War-Gaming Network-Centric Warfare

Abstract

The familiar techniques of war gaming will be insufficient for scenarios involving network-centric warfare. NCW, as it is known--with its focus on speed, downstream effects, and information flow--will require of gamers more than simply additional computational power or communications bandwidth, although these will certainly be needed. Gamers will need a new framework in which to apply these tools. In 1886, Lieutenant William McCarty Little introduced war gaming to the Naval War College. The concept found immediate acceptance; faculty and students recognized that the war game was well suited to analyzing the characteristics of naval warfare of the time. Gaming has since been applied to all manner of warfare, in a variety of ways. As warfare has become more sophisticated, multidimensional, and joint, the challenges of gaming it have increased. Even the application of computer technology has not been effective for all purposes, especially in games that involve large forces. We are now facing, in network-centric warfare, a new form of conflict that will challenge gamers even more severely. In this article we will attempt to develop a framework to help us identify techniques necessary for gaming network-centric warfare. A characteristic of warfare that has made it amenable in the past to simulation through gaming is its inherently structured nature. Troops operate in formations; so do ships and aircraft. Groupings of units or formations generally operate according to doctrine, in some specified relationship to one another. As a result, war-game designers have been able to govern and model the movements of forces and to project the results of combat with the enemy by relatively simple rules.

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Document Details

Document Type
Technical Report
Publication Date
Jan 01, 2001
Accession Number
ADA526107

Entities

People

  • Robert C. Rubel

Organizations

  • Naval War College

Tags

Communities of Interest

  • C4I
  • Energy and Power Technologies
  • Ground and Sea Platforms
  • Human Systems
  • Space

DTIC Thesaurus Topics

  • Agent-Based Simulations
  • Command And Control
  • Command And Control Systems
  • Command Centers
  • Computers
  • Doctrine
  • Information Operations
  • Military Operations
  • Military Science
  • Naval Warfare
  • Network Centric Warfare
  • Simulations
  • Tactical Networks
  • Training
  • War Colleges
  • War Games
  • Warfare

Readers

  • Game Theory.
  • Military History / Militaries and War Studies
  • Systems Analysis and Design