Simulation and Wargaming. Группа авторов

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Simulation and Wargaming - Группа авторов

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adversaries. This book will discuss the current practitioner use of both wargames that investigate the human decision‐making processes and computer simulations that investigate the quantifiable aspects of combat. Our goal is to provide the reader a better understanding of how each tool brings unique qualities and attributes to bear on the assessment of the phenomenology of combat that allows our senior leaders to make better informed decisions.

      Combat simulations are categorized by the amount of human interaction required, the use of probabilistic processes and the level of war they represent. Combat simulations that require periodic human decisions are called Human‐in‐the‐Loop or H‐I‐T‐L simulations, and these are often used as computer‐hosted wargames, with human commanders or command and staff teams making the necessary decisions. Closed‐loop simulations have totally automated the human decision‐making processes in computer code and can simulate hours, days, weeks, or months of combat without any human intervention during the simulation’s execution. Simulations that will produce the same output for a fixed set of input parameters are deterministic, while simulations that have one or more probabilistic parameters whose value will be determined during the simulation’s execution using a random number seed are stochastic, which are sometimes referred to as “Monte Carlo” simulations. Simulations are also segregated by the level of war that they represent. A strategic simulation will represent an entire campaign, such as the European or Pacific theaters of war during World War II. An operational simulation will represent a specific operation that is part of a campaign, and a tactical simulation will represent some portion of an operation. In most cases, the higher the level of war, the more abstract the models of the simulation are. Most tactical simulations represent each weapon system and soldier of a unit and are called entity simulations. Many strategic simulations represent entire units, such as a company, battalion, or brigade, by aggregating the weapons systems and soldiers of a unit, and treating the unit as a single object with attributes derived by combining the attributes of the unit’s entities into a single value that represents some combat capability of the unit. In ground combat simulations, the single value assigned to such a unit is often called the “combat power” of the unit. These simulations are predictably called aggregate simulations.

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