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#1 | |
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Council Member
Join Date: Aug 2007
Location: Montreal
Posts: 1,568
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By Spencer Ackerman Wired Danger Room, May 11, 2011 Quote:
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They mostly come at night. Mostly.
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#2 |
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Registered User
Join Date: Sep 2009
Location: South Texas
Posts: 5
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Regarding fighting pirates there's a company named Espada Logistics and Security Group:http://www.espadaservices.com/ that is doing just that - live, not games.
Last edited by davidbfpo; 05-12-2011 at 09:30 PM. Reason: Link added |
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#3 | |
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Council Member
Join Date: Aug 2007
Location: Montreal
Posts: 1,568
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The Washington Post also has more on MMOWGLI:
Navy calling on gamers to help with security By David Nakamura, Published: May 15 Quote:
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They mostly come at night. Mostly.
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#4 | |
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Council Member
Join Date: Mar 2010
Location: Durban, South Africa
Posts: 3,213
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Quote:
The solution to the Somali piracy problem is to deal with the pirate sanctuaries. Nowhere to take the ships and the hostages and nowhere for the pirates to hide and the problem goes away.
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"The highest generalship is to compel the enemy to disperse his army, and then to concentrate superior force against each fraction in turn." - Col. Henderson, George Francis Robert (1854-1903) Last edited by JMA; 05-16-2011 at 09:08 PM. |
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#5 | |
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Council Member
Join Date: May 2007
Location: Florida
Posts: 8,058
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Quote:
The Navy's just looking for a little help in ameliorating that intractable problem. Not likely to have much success but gives the appearance of concern, may produce something and causes more people to give the matter some thought -- which might even lead eventually to your Plan A being seen as the best option...
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#6 | |||
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Council Member
Join Date: Aug 2007
Location: Montreal
Posts: 1,568
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Quote:
In the PaxSims piece I also reflected on the relative merits of a flashy MMOWGLI-type mechanism for crowd-sourcing solutions, versus rather more traditional online fora such as SWJ: Quote:
Quote:
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They mostly come at night. Mostly.
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#7 |
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Moderator
Join Date: Oct 2005
Location: Montana
Posts: 3,074
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Rex, don't inflate his ego any more....
He might decide to make a White House run or something similar.... ![]()
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"On the plains and mountains of the American West, the United States Army had once learned everything there was to learn about hit-and-run tactics and guerrilla warfare." T.R. Fehrenbach This Kind of War |
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#8 |
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Council Member
Join Date: Aug 2007
Location: Montreal
Posts: 1,568
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Well, with Trump out now, and Chuck Norris not running, who could stop him?
__________________
They mostly come at night. Mostly.
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#9 |
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Council Member
Join Date: May 2007
Location: Florida
Posts: 8,058
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Billy Sherman had the right attitude toward high office.
![]() When accorded ambiguous accolades, accept them gracefully and under no circumstances pursue them to find out what, precisely, was really meant... ![]() And, on topic, Rex is almost certainly correct. Mine probably reflected some wishful thinking.
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#10 | |
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Council Member
Join Date: Mar 2010
Location: Durban, South Africa
Posts: 3,213
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Quote:
Somalia is a failed state with no state control over the sanctuary areas ... yet the US will act by conducting operations into the heart of a prime Pakistani military cantonment area. So it is not a political problem preventing action against Somali pirate sanctuary areas but rather a lack of will.
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"The highest generalship is to compel the enemy to disperse his army, and then to concentrate superior force against each fraction in turn." - Col. Henderson, George Francis Robert (1854-1903) |
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#11 | |
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Council Member
Join Date: Aug 2007
Location: Montreal
Posts: 1,568
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Quote:
However that is really a discussion for the pirate thread, not the "cyber warriors" thread on MMOWGLI.
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They mostly come at night. Mostly.
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#12 | ||
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Council Member
Join Date: May 2007
Location: Rho Dyelan
Posts: 130
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Moderator's Note: for background to ONR project:http://smallwarsjournal.com/blog/201...rowd-to-solve/
Because response was too...massive? PAXSIMS, a great blog on training and simulation has a very insightful related piece (Rex has many great posts here too, he posted this down on the Training and Education wargaming small wars thread - I'm user challenged at linking to another post...) on the issues related to the Military and gaming here: Micheal Peck on the military and gaming The military spends billions on simulations of things that deliberately remove the most important piece of hardware on the outcome of military endeavors out - the human mind. Yes, I know the reasons why comparative simulations need to keep many human effects out so the differences between systems can be probed. The problem comes in the fact many in the simulation community has sold comparative sims (that tell you system a is better than system b) as PREDICTIVE sims (not only is a better than b, but its 7.8934234% better becasue the sim predicts that many fewer casualties. On the other hand, we have games that can provide key insights into the decision-making that may reveal that 7.8934234% fewer casualties has little to no efffect on the actual military outcome, or that higher order effects and consequences may lead to system b being more desrable despite having higher "measures of performance" in cases where we do not appropriately map MOPs onto measures of effectivenss, or get the MOEs wrong. Gaming can be a key part of concept development, and the idea of including those outside the military in that effort is an interesting area to investigate. But when we label something innappropriately (MMOWGLI is not a MMOG in the sense the general public thinks of MMOGs - its a "good idea generator" and a limited one at that - 140 characters make it an "intersting tweet generator) and then have to do things like this, its sends the signal to the gaming public "how can they runa awar if they can't run a game" and to the higher ups "another game thing gone off the rails...see why we shouldn't do this!?!") If the military wants to seriously do gaming, it needs to take gaming seriously and invest in these with the right expertise. Can't see any susscessful MMO, with a specific focus on military training, coming online until developers and programmers work on ironing out A.I. A.I. has/is/will always be the largest hurdle to over-come. That is why MMO were invented as it takes away the artifically controlled character (NPC) and replaces it with a human controlled character (PC) in a gaming world populated by other human controlled characters rather than A.I. I would of thought that Multi-player based server games, either first-person or real time strategy, would be a better investment, as it does not rely on artifical intelligence to control the characters that populate the world, hence, you will have humans reacting to other humans, not A.I. However, reading your main points I'm not sure if I am understanding the problem correctly. The biggest problem with A.I is that it teaches a gamer to be lazy. All you need to do is work out the A.I move set and the encounter is rendered useless for the gamer. The other problem is that A.I greatly deminishes the ability of the gamer to improvise as they learn by route how to over-come A.I move-sets. Sorry for double post. Friction: One thing I am curious about is how do developers propose to introduce 'friction' (external factors beyond the control of the strategist that impact at the operational and tactical level)) into a real time strategy sim? I have only had experience (20 years, started when I was 15) with commercial RTS sims, so I am not sure how far ahead of the development curve military sims are to commercial developers. I would assume the military sims have a much broader range of assets/technology to work with? MMOWGLI recently launched its prelaunch playtest of Turn 2 for invited participants. I'll try to post my impression when it is over (although my ability to participate is limited by a rather dodgy internet connection in my present location in Nairobi). In the meantime, my take on Turn 1 can be found here. I would also be curious as to how/if the developers can/will introduce the element of 'luck' into the simulation. Luck in war is one of the most difficult variables to measure, simply because it is very hard to define it into a mathmatical equation. I know that there are a number of prominate table top real time strategy games that introduce the element of luck via dice rolls. There are also commercial sims that have tried to equate luck and friction into the game. The most notable would be Company of Heroes developed by Relic. If you have read CvC you would know that he used gaming metaphors through out his work. "Rolling the iron dice" is one of the best aphorism for understanding the element of luck/chance in war. Trying to replicate those wider intervening external variables in a sim would be interesting. Quote:
MMOWGLI, however, isn't a simulation or wargame. Rather, it is a crowd-sourcing/brainstorming platform, with some gamification. Some further reflections on MMOWGLI after completion of Game Turn 2. Quote:
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"All models are wrong, but some are useful" -George E.P. Box Last edited by Ken White; 06-26-2011 at 04:06 PM. |
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