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Simulation and Wargaming


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fight for Western Europe. This projected conflict had been analyzed continually for decades and both sides’ intelligence had been so well developed that, by the mid‐1980s, nearly the entire world understood how the battle on the north German plain would unfold: attack corridors, force compositions, and equipment, even opposing commanders were all known. Tom Clancy’s novel “Red Storm Rising” (Putnam, 1986) provided a realistic description of what that encounter would have looked like and demonstrated the amount of information commonly available about that potential conflict.18 Quantifying the kinetic combat capabilities of forces became the focus of the analysis that underpinned the US defense acquisition decisions, and this played perfectly into the strength of closed‐loop combat simulations.19 However, US Army analytic organizations realized that closed‐loop combat simulations could not be relied upon as the single tool needed to do analysis. While the automated decision rules allowed for the development of stochastic models that could be run numerous times to ensure there was a representative set of battle outcomes, the automation of the human decision‐making process was recognized to be too simplistic to rely on for a complete assessment of combat operations. Both the Army’s Center for Army Analysis (CAA) and the Training and Doctrine Command (TRADOC) Analysis Center (TRAC) developed analysis protocols that first used wargames to thoroughly examine different courses of action (COAs) or concepts of operations (CONOPS) before deciding on a single scheme of maneuver that was then instantiated in their closed‐loop combat simulations.20

      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.