Simulation and Wargaming. Группа авторов

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Simulation and Wargaming - Группа авторов

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ground combat, a system must first acquire an opponent’s system before attacking. Unlike chess, where all pieces are seen by both sides and all possible attacks can be easily identified, combat systems have to find an enemy entity before attacking. Once that entity is acquired, it can then be attacked. The acquisition process can be from the attacking system, from a third party, or from a combination of systems on the battlefield. A tank or an infantryman typically acquires its own targets to attack, where indirect fire assets such as attack aircraft, mortars, and artillery usually attack targets that have been identified by another entity on the battlefield. Once it is decided, a system will engage a target, there may be different attack mechanisms that can be employed and must be specified. Systems often have more than one weapon. A tank has a main gun and a coaxial machine gun. An infantry fighting vehicle has a 25‐mm chain gun and an anti‐tank missile. An infantryman has a rifle, grenades, and a bayonet. A tank’s main gun has different types of main gun ammunition for different purposes.

      Adjudication

      In chess, if the piece is attacked, the adjudication is simple: it is removed from the board, in essence destroyed. It does not matter what the two pieces are, a lowly pawn can attack and destroy an opponent’s pawn or its queen. In ground combat, systems can be removed from the battlefield if destroyed, but systems can also be damaged (or wounded for human “systems”). A damaged system may still be able to move and/or fire, so the amount of damage and remaining functionality of the system must be determined. Damage can be cumulative, so a damaged system can be subsequently destroyed if attacked again, depending on the attacking system and the damage that it can deliver. Damaged systems can also be repaired and returned to the battlefield depending upon the amount of damage sustained and the availability of resources needed to repair the system.

      Victory Conditions

      Summary

      Today’s closed‐loop combat simulations are useful for assessing the goodness of adding capability to a formation through use of scientific method‐like process for comparison. They cannot predict future outcomes of battle. They are tremendously more complex than chess or Go. The complex decision calculus a battlefield commander goes through that results in forces maneuvering and attacking is greatly simplified to IF‐THEN types of decisions. In summary, closed‐loop combat simulations are good at comparing different force options given the assumptions and simplifications are known and acceptable.

      In other literature, you will be able to find comparisons of wargames and computer‐based combat simulations with lists of attributes and an assessment of which of the two tools is “better” vis‐à‐vis a particular attribute. This is a false dichotomy. Wargames and combat simulations are two different tools that are designed to produce two very different types of outputs. Wargames are used to investigate the human decision‐making process and are not the primary tool to be used for making quantitative assessments or comparisons. Combat simulations are used to quantify the differences in forces, often using the scientific method process, but have little utility to investigate the human decision‐making processes. Professional analytic agencies have recognized the utility of both tools and have often used a combination of tools to produce a more thorough and complete study of the phenomena of combat. This process can be described as “campaign analysis.” The process of designing a campaign analysis is described by Kline, Hughes, and Otte:

      The realization that a campaign is a series of engagements or many small engagements that create a larger effect reinforces the realization that Lanchester made studying the battle of Trafalgar, and the conclusion that the CARMONETTE mathematical modelers came to about half a century after Lanchester: applying a closed‐form computer simulation to combat should only be done for small, short engagements, because the human decision‐making is such an important element of combat that to ignore it and presume that algorithms alone could accurately model the complexity of a campaign of modern combat’s decision processes is pure folly.

      Notes

      1 1 DoDI 5000.61 “DoD Modeling and Simulation (M&S) Verification, Validation, and Accreditation (VV&A)” December 9, 2009 w/Change 1, October 15, 2018, p.10.

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