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Technology, Simulations, and Wargames: What Lies Ahead

Computer wargames cannot be fully analyzed without scrutinizing the video game systems that power them. The technology that drives these video game systems has transformed dramatically over the past 10-15 years. Initially, leaps in computational power allowed players to control and manipulate hundreds of units and perform an array of functions, as demonstrated in the earliest versions of the Harpoon computer simulation. Subsequently, the graphics behind these games experienced multiple breakthroughs that range from three dimensional features to advanced motion capture systems capable of detecting even the slightest facial animations. Eventually, game consoles and PCs reached the point where they could combine this computational complexity with stunning visuals into a single, effective simulation. Simply, these systems have evolved at a rapid rate.

Yet, as we near the midpoint of the second decade of the 21st century, it is important to ask “What’s next?” What future technologies will impact the design of military simulations? After reaching out to a variety of gamers, there are two technologies that CIMSEC readers should look forward to: 1) virtual reality (VR) headsets, and 2) comprehensive scenario design tools with better artificial intelligence (AI).

Virtual Reality Headsets—A Gamer’s Toy or Useful Tool?

VR headsets are by far one of the most anticipated innovations of the next few years. Gamers are not the only individuals excited for this development; Facebook’s $2 billion purchase of VR developer of Oculus VR and Sony’s Project Morpheus demonstrate how VR is a potential revolution. For those unfamiliar with a VR headset, it is a device mounted on the head that features a high definition display and positional tracking (if you turn your head right, your in-game character will turn his head right simultaneously). When worn with headphones, users claim that these headsets give them an immersive, virtual reality experience. One user describes the integration of a space dogfighting game with a Oculus Rift VR headset below:

The imagery is photorealistic to a point that is difficult to describe in text, as VR is a sensory experience beyond just the visual. Being able to lean forward and look up and under your cockpit dashboard due to the new DK2 technology tracking your head movements adds yet another layer of immersion…I often found myself wheeling right while scanning up and down with my head to search for targets like a World War II pilot scanning the sky…The level of detail in the cockpit, the weave of the insulation on the pipes, the frost on the cockpit windows, the gut-punch sound of the autocannons firing, every aspect has been developed with an attention to detail and an intentionality which is often missing in other titles.

An Oculus Rift headset
An Oculus Rift headset

Even though VR headsets strictly provide a first-person experience, they can still play a serious role in military simulations and wargames. At the tactical level, VR headsets can supplement training by simulating different environments custom built from the ground up. For example, imagine a team Visit, board, search, and seizure (VBSS) team training for a situation on an oil rig. Developers can create and render a digital model of an oil rig that members of the VBSS team could explore with the assistance of VR headsets in order to better understand the environment. In addition to supplementing training, VR headset technology could potentially be manipulated to enhance battlefield helmets. Although this concept is many years away (at least 15), readers should think of the F-35’s Distributed Aperture System for pilot helmets; even though this helmet currently faces development challenges, it demonstrates how a VR system can track and synthesize information for the operator. Essentially, the first-person nature of VR headsets restricts their application to the technical and tactical levels.

Better Tools: Enabling the Construction of Realistic Simulations

Although not as visually impressive as VR headsets, the ability to design complex military scenarios that will run on even the simplest laptops is an exciting feature that many spectators disregard. Many wargames are often judged by their complexity. When crafting scenarios, designers ask “Does the simulation take account for _______, what would ________ action trigger,” and other similar questions that try to factor in as many variables as possible. Their answers to these questions are programmed into the simulation with the assistance of a variety of development tools. Within the next decade, the capabilities of these tools will increase significantly and ultimately provide developers the ability to craft more comprehensive military simulations.

Since these technical tools can be confusing, I am going to use a personal example to demonstrate their abilities. In a game called Arma 2, a retail version built off the Virtual Battlespace 2 engine, I designed a scenario inspired by Frederick Forseyth’s famous novel, Dogs of War. Human players would assault an African dictator’s palace defended by units commanded by AI. Using the game’s mission editor, I inserted multiple layers of defense each programmed to respond differently. The AI had multiple contingency plans for different scenarios. If the force was observed in the open, aircraft would be mobilized. If certain defending units did not report in every 15 minutes, then the AI would dispatch a quick reaction force (QRF) to investigate. If the dictator’s palace was assaulted, his nearby loyal armor company would immediately mobilize to rescue him. These are just a few examples but illustrate how I was able to detail multiple different scenarios for the AI. Yet, the mission was not completely scripted. When the AI came into contact, it would respond differently based on the attacking force’s actions; during testing, I witnessed the dictator’s armor company conduct a variety of actions ranging from simply surrounding the city to conducting a full assault on the palace using multiple avenues of approach.

The Arma 2 Mission Editor
The Arma 2 Mission Editor

When considering the complexity of the above scenario, it may appear that extensive programming knowledge and experience were required. The astounding fact is that this is not the case because of the system’s mission editor (I do not know how to program). Yet, after spending one weekend building this scenario with the system’s editor, I was able to craft this comprehensive scenario. In the future, we will witness the development of tools and AI systems that allow for the construction of more detailed military simulations.

Conclusion

We have identified two technologies—VR headsets and more comprehensive simulation design tools—that will rapidly evolve throughout the next several years. Yet, the challenge is not the development of these technologies, but determining how to effectively harness their power and integrate them into meaningful, military simulations that go beyond ‘pilot programs.’ Even as these two technologies improve, they will not substitute for real-world experience; for instance, VR headset users cannot feel the sweat after a long hike and scenarios cannot to be customized to fully depict the active populations in counterinsurgency simulations. Nevertheless, as technology improves and is better leveraged, the utility of military simulations will only increase.

Bret Perry is a student at the Walsh School of Foreign Service at Georgetown University. The views expressed are solely those of the author.

Nordic NATO Nominees

Until recently, it was hard to imagine Sweden joining NATO. With long traditions of neutrality, Sweden and Finland had distanced themselves from the main military centers of Europe. The reason for neutrality is succinctly explained in the introduction to the book Navies in Northern Waters 1721-2000: “The present situation is a further illustration of the long-standing conflict between the legal and power-oriented approaches to disputes in the region,” with the Swedes and Finns aligned with the former. In 1994 Sweden joined Partnership for Peace (PfP) as a framework to cooperate with NATO. Still insisting on its place as a militarily non-aligned country, the Swedish Mission to NATO states that “by participating in PfP, Sweden wishes to contribute to the construction of a Euro-Atlantic structure for a safer and more secure Europe.”

Public Swedish support for joining NATO remained limited, with about 50% against as of mid-April, but supporters of this idea increased their share from 17% to 29% last year alone. In the same article we find important opinion of Finland’s Prime Minister Jyrki Katainen who said “that both Finland and Sweden should consider joining Nato when the time is right.” A small Finnish step in this direction is that this year the nation agreed to a Memorandum of Understanding with NATO, while Sweden and Finland are increasing military cooperation with each other under a landmark pact. So what caused both Nordic countries to begin reevaluate their positions? Prof. Mearsheimer in his book The Tragedy of Great Power Politics wrote:

When a state surveys its environment to determine which states pose a threat to its survival, it focuses mainly on the offensive capabilities of potential rival, not their intentions.

Living near mighty military power means that one lives in a state of permanent insecurity, so what one hopes for are benign intentions. The war in Georgia ignited doubt about one particular neighbor, but Ukraine has forced caution to give way to fear. If one can’t hide by flying “under the radar” of a big power, then what remains is to ally with another power. Appeasement doesn’t have a good track record during Europe’s last 100 years. But as Jan Joel Andersson explains in the Foreign Affairs article “Nordic NATO,” both countries need public buy-in for the solution before joining the Alliance. Although skeptical, Scandinavians seem to slowly appreciate this path and support for the idea is growing. The article lists good arguments, both political and military, for Sweden and Finland to join NATO from the Alliance’s perspective. In fact, this would be a geostrategic loss for Russia, greater probably than the gain of Crimea. From a purely military point of view, the following excerpt is critical for understanding the regional stability the additions would aid:

Even more important, Sweden and Finland’s formal inclusion in the alliance would finally allow NATO to treat the entire Arctic-Nordic-Baltic region as one integrated military-strategic area for defense planning and logistical purposes, which would make the alliance much more able to defend Estonia, Latvia, and Lithuania against Russia.

It’s worthwhile to take a look at a map, especially to highlight the maritime and naval aspects of this story.

BalticInfographic_001

In the current situation, the Baltics represent a relatively narrow strip of land, lightly defended and not offering defense-in-depth. Any sustained reinforcements could come only from sea, which would require sea control. The main NATO naval forces would likely operate from bases in Germany and Swinoujscie in western Poland, as Gdynia and Klajpeda could be put at risk by ground operations. Although it would be possible to organize a successful blockade of any opposing naval forces using the Alliance advantage in submarines, light surface forces would have tough time overcoming land-based air forces and coastal batteries. Using Adm. J.C. Wylie’s terminology, the geography of the region strongly favors sequential warfare on land instead of cumulative naval warfare for which there would be no time assuming the desire to defend the Baltics.

Swedish access to NATO would alter these considerations significantly, bringing a few additional benefits to the more-realistic defense of the Baltics:

  • Norway would no longer be an “isolated” NATO member, as its depth of defense increases.
  • Baltic Sea control could be achieved and maintained by local navies with limited support from the United States.

There are two other aspects to consider, however. For Finland, Sweden’s joining NATO would only increase its isolation as the only neutral country in the region. The preference for a sequential land warfare strategy would expose Finland for greater risk. The situation would not be so different from that of the Black Sea. Therefore the best would be a common decision of both Sweden and Finland, even if it complicates matters.It is difficult to imagine synchronization of political willingness in such sensitive area, but growing cooperation between Nordic countries could be helpful. Nordic Defence Cooperation initiative, including Sweden, Finland, Norway, Denmark and Iceland, although mostly focused on military efficiency includes already mix of NATO and EU countries, and active participation of both Finland and Sweden with NATO lower technical barriers of access. The key point remains public support for such idea, but as it was mentioned already, such support and acceptance seems to slowly grow.

8643086211_cef286772e_zAnother issue is the opportunity to evaluate/reevaluate the concept of the U.S. Navy’s littoral combat ship (LCS) and/or its successor in the Baltic Sea security environment. Two different scenarios including Nordic countries offer very different operational possibilities. In today’s state of things, the LCS lacks offensive power of anti-ship cruise missile (ASCM). Meanwhile, pondering anti-air defense leads to the dilemma the best defined by Swedish designers of the Visby corvette – “invincible or invisible”. However, in the case of the Nordic countries belonging to NATO, LCS’s anti-submarine warfare (ASW) and mine counter-measure (MCM) capabilities would be very much appreciated. In the May issue of the U.S. Naval Institute’s Proceedings, Adm. Walter E. Carter offers some remarks on future forces in his article “Sea Power in the Precision-Missile Age:”

Based on the preceding analysis, it appears that the most significant forces for future warfare at sea include:

  • Platforms employing standoff ordinance that penetrate high-end defenses;
  • Platforms with an emphasis on offensive firepower to prevail at sea;
  • Mobile and low-observable platforms and logistics, readily dispersed, and heavily protected or hidden by decoys, obscurants, RF jammers, and signature control; and
  • Forces minimally reliant on RF networks to be employed against high-end opponents using pre-planned responses and low-data-rate, secure, and sporadic communications.

Conversely, less relevant forces of the future will include:

  • Those dependent on fixed bases;
  • Platforms within enemy missile ranges that have large signatures and are thus readily targetable;
  • Systems dependent upon long-distance, high-data-rate RF networks;
  • Platforms that must penetrate high-end defenses to deliver ordnance; and
  • Platforms whose primary means of survival rests on active defense (i.e. shooting missiles with missiles).

While this analysis seems to be a perfect description of Pacific scenarios, a narrow sea like the Baltic invites further elaboration as this environment offers little room for stand-off or escape from inference from shore based-capabilities. Striking an enemy’s shore would incentivize small, stealthy, and unmanned platforms, but keeping sea lines of communications open in the same area would be difficult without classic surface forces. So the question remains open as to how survivable these light surface forces would be in restricted waters. And in the case of submarines the weak point in narrow waters is still the naval base from which they operate.

Przemek Krajewski alias Viribus Unitis is a blogger In Poland. His area of interest is the context, purpose, and structure of navies – and promoting discussion on these subjects in his country.

Test, Adapt, & Retest: Approaches to Strategy and Tactics in Wargaming

Commonly at U.S. Military Intermediate Level Education institutions, joint and international military students experience wargaming as only part of a linear planning process. The objective of this wargaming “step” is usually to 1) validate the Course of Action (COA), 2) evaluate each course of action’s (COA) strengths and weaknesses, and 3) allow the commander to gain an understanding of each COA prior to execution (MSTP, 59). Yet, all too often the student just experiences wargaming as a means to continue the mechanical aspect of the planning process and to not truly benefit from seeing the problem through the eyes of the commander and gain professional gems from the final objective. The visiting general / flag officer is usually the recipient of the outbrief and quickly fills the role of commander, as all eyes fixate on him/her to translate pure genius from their understanding of the problem. If this occurs, the future commanders of the naval service have lost an opportunity to develop cognitively and also are unable to put another tool in their professional toolbelt.

game

Test

There are varying types of war gaming events that focus on three primary focus areas: analytics, experiential, and educational (Burns, 4). In an analytic-focused game, the design of the problem is to provide results for current or new concepts, structures, or in response to unique scenarios. The student’s experience is dedicated to helping the analysis of the overall game. In an experiential-focused game the participants are given an opportunity to practice specific staff activities, while separated from the education benefits of the game. This final focus area, although in title, can be structured to provide a wide-range of benefits to the group, yet narrow confines of education objectives centered on strategic planning considerations, pulls the prospect of cognitive decision-making development out of the experience.

One way to encourage cognitive development is to address the participants role-playing decision making when confronted with an operation dilemma. Traditional ends, ways, and means framework provides decision makers with a focus on developing the ways. Each must be selected in regards to environments (ends, means), and is never blanket throughout all problem sets. The act of developing an initial strategy, no matter how fragmented, can have significant impact on the student “commander’s” cognitive development.

This active decision-making experience is not a new concept, but may have been lost in the continual drive for quantitative results and analytic modeling. In the U.S. Naval War College Operational Problem #4 (1945) the blue force student commander was initially required to publish doctrine to his subordinate commanders, providing his vision and expectations at the outset of the problem (Friedman, 122). Additionally, in Operational Problem #5 (1945) (which was designed to estimate a ‘strategic’ situation the student blue force commander briefed that “only by force of ships, can I force Orange to do that [move the enemy capital ships north for a fight]” (Friedman, 139, 146).

Committing to a strategy and addressing associated risk, ups the ante and sets the stage for a pass/fail when the game commences. Just as an elite football quarterback may prepare for an upcoming contest with planned strategies (of which were selected based on ends and means) he is ready to test the strategy when on the field. Although this may seem natural, approaches to other games may overlook this individual test that focused on self-awareness and preparing the leader for forthcoming adaptation. How often do players capture (in writing) their going-in strategy for chess? Next time your child is about to boot up a session of Minecraft, ask them to describe their strategy for success and what are their perceived consequences.

Adapt

Adaptability is a common term thrown about by military academic institutions to capture the essence of future leader competency, yet there is a hesitation to put wargaming participants in various situations to amplify their flexibility. The proposal to require participants to present an initial strategy will result in the group to experience a degree of (or possible complete) failure of strategy, and allow umpires and mentors to challenge the participants with an opportunity to adapt. The same blue force commander during Operational Problem #5 learned (through failure) that the essential mission for his force was to not to just destroy the enemy but to “wreak havoc” in order to draw more of the enemy out (Friedman, 146). This adaptation (and the awareness of it) enhances the “commander’s” reasoning and adds an additional and valuable aspect to problem solving during the wargame and abiding by Lieutenant McCarty Little’s condition to garner deeper insights (Brightman, 17). With an initial strategy defined, the student is thus given the chance to estimate the wargame situation and capture (verbal or written) the requirements for change.

The capturing of the changing cognitive decisions provides more than just an individual benefit. Group cohesion is viewed as important aspect of any wargaming event, by reinforcing the importance of the members becoming “personal involved in the group tasks” (Brightman, 24). As Brightman notes, “Players cannot be separated from the story of the game as it unfolds, and this shared experience provides them with a common bond” (Brightman, 24) and ultimately leads to military success.

The adaptable quarterback (with his coach on the sidelines) will identify the conflict between his current strategy and the opposing team’s actions. An ability to evaluate the environment, adjust the offensive approach, and execute the adapted strategy has the most benefit when the quarterback is aware of this change and why he chose it, building the confidence in his decision making ability. This not only provides the individual with repeated exposure to assessing the situation to adapt with, but it also builds the connectedness between the players and coaching staff, providing a shared experience that “provides them with a common bond” and “influences the degree that the group feels connected” (Brightman, 24).

Retest

The next time the quarterback prepares for an adversary or situation that has a comparable problem, he may be better prepared to either change the initial strategy or be more confident to quickly adapt the approach for a more effective result. If the wargaming decision maker has selected a new strategy, it is important to provide an opportunity to retest the new approach through the application of that decision. What were the final decisions made in the changed strategy? What are the strengths of the new option? Did it answer any weaknesses of the older approach or possibly the situation had changed significantly enough to warrant a new direction?

Awareness of a need to adapt is important, but almost equally important is the opportunity to capture one’s cognitive perspective as a means to provide meaningful narrative during the game wrap-up. This allows the “commander” to reflect on the experience and will “improve self-confidence and awareness of one’s strength and weaknesses” (Berbick, 2). A nice side-benefit is that educational institutions will be able to “enhance understanding and retention of core course concepts” (Berbick, 2).

Wargaming will continue to be a staple activity in military and security organizations, providing valuable insight in various activities. The ironic piece is that although many of the wargaming departments are located within the confines of educational institutions, the opportunities to stress the personal development and take a critical look at the students own abilities, emotions, and personalities are overlooked.  Providing a structure for game participants to test, adapt and retest their own strategies; to face their own weaknesses; and “bear the fruit of improvement that comes from such personal pruning” (Crandall, 15) will only serve to produce exceptional senior military leaders.

 

Doug Crandall, “Leadership Lessons from West Point”, (Jossey-Bass: San Francisco, CA), 2007

Hal M. Friedman, “Blue Versus Orange: The U.S. Naval War College, Japan, and the Old Enemy in the Pacific, 1945-46”, (Naval War College Press: Newport, RI), 2013

Hank Brightman and Melissa Dewey, “Trends in Modern Wargaming: The Art of Conversation,” Naval War College Review 67, no. 1 (Winter 2014), pp. 17-31.

Shawn Burns, NWC “War Gamers’ Handbook”, (Defense Automated Printing Service: Newport, RI).

U.S. Marine Corps MAGTF Staff Training Program (MSTP) Pamphlet 5-0.2 “Operational Planning Team Leader’s Guide”, 2012.

Walter A. Berbick, “Enhancing Student Learning through Gaming at the Naval War College”, (Naval War College: Newport, RI).

 

A. J. Squared-Away is a career US Navy Surface Warfare Officer.  He is graduate of the Pennsylvania State University, Marine Corps University, and the School of Advanced Warfighting (SAW).  He is currently a joint operation planner at USEUCOMHQ.

The opinions and views expressed in this post are his alone and are presented in his personal capacity. They do not necessarily represent the views of U.S. Department of Defense or the U.S. Navy.

Gaming the Game: Fighting on the Playing Fields

Written by Jonathon James Nicholas Edwards: a scholar ever loyal to the crown. He loves bees and Oxford.

Games are a natural educational tool. Crows can be seen tumbling with one another through the air, kittens play with dead mice before they hunt for live ones, and the Duke of Wellington is widely credited with saying that the battle of Waterloo was won on the playing fields of Eton.

However they have their limitations. In reference to the Duke of Wellington’s quotation, the Victorian writer Matthew Arnold said “Alas! disasters have been prepared in those playing-fields as well as victories; disasters due to inadequate mental training – to want of application, knowledge, intelligence, lucidity.” One of the primary limitations of most games is the unavoidable way that a canny, unscrupulous player can use the rules to “game” the system.

I know this from experience, because I’ve done it. I used to fence and made it to some regional competitions. Given the sport’s provenance as an activity for gentlemen, and the risk of injury from flying metal, fencing has strict codes of conduct and penalties for breaking them. Any behaviour that endangers or disrespects another player can be penalised. Failure to correctly salute an opponent or referee causes a fencer to forfeit the match. In general fencers are expected to maintain composure at all times.

In one match I faced an opponent who was much faster, more skilled and more experienced. In any fair match he should have won. However he was known to have a short temper, and I reasoned that I could goad him into breaking the rules. I fenced to frustrate. I dodged his lunges, and attacked with small cuts to the arms that just caught. Although my opponent took an early lead, he was clearly annoyed. After I won a few points in this way, he flung his sword on the ground. Citing it as a safety violation, the referee gave him a red card, one step away from the black card that would cost him the match.

The fight continued in this way, until my opponent was one point from victory, but one temper tantrum from defeat. As he attempted to stay calm, he broke his concentration, and I took a few more points, which antagonized him further. Ultimately he won the match, but my manipulation of the rules meant it wasn’t the easy victory for him that it should have been.

Rules are necessary to implement any game, however sometimes they subvert the purpose of the exercise; rather than being a measure of the best fencer, our match turned on my opponent’s ability to keep calm. This is humorous in a high school fencing match (although not for my opponent) but in situations with a direct practical application like war games it can be a serious problem. It is therefore useful to remember that any game has inherent limitations. Organizers and players must set up the game as carefully as possible, but recognize their limits. In the end we hope that they produce more people like Wellington, and fewer people like me.