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Headquarters U.S. Air Force Thoughts on the Future of Wargaming Lt Col Peter Garretson AF/A8XC

Report Documentation Page Form Approved OMB No. 0704-0188 Public reporting burden for the collection of information is estimated to average 1 hour per response, including the time for reviewing instructions, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the collection of information. Send comments regarding this burden estimate or any other aspect of this collection of information, including suggestions for reducing this burden, to Washington Headquarters Services, Directorate for Information Operations and Reports, 1215 Jefferson Davis Highway, Suite 1204, Arlington VA 22202-4302. Respondents should be aware that notwithstanding any other provision of law, no person shall be subject to a penalty for failing to comply with a collection of information if it does not display a currently valid OMB control number. 1. REPORT DATE 13 MAR 2008 2. REPORT TYPE N/A 3. DATES COVERED - 4. TITLE AND SUBTITLE Thoughts on the Future of Wargaming 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR(S) 5d. PROJECT NUMBER 5e. TASK NUMBER 5f. WORK UNIT NUMBER 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) U.S. Air Force 8. PERFORMING ORGANIZATION REPORT NUMBER 9. SPONSORING/MONITORING AGENCY NAME(S) AND ADDRESS(ES) 10. SPONSOR/MONITOR S ACRONYM(S) 12. DISTRIBUTION/AVAILABILITY STATEMENT Approved for public release, distribution unlimited 11. SPONSOR/MONITOR S REPORT NUMBER(S) 13. SUPPLEMENTARY NOTES 2008 DoD M&S (Modeling and Simulation) Conference, presentations held in Orlando, Florida on March 10-14, 2008, The original document contains color images. 14. ABSTRACT 15. SUBJECT TERMS 16. SECURITY CLASSIFICATION OF: 17. LIMITATION OF ABSTRACT UU a. REPORT unclassified b. ABSTRACT unclassified c. THIS PAGE unclassified 18. NUMBER OF PAGES 19 19a. NAME OF RESPONSIBLE PERSON Standard Form 298 (Rev. 8-98) Prescribed by ANSI Std Z39-18

Overview What s in a wargame? The current state of wargaming Points of departure / innovation on the edge A vision of tomorrow s wargame What else could this stuff be good for? Throughout history new technologies tend to first be used to do old tasks better, only after some time do some people realize that the greatest value of that new technology is to do something entirely different

When Wargame? When you need the discipline of a thinking Red, (the human dynamic of intention, adaptation and invention) As an analytical tool, a wargame is distinct from other exercises and analytical tools such as studies, interviews, models by the discipline of a self interested, thinking, adaptive red. When we require insight into the human element Good for questions like How would red see / react to this action? Which of these two would I rather have / do? Is this something I would really want to attempt? What might happen if? (Discovery) Unknown Unknowns, new phenomena

What are the outcomes? A Ha s: Insight into effective methods of perceiving or conducting conflict. Opportunity. U Oh s:! Insight that an existing action or method is not going to cut it in the forecast environment. Trouble lies ahead. Ooops: That was dumb. Glad I did it in the wargame rather than reality Hmm s: Insight that there is an emergent class of phenomena that is insufficiently understood

What is a wargame good for? Answer: How should I adapt myself and my actions to survive, grow, and improve my capacity for independent action? Simulated experience and mistakes Appreciation of complexities, governing dynamics Known factors with an unknown elements does it still work, what has changed? An unknown element against known elements What does this mean? Unknown elements with unknown elements How will all this sort out (Directed Energy vs. Hypersonic Missiles)

Unknown Elements with Unknown Elements = Discovery Sometimes, as in a complex system, you have multiple changing variables and unknown and novel elements that must all be mixed at once. What will it do? That s Futures Game

When unknown elements combine unpredictable things happen State changes. Result in stability? What is constant? What changes? What is predictable? Just Sit there? Mix? Change Color? Bubble? Glow? Smoke? Fire? Explode? Complex phenomena, unexpected results, discovery of Unknown-unknowns & the creation of novelty

A Wargame is in the mind of the player, but What are we putting into that mind? Is there benefit to a close mapping between certain elements in wargaming? Appreciation of time, distance, timing, difficulty? Understanding of the true time pressures of their own OODA loop? Real time is DIFFERENT than turn based!

Where Title X wargaming is today Little more than a BOGSAT with: Maps, moves, and spreadsheets Cumbersome, turn based, not point & click, not model adjudicated Minimally supporting, largely unlinked models Not real time (by default, not by choice) No lower level commanders System complexity is not well understood Not logistics informed, fuel and lift like air Where modeled, based on attrition, not maneuver

We have nothing like this modeled!

We Need to be able to play System against System Range of Blue? Range of Red Cyber, Media, Fossil Fuels, External Support Common Petri-Dish The importance of Audience

We need the ability to see cascading effects 12

Wargaming is Specific tool in the Spectrum of Decision Support Decision Support: Strategic Planning, Policy & Force Structure Decision Support Ends (What is worthy & achievable?) Decision Support Means (What is the best way to get it?) Decision Support: Operational Planning Decision Support Ends (What is attainable?) Decision Support Means (How shall we attain it?) Organization, Force Structure, CONOPS Decision Support: Training Training in Individual Skills Training & Exercising in Group Skills Decision Support: Execution in Real Time Selection Among Alternatives Faster-than than-real-time Forecasting Linking of Live, Virtual and Constructive Worlds

Economic/Infrastructure Model Soci al Infor mat i on Model Regul ar Mi l i t ar y Force Model Insurgents Model Social/ Religious Model Political/Economic Model Ter r ai n Model Points of Departure for Expansion Linked Sims COPOEX CPE Social Networks MMOG Virtual Spaces Real time & Turn based Strategy Games Social Games & Helical Training National Decisionmaking game Ambush Mirror Worlds Augmented & Mixed Reality RealWorld

Tomorrows wargames may include: Many more smart agents / synthetic warriors Decision / Prediction markets Artificial Artificial intelligence (Open source participation) Make use of Grid / Cloud computing The ability to generate a history of the future from complex interlined models The ability for many people to play the protagonist and be scored against one another Tight geospatial integration with open source data (such as Google Earth & lie weather / traffic feeds) Scenario agility

A possible vision of future Title X wargaming Instability forecasted with grown scenario Model Adjudicated Entity level Agent Grown infrastructure & logistics Linked underlying models Distributed & multi level MMOG w/lvc plug ins And Let a thousand flowers bloom of individual decision & education mod games for PME & Decision Support

New applications & Transformation of Wargaming? What else could this be good for? Train in variety & complexity to establish mutual trust, and sophisticated understanding of causality Distributing intelligence into the institution Each agent gains strategic insight Informed resource & optimization functions User created tools, mods, on the fly content Identify & train commanders: Ender s Game Deterrence: Show the enemy the future Predict instability far in advance & apply institutional acupuncture

Taking the simulation into the battle Turning games into forecasts Forecasting where Faster than real time what may happen Explore and pare decision trees Better C2 interfaces Point & Click to task Fight as you train

Closing thought: As our models expand We will discover a new set of important phenomena that is not properly modeled Because the map is not the territory Uncertainty and Novelty are fundamental We will move on and try to model those All attempts to model such complexity are hubris, and are subject to spectacular failure, but we must attempt them anyway because we must have schema to operate. All models are wrong, but some are useful.