TRENDS IN MILITARY GAMING,

Abstract

The author considers the main trends in military gaming to be: (1) An expanded scope in the types of military confrontations which are modeled. (2) An extension of our gaming techniques, primarily those involving computers, through the use of time sharing, multiagency participation, micromodeling, etc. (3) A move in the direction of true 'variable-resolution' games involving detailed submodels operated through an executive routine. (4) Increased emphasis on 'performance-oriented' rather than 'outcome-oriented' analyses as gaming is used more as a research tool than as a training device. (5) An increase in standardization of data inputs and simulation programs. (6) A continuing concern, but no major efforts to introduce some of the nontechnical aspects of warfare into our models.

Document Details

Document Type
Technical Report
Publication Date
Aug 01, 1969
Accession Number
AD0692867

Entities

People

  • Milton G. Weiner

Organizations

  • RAND Corporation

Tags

DTIC Thesaurus Topics

  • Computers
  • Education
  • Executives
  • Operations Research
  • Procedures (Computers)
  • Simulations
  • Simulators
  • Standardization
  • Training
  • Training Devices

Readers

  • Computational Modeling and Simulation
  • Military Leadership and Professional Education.
  • Systems Analysis and Design