Research for War Games

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December 1, 2004
The U.S. Naval War College (NWC) is developing an elective course on wargaming theory and practice, the first session of which will be in the fall of 2002. This course is designed to elicit ideas for the advancement of the art and science of wargaming, particularly elements of wargaming that address current operational problems. The NWC asked CNA to support their development of this course by analyzing the skills important for creating wargames, and comparing those skills to the training content of the elective course. In addition, they asked us to develop a wargame construction kit (WCK) for use in the course. This kit was intended to provide students with a baseline and framework for practical exploration of the processes of creating wargames. Our analysis of the skills associated with the creation of wargames identified six critical skills: perspective, interpretation, research, analysis, creativity, and asking questions. This report also characterizes the different levels of skills that wargame creators might possess. The Wargame Construction Kit (WCK), included in this paper, has the potential to play a useful role in the exploration of wargame concepts and how to implement them practically. The WCK was designed as an operatuinal-level distillation.
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November 1, 2000
The Defense Advanced Research Projects Agency (DARPA) is interested in exploring key factors that affect how teams, particularly distributed teams, develop what is called shared situational awareness (SSA) in an operational environment. The DARPA Program Manager for the Wargaming the Asymmetric Environment program asked CNA to address these issues, with subcontracting support from ThoughtLink Incorporated. The focus of the project was to demonstrate how wargaming could be used as a testbed for conducting experiments to explore these key factors in team SSA. The approach centers on the use of a simplified, though not quite abstract, game that allows us to tailor its design and mode of play to focus on the specific research items of interest. In the case of SSA, we designed the game so that the bulk of the operational task faced by the players lies precisely in building a shared picture -their SSA-of their operating area. This approach removes much of the potential confounding between SSA and game-playing skill, a problem that can be associated with measuring a team's performance in a game primarily by measuring its success in performing a specific operational game task (such as winning the game). This paper summarizes our survey of SA and SSA research, and describes the game we used as our testbed, and outlines our experiment and its results. We conclude by discussing what we learned and speculating on where our research could lead.
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November 1, 2000
The Defense Advanced Research Projects Agency (DARPA) is interested in exploring key factors that affect how teams, particularly distributed teams, develop what is called shared situational awareness in an operational environment. The DARPA Program Manager for the Wargaming the Asymmetric Environment program asked CNA to address these issues, with subcontracting support from ThoughtLink Incorporated. The focus of the project was to demonstrate how wargaming could be used as a testbed for conducting experiments to explore these key factors in shared situational awareness. The concept of "shared situational awareness" which underlies some recent ideas about the organization of military staffs, is elusive and ill-defined, and does not lend itself easily to traditional scientific evaluation. Nevertheless, this paper composes a systematic definition and develops objective approaches to studying the process by which "shared situational awareness" (SSA) arises.
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June 1, 1999
This paper summarizes phase 1 development of an agent-based interactive game called SimNavy. The purpose of the game is to teach users through simulated experience how best to manage the Navy's resources in order to reach operational objectives. This paper provides a description of the SimNavy concept and the role CNA could play in its future development.
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February 1, 1997
As part of an effort to improve their ability to operate together in peacetime, crises, and war, the French Navy and the U.S. Navy have held a series of war games to explore interoperability issues over the coming decade. In May 1996, the two navies continued this effort in a war game held at the Naval War College in Newport, Rhode Island. This war game, OBJECTIVE ALLIANCE 96, challenged the players to explore interoperability issues in a contingency operation in the year 2005. The game focused on sea-based aviation operations and the use of naval aviation for combined power-projection operations. In addition, the game examined the challenges of operating at the highest level of interoperability (combined as opposed to coordinated or independent operations). This research memorandum reviews OBJECTIVE ALLIANCE 96 game play and player recommendations, compares OBJECTIVE ALLIANCE 96 with the 1994 French Navy-U.S. Navy war game, and provides a set of analytical judgments based on the game play and discussions.
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March 1, 1987
This paper describes some of the important elements of wargame design, development, and play. Wargame design is the art of creating a warfare model or simulation to be used in wargaming; wargame development is the process of testing and refining that model to make it more effective in achieving its objectives; and wargame play is the exercising of the model by becoming an integral part of it.
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February 1, 1986
The major roles of wargames, exercises, and analysis are outlined in this memorandum. Their interrelationships are examined and some of the ways they can complement each other in the study of the Navy's warfighting capabilities are also defined.
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October 1, 1985
The nature of wargaming and its uses in exploring defense issues is discussed in this paper. It is the first in a series of papers written to help wargame designers, players, analysts, and decision makers at all levels to better understand and exploit wargaming.
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November 1, 1984
This paper defines wargaming and briefly discusses its major characteristics and uses in exploring defense issues. It describes the different levels of wargame play and how wargames may be most appropriately employed. It concludes by comparing wargaming to systems and campaign analysis, showing how, despite some similarities of form, campaign analysis and wargaming are distinctly different approaches to addressing defense problems.
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June 1, 1974
The CNA 50 Nuclear Exchange Model is a war game model based on the CODE 50 Model produced by the Lambda Corporation. It permits a 3-strike exchange between 2 opponents. Each of the first 2 strikes may be either counterforce, countervalue, or a mixture of counterforce and countervalue, as desired. The third strike is always a countervalue strike. The assignment of weapons to targets in each strike is made in an inner calculation, using a Lagrange multiplier method. The calculation procedure for CNA 50 is presented as the step by step logical sequence of equations and operations that are necessary to control the data and to calculate the desired parameters. Flow charts and a listing of the associated computer program are included. See also CRC 128 & CRC 132.
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