Professional Gaming ? Modeling with Wargames
E160A -- An open panel discussion with audience participation, examining the state-of-the-art usage of wargames for modeling and decision support. Part of the Strategicorps event track. All ages / 50 seats. Run by Brant Guillory.
This sounded like something that might really be interesting, and since I paid for that Strategicorps ribbon so I really ought to use it. This might have been the best decision I made all week.
I arrived just as things were about to get started. With more panel members than audience, Brant decided to have us all pull our chairs into a circle to facilitate discussion. Good call Brant. Introductions ensued:
The Panel:
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Joseph Miranda (Editor Strategy & Tactics Magazine, MCS Group) 1,2,3
Maj. Michael Martin (CGSC graduate, soon-to-be PhD candidate in Modeling and Simulations at ODU in Norfolk.)
The audience (as best I recall):
Col. Ken Guillory (MLRS commanders in Desert Storm I: a man of vast military experience and father of Brant Guillory) 1
Robert Crandall (Programmer and Games Developer, Core Talent Games, Matrix Games)
Jim Snyder (Matrix Games, Lock and Load Games) 1,
Myself (DE)
Several others joined in as well, including a number of avid gamers, but I didn't get any more names.
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The following is my (pitiful) attempt to summarize some of the discussion, more-or-less stream-of-consciousness style. I will attempt to attribute comments where I can. All quotations are approximate.
BG: This discussion is intended to be about the use of games and simulation to model warefare, rather than as a training tool.
JT: The modeling process is "legitimate but not realistic.
MM: Modeling guys get good data on the physical aspects, but not data on psychological aspects. A favorite tactic: "suppression fire and sneak around" works because it distracts the enemy.
KG: (on adjudication of information) personalities matter. Not all leaders are equally about to pass on important information.
MM: Try a search on "Correlation of Forces and Means".
MC: Air Force Command structure is nearly Theater to Pilot. This is necessary because functional groups (bombers, ECCM, refueling tankers) are not based together.
[DE: the discussion turned to data representing units - like maximum road speed - and what that means]
JT: A tank platoon moves at the speed of its most confused Sergeant.
BG: Average speed means more than maximum speed (says the man who rode an abramsM1A1 tank down the road at 60+ mph!).
JT: Mission is more important than the vehicle. Recon units will be faster because that is their mission, not (entirely) because their vehicles are faster.
KG: Not the maxumum speed OR the average, but what you need when you need it.
RC: Maximums are useful for specific instances (what you need when you need it again).
MC: [drew a chart dipicting the relationship between granulatity, completeness, and interpretability in simulations, which I did not capture adequately. The essence was that you cannot have all three at the same time.]
JM: CRTs (combat results tables) based on data resresenting actual outcomes.
??: Logistics controls movement
??: "Generals study logistics"
??: different levels and aspects of simulation
??: Outcome of simulation may be affected by the agenda of those creating it.
DE: [summarizing] There was additional discussion of whether there could be a game simply about logistics [there are many examples] or if there needs to be direct conflict [something to go BOOM at the end].
JM?: [a good story on why a simulation cannot contain all possible outcomes] "Under what circumstances can a Calvary unit capture a ship at sea?" [and it actually happened!]
??: Does "resting" units get rewarded in games?
MC: [modestly described what has been called the "Caffrey Loop"] What can we learn from history that can make better games?
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The official discussion concluded, but 7-8 of us adjorned to the bar across the street. The evening concluded with several very pleasant rounds of beer, and (among many other things) a discussion of the merits of weaponized Silly-Putty (I get the strangest ideas sometimes).
I would like to thank the entire group, and especially Brant for moderating a great session.
[7/6/09 -- Thanks to the active responses of many of the panel members, I have been able to update and correct this post.]
[7/8/09 -- I now recall there was discussion of how people with particular agendas might influence the simulation results, and how this might be overcome. I commented that we were now talking about modeling the simulation process itself. At this point, Brant threatened "that if I got any more analytical, I would be require to buy the first round of beer". For the record, I bought the first round. :-) ]
[This post has been back-dated to approximately the actual time it occurred.]