Lecture by many
The following is a series of comments and remarks that opened the conference exploring the merger of military simulations and commercial wargames.--RL Col. James Ruttler: Commandant, College of Aerospace Doctrine, Research, and Education Simulations have to compress a lot of information and interaction into a short period of time, at most a couple weeks. Part of the idea for the conference is to explore ways to move away from an attrition model of counting air frames and divisions (amassing armies and conducting long air campaigns) and towards including a more comprehensive representation of the enemy. For example, how do you include characteristics such as the cohesiveness of a regime, or a measure ofthe national will of its people? Just as the world is changing, so too must our simulations. Lt. Gen. Lance Ward: commander, Air University These are changing times, and over the next 20 to 30 years, the demands on our military will continue to increase. If we are to outsource items such as simulations and wargames, then the commercial faction out there must understand out doctrines and strategies, and also lead to an exchange of information. Lt. Col. Matt Caffrey: Co-chair of the conference, Professor of Wargaming, Air Command and Staff College Wargames save lives. We train, and that includes wargame, in order to reduce casualties when it comes to a real war. Since no one person knows everything, by bringing the civilian and military together over simulations, we'll be able to create more accurate wargames to simulate reality. Col. Thomas Ardern: Director, USAF Wargaming Institute We try to wargame six to 10 years out. Fortunately, we know Department of Defense weaponry, but we still have to do a lot of guessing about what is likely to occur in the future. We try to keep the games at operational level, from crisis and action planning to war termination, and they run roughly four to eight days. As an example, we have roughly 700 students participating in 11 games (10 of them manually umpired, and one computerized). The trick is to be able to interpret operational orders ofthe participant, and allow a good level of detail, without a lot of hired help. More Connections 2000:
Lecture: Opening Remarks Lecture: History of Wargaming Lecture: Aerospace Power 101 Lecture: Games the Navy Plays: Naval Wargaming Past and Future Lecture: Sliding Timescales in Published Wargames Lecture: Wargaming: The End of the Millenium Lecture: Effects-Based Modelling Lecture: Global Defense and Wargaming Lecture: Army Transformation 2000 Lecture: Global Wargame Lecture: Global Engagement Lecture: Commercial Wargaming 1999 Lecture: The Human Factor: Modeling Inputs Lecture: The Modeling of Intangibles National Security Decision Making Game Recap Back to List of Conventions Back to Travel Master List Back to MagWeb Master List of Magazines © Copyright 2000 by Coalition Web, Inc. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |