Using Wargames for Command and Control Experimentation

Abstract

Wargames are a staple technique of military research, but various inherent characteristics have prevented their use as rigorous analytic tools. Traditional gaming has long employed C2 among players, however, C2 has been generally regarded as a necessary adjunct to generating player moves, not as an element of independent scrutiny or play. Games that explore network-centric warfare necessarily focus precisely on player C2. Beyond their traditional exploratory function, wargames can constitute the basis for valid C2 experimentation. Harnessing wargames for C2 experimentation is possible if we conceptually divide them into two layers: the simulation layer and the command and control layer. Traditional wargames have consisted solely of the simulation layer, whose limitations with respect to experimentation are well documented. By separating out player C2 we have a different situation. C2 in a wargame can be real, not simulated, because it is what players actually do to each other and therefore is subject to valid experimental treatments. Such conceptual separation also allows the C2 experiment to ride on a relatively simple game that can be iterated more easily than traditional wargames. An example of a recent joint Naval War College / Center for Naval Analyses C2 experiment using a wargame is provided.

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Document Details

Document Type
Technical Report
Publication Date
Jun 01, 2003
Accession Number
ADA466408

Entities

People

  • Robert C. Rubel

Organizations

  • Naval War College

Tags

Communities of Interest

  • C4I
  • Space
  • Weapons Technologies

DTIC Thesaurus Topics

  • Battles
  • Best Practices
  • Command And Control
  • Command And Control Systems
  • Computer Simulations
  • Computers
  • Department Of Defense
  • Environment
  • Information Operations
  • Lessons Learned
  • National Security
  • Network Centric Warfare
  • Simulations
  • Situational Awareness
  • United States
  • War Colleges
  • Warfare

Readers

  • Fluid Mechanics and Fluid Dynamics.
  • Game Theory.
  • Joint Military Operations and Doctrine.

Technology Areas

  • Fully Networked C3
  • Fully Networked C3 - Command and Control