters analyzing the Naval War College's Global War Game from its debut in 1979 through 1990. I'll write some more about the Global War Game soon. Hanley provides a lot of information about how the games were organized and structured, what the critiques at the time were, and how the objectives of the games changed over time. This is in contrast to most publicly available game reports, which often focus on substantive results rather than the methods employed during the game. This can be a major frustration for those of us who would like to learn more about the way these tools are employed. There is much, much more to this dissertation, which will hopefully show up from time to time as I go forward with this blog.
The only journal article to cite Hanley's dissertation, as far as I can tell, was Robert Rubel's piece I discussed here. To date, it appears that no one has cited the Rubel article in a journal. In part, both Hanley's dissertation and Rubel's article aimed at starting a certain type of conversation about epistemology and methodology within the gaming community. That doesn't seem to have happened yet, at least not in magazines and journals. Why is that? I have some thoughts, but I'll save them for another time.
Thursday, March 15, 2007
Lempert and Schwabe - Transition to Sustainable Waste Management
This paper provides a detailed look at the way a model can provide the structure for a game, as well as showing the value added that gaming out a model can produce.
Friday, March 9, 2007
CIA "red team" exercise on Iraq
Thursday, February 22, 2007
Desert Crossing
There were a number of mentions of Desert Crossing in the press when the documents became publicly available, as well as some attention from the blogosphere. Many of these comments were directed specifically at the number of troops the game participants assumed would be necessary to occupy Iraq, in contrast to the number that were actually used four years later. But the game is much more interesting than a simple question of troop numbers, and the troop number issue is a bit of a red herring compared to the broad insights that emerged from the game. The game was run to identify problem areas for future consideration, which it did. Despite the fact that the scenario was largely directed at internal Iraqi events that might require/precipitate an American intervention (rather than dealing with the sort of invasion action actually undertaken by the US), the interagency group of participants produced a list of challenges the US would face that looks fairly prescient, given current events. Unfortunately, the exercise itself never made much of an impact. In 2003, when the then-retired Gen. Zinni called CENTCOM to recommend that they look at Desert Crossing again, they didn't know what he was talking about.
The point is not that the game predicted anything. Games don't predict very well, and generally should not be used for that purpose. What Desert Crossing did was bring together the right group of people in the right setting with the right procedural setup to allow them to thoroughly examine the right questions. But Desert Crossing is also an example of the difficulty of assimilating the results of such a game into an organizational context.