CASL Roundtable on Innovations in Strategic Gaming forum
Cross-posted from PaxSims, on behalf of the folks at the Center for Applied Strategic Learning, NDU:
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Regular readers of
PaxSims will have seen the occasional posts about a series of roundtable events at National Defense University (NDU) on the subject of strategic gaming, hosted by the Center for Applied Strategic Learning (CASL). The goal has been to create a regular forum for practitioners and scholars to exchange ideas and compare notes about issues relating to game design, the use of games for analytical and teaching purposes, and interesting projects in the field. CASL is pleased to announce that our quarterly series of in-person roundtables will now have an affiliated online component, the Strategic Gaming Roundtable group site at APAN (All Partners Access Network).
The site is intended to be a place to continue conversation from the quarterly meetings, as well as a place to discuss gaming experiences, works in progress, and the state of the field. We hope that the new site will further advance our goals of getting to know and building lasting professional connections between gamers.
If you have a professional or academic interest in strategic gaming (or in simulation of peace and conflict issues, as Rex likes to say) we hope you will join the conversation. Please email
Tim Wilkie to request an invitation.
Tonkin: Upcoming Title on Indochina War
Kim Kanger, who designed the well received Ici, c'est la France! The Algerian War of Independence 1954-62 has a new title available for pre-order on the French Experience in Vietnam.
http://www.legionwargames.com/legion_tonkin.html
NDU Roundtable on Strategic Gaming (24/5)
NDU Roundtable on Strategic Gaming (May 24)
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The National Defense University’s Center for Applied Strategic Learning (CASL) is pleased to announce the seventh in its quarterly series of discussions with gaming practitioners on May 24. The Roundtable on Strategic Gaming will be held at the beautiful new United States Institute of Peace building at 2301 Constitution Avenue NW, Washington, DC.
The CASL roundtable brings together gamers from the research, policy, defense, and academic communities in order to generate a professional dialogue in our field about issues relating to game design, the use of games for analytical and teaching purposes, and interesting projects in the field. Each roundtable invites a few speakers to present short, informal talks on some aspect of strategic-level games to spark discussion among the group.
In the forthcoming session, speakers will discuss some of the ways in which gaming has been applied to peace and conflict issues. Peace and conflict studies often address areas (such as counterinsurgency, post-conflict stabilization and reconstruction, humanitarian intervention, and crisis management) that are persistent challenges in the defense world as well. Given that, there will be something of interest/use to everyone in the gaming community in the presentations and the discussion that follows. In addition, we hope to use the roundtable discussion to gather input on what elements would be important to include in an introductory book on the development of games on peace and conflict issues. The book will be a project of USIP Press and represents a collaboration between USIP, NDU, and McGill University. Whether you are a longtime gamer or a newcomer to the field, your input on the book project will be extremely helpful.
Please note that attendance is by invitation only, and limited to those with professional interest in the issues to be explored. To obtain an invitation, please contact Tim Wilkie (NDU), Skip Cole (USIP), or Rex Brynen (McGill University).
post-Iraq/Afghanistan simulation and wargaming requirements
From the Simulation & Training Journal, 25 August 2011 (by yours truly).
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Preparing for an era of uncertainty
As the U.S. military leaves Afghanistan and places less emphasis on COIN operations, how will it prepare for the next unpredictable conflict?
The reduction of U.S. combat forces in Afghanistan certainly does not mark the end of the counterinsurgency (COIN) mission there. However, it does signal a need to think about how military training and simulation requirements might change in the coming decade. With U.S. and NATO forces likely to face unexpected opponents operating in unexpected ways in unfamiliar settings, simulation-based training needs to emphasize creativity and adaptability, as well as hone more conventional skills.
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Part of the answer is to shift training from its current mission-determined preoccupations with COIN to more generic, full-spectrum war-fighting skills that are likely to be useful in a variety of settings. A second requirement, however, is to also develop training and simulation assets that encourage the kind of critical thinking and flexibility that will allow military personnel to adapt quickly to a range of inherently unpredictable mission requirements.
Here, a certain paradox presents itself. While few in the military would reject the importance of critical thinking skills, military training systems are not always designed to truly encourage them. Training (including simulation-based training) is often about standardization, not original and out-of-the-box thinking. It revolves around doctrine, even though the very notion of prepackaged, doctrinally based solutions may reinforce the dysfunctional tendency to use cookie-cutter approaches in very different operational contexts. Training may suggest there are right and wrong ways of achieving a desired solution, when those on the ground may actually find themselves faced with a difficult series of “least worst” trade-offs where definitive outcomes are elusive. Post-Cold War missions often pose complex moral and political choices, where it is far from clear what the right thing to do is.
What are the implications for simulation design? A number of possible considerations can be identified, many of which stress the value of integrating uncertainty into the training process.
Training and simulation materials ought to be designed to encourage students to ask the right questions, not to impart unvarying “right answers.” Post-simulation debriefing should place at least as much emphasis on how participants decided upon a course of action (and what assumptions were embedded in this) as on the course of action itself....
Comments welcomed here or at PAXsims.
New Issue of TSJ: Article on Wargaming Irregular Warfare
Veteran journalist Michael Peck has a new article about wargaming / simulating irregular warfare, including COIN and other small wars.
Firmer ground: How the U.S. Army is teaching tough-to-simulate COIN and irregular warfare
starts...
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Counterinsurgency, vast and nebulous, has long been intellectual quicksand for the defense modeling and simulation community. But the sands may be firming up.
“Frankly, the best modelers in the Army were uncertain what could be accomplished and at what pace, in the face of many new and different challenges to the modeling of military operations in [irregular warfare],” said Garry Lambert, director of the U.S. Training and Doctrine Command Analysis Center (TRAC) at White Sands Missile Range, N.M.
Steve Goodwin, director of the strategy and operations division of National Defense University’s Center for Applied Strategic Learning, echoes Lambert’s assessment.
“The exercise community has not generally been successful in developing COIN models and simulations that can predict outcomes with a reasonable degree of confidence,” he said. “This is particularly true of games looking at complex contingencies, where psychological and social lines of operation, such as information operations and political negotiation, are hard to capture in mathematical models.”
But in just the past few years, the mood has changed. Don’t call it optimism. Call it realism, a sense of what is possible and what isn’t. Irregular warfare models and simulations are coming. But if you’re hoping for a computer program to tell you how to beat the Taliban, don’t hold your breath.
Much, much more at the link