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Название: Simulation and Wargaming

Автор: Группа авторов

Издательство: John Wiley & Sons Limited

Жанр: Техническая литература

Серия:

isbn: 9781119604808

isbn:

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      As analytic wargames began to regain some traction in the 2010‐time frame, they were attacked by combat simulation advocates. Analysts who teethed on closed‐loop combat simulations derided wargames as “a simulation of one replication” or a “sample size of one,” noting that you could not run a particular wargame multiple times, varying random variable values to generate quantitative output for statistical analysis. What they failed to understand was that a wargame’s focus is on qualitative data, decisions produced by human players, while the computer‐based closed‐loop combat simulations are focused on quantifying the attributes of a force engaged in high‐end kinetic combat.

      Some of our CCMDs have contracted out some of their wargaming requirements to make up for the lack of uniformed wargamers. This can present a challenge. Some contracting organizations have their own methods of doing a wargame; so if a command’s wargaming requirements do not quite match the method of the contracted wargaming organization, the organization may only wargame the part of the required wargame that their methods can accommodate. Most wargaming requirements are unique, and a wargaming best practice is to design the wargame around the organization’s wargaming requirement, instead of trimming the requirements of the organization to fit a predetermined wargaming method.

      Wargames have multiple points of failure. Wargames fail when the wargaming team and the sponsor do not come to an agreement of the wargame’s objective and key issues. This often occurs when the wargaming sponsor is a senior official whose subordinates are reluctant to force the official to clarify and refine the initial wargaming tasking. The best‐designed wargame can be a failure if the wargaming team cannot secure the appropriate players. Wargames can also fail if not executed properly. Keeping the players immersed in the wargaming environment, ensuring the game stays on schedule, managing the game’s adjudication and data collection, and solving the inevitable glitches that often occur require an experienced and adaptive wargaming team. Analytic wargames depend on accurate and detailed data collection, so a well‐designed wargame with the best players can still be a failure if the data collection effort is flawed. Finally, a wargame may be well designed, flawlessly executed with clear and concise data collected, and the game’s analysts may fail to conduct useful analysis.

      In conclusion, there are many more wargames being conducted since 2015 in DoD than before, thanks to the reinvigoration spawned by the Office of the Secretary of Defense’s stewardship. However, more does not necessarily mean better or useful. Wargames designed by teams with no wargaming experience or education will most likely encounter two or more of the points of failure enumerated above. If wargaming is to again become a part of the US DoD culture, wargaming education and wargaming experience must be directed and driven by DoD leadership.

      Introduction

      Closed‐loop simulations provide the means to assess the combat capabilities of a collection of entities (weapon systems and formations) given that the decision that those forces will engage in battle has been already been made. These simulations are not wargames, as there are no dynamic human decisions that impact the flow of events of the operations simulated in the computer model. While it is true that there are algorithms in closed‐loop simulations that represent some decisions that humans make in combat, they are rudimentary, IF‐THEN type of decisions.

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