SIMULATION OF DECISIONMAKING IN CRISES: THREE MANUAL GAMING EXPERIMENTS

Abstract

Gaming techniques used in examining three hypothetical European crises occurring in the late 1960s are described. The aims in this gaming were to identify some of the political and military constraints that affect national decisionmaking during crises; to discern whether or not common patterns of action appear in different crises; and to infer military requirements in crises. On the basis of the recent gaming experience, observations and judgments are advanced about: (1) The effects of our three game structures on decisionmaking, and the quality and quantity of decisions in these games compared with decisions in real crises; (2) the escalation of violence in the games as opposed to that in real crises; (3) the impact of internal and external information flows on our game decisions; and (4) typical questions identified by these plays as deserving further study.

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Document Details

Document Type
Technical Report
Publication Date
Aug 01, 1964
Accession Number
AD0605476

Entities

People

  • H. Averch
  • M. M. Lavin

Organizations

  • RAND Corporation

Tags

Communities of Interest

  • C4I
  • Counter WMD
  • Energy and Power Technologies
  • Space
  • Weapons Technologies

DTIC Thesaurus Topics

  • Air Force
  • Contingency Operations (Military)
  • Crisis Management
  • Diplomacy
  • Europe
  • Foreign Policy
  • Governments
  • Intergovernmental Organizations
  • International Organizations
  • International Relations
  • Military Capabilities
  • Military Transfers
  • National Security
  • New York
  • Treaties
  • United States
  • Ussr

Readers

  • Agent-Based Social Robotics and Mobile-Assisted Learning in Virtual Environments.
  • Strategic Security Studies
  • Systems Analysis and Design

Technology Areas

  • AI & ML