<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[PAXsims]]></provider_name><provider_url><![CDATA[https://paxsims.wordpress.com]]></provider_url><author_name><![CDATA[Rex Brynen]]></author_name><author_url><![CDATA[https://paxsims.wordpress.com/author/rexjbrynen/]]></author_url><title><![CDATA[Six Rules for Wargaming (and the challenges of experimental&nbsp;design)]]></title><type><![CDATA[link]]></type><html><![CDATA[<p><img loading="lazy" data-attachment-id="8472" data-permalink="https://paxsims.wordpress.com/2015/11/11/six-rules-for-wargaming-and-the-challenges-of-experimental-design/wotr/" data-orig-file="https://paxsims.files.wordpress.com/2015/11/wotr.png" data-orig-size="326,73" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="WOTR" data-image-description="" data-image-caption="" data-medium-file="https://paxsims.files.wordpress.com/2015/11/wotr.png?w=300" data-large-file="https://paxsims.files.wordpress.com/2015/11/wotr.png?w=326" class="aligncenter size-full wp-image-8472" src="https://paxsims.files.wordpress.com/2015/11/wotr.png?w=326&#038;h=73" alt="WOTR" width="326" height="73" srcset="https://paxsims.files.wordpress.com/2015/11/wotr.png 326w, https://paxsims.files.wordpress.com/2015/11/wotr.png?w=150&amp;h=34 150w, https://paxsims.files.wordpress.com/2015/11/wotr.png?w=300&amp;h=67 300w" sizes="(max-width: 326px) 100vw, 326px" />Micah Zenko&#8217;s recent piece on the <a href="http://warontherocks.com/2015/11/millennium-challenge-the-real-story-of-a-corrupted-military-exercise-and-its-legacy/" target="_blank">shortcomings of the (infamous) Millennium Challenge ‘02 wargame</a> has spurred Gary Anderson and Dave Dilegge to offer <a href="http://warontherocks.com/2015/11/six-rules-for-wargaming-the-lessons-of-millennium-challenge-02/" target="_blank">some additional thoughts on the subject</a> at <em>War on the Rocks</em>. Specifically, they suggest &#8220;six rules of wargaming&#8221; that MC 02 violated:</p>
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<p class="selectionShareable"><strong>1. Never try to mix a seminar wargame, an experiment, and a real world exercise.</strong> You will end up with too many variables to analyze any single one properly.</p>
<p class="selectionShareable">The differences between the three types of events are widely accepted throughout the Department of Defense, and are <a href="https://www.usnwc.edu/Research---Gaming/War-Gaming/Documents/About-Us/FAQ-s.aspx">provided by the U.S. Naval War College</a>:</p>
<p class="selectionShareable" style="padding-left:30px;">Peter Perla, author of <a href="http://www.amazon.com/The-Art-Wargaming-Professionals-Hobbyists/dp/0870210505"><em>The Art of Wargaming</em></a>, defines a wargame as: “A warfare model or simulation that does not involve the operations of actual forces, in which the flow of events affects and is affected by decisions made during the course of those events by players representing the opposing sides.”</p>
<p class="selectionShareable">The Naval War College considers an exercise to be an “activity designed to rehearse or practice, with actual forces or assigned staff, specific sets of procedures” and an experiment as a repeatable scientific method designed to test a hypothesis.</p>
<p class="selectionShareable">As Zenko discusses in his account of MC ‘02, when the red team sank the blue American fleet, it was reconstituted several times so that the real world exercises could continue. Each time the blue force was reconstituted, red team capabilities were taken away until the blue team could finally hold its own. The reason given was that the live exercises had to continue. The control (white) cell promised red that the results of the previous runs would be noted in analysis. That did not happen.</p>
<p class="selectionShareable"><strong>2. Never allow the people whose concept is being tested to run a game.</strong> In MC ‘02, the JFCOM concepts personnel oversaw the white, red, and blue cells. There was no firewall between the concept developers and the game directors.  If the red team did something to embarrass the concept, the results could be overruled.</p>
<p class="selectionShareable"><strong>3. Never allow concept writers to run the analysis.</strong> This is akin to allowing students to grade their own tests, and that is what happened in MC ‘02. No independent analysis was ever released by the command.</p>
<p class="selectionShareable"><strong>4. Never claim that a single wargame has validated anything.</strong> Wargames will identify issues, and a series of them may fully discredit a truly bad concept. The Germans were still wargaming what became known as <em><a href="http://www.history.com/topics/world-war-ii/blitzkrieg">blitzkrieg</a></em> to refine it even after they executed the concept in Poland. The result was an overhaul of their war plans for what became the successful invasion of France. The Naval War College tested the concepts that eventually won the Second World War against Japan in <a href="https://www.usnwc.edu/Research---Gaming/War-Gaming/Documents/RAGE/Gaming.aspx">innumerable wargames</a>. The word “validation” should not be used until after the war is won.</p>
<p class="selectionShareable">After MC ’02 ended, the JFCOM deputy commander claimed that the three concepts being “tested” were “validated.” This is what led the red team leader, retired Marine Corps Lt. Gen. Paul Van Riper, to go public on the flawed design and execution of the wargame.</p>
<p class="selectionShareable"><strong>5. A major wargame should be part of a program that lasts at least one year. </strong>No one-to-two-week game can adequately address all the objectives normally associated with concept development and experimentation. Elements of these objectives, as well as game design, methodology, and administration, should be put to the test in what are called “shaping events.” The earlier potential problem areas are identified and addressed, the better.</p>
<p class="selectionShareable">MC ‘02 did indeed have numerous shaping events to include a dry run (basically a rehearsal) that included a thinking and adaptive red team led by Van Riper. This event should have set off alarm bells as to what was in store for the blue team during the primetime event. Unfortunately, the results of the rehearsal were ignored and because these events were all seminar (conference-style) in nature, the ramifications of combining a wargame, an experiment, and an exercise were never addressed. Again, just as in the main effort, the concept developers should <em>never</em> run the analysis in shaping events.</p>
<p class="selectionShareable"><strong>6. Beware empowering defense contractors who work for concept developers and game designers, and “good idea fairies.”</strong> The former have a vested interest in pleasing their sponsors and the latter attempt to jump on the bandwagon as a program progresses and begins to garner increasing senior interest and press. For most of JFCOM’s brief history, contractors outnumbered active and reserve duty personnel as well as Department of Defense civilians. Contractors’ primary loyalties were to their government sponsor and to their company’s program manager, not to fulfilling MC ‘02’s stated objectives.</p>
<p class="selectionShareable">“Good idea fairies” come in many forms — active, civilian, and contractor — and have but one objective — using your efforts, grunt work, and money to highlight and “validate” their pet projects and/or wares.</p>
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<p class="selectionShareable">That in turn led PAXsims associate editor <a href="https://twitter.com/elliebartels?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Eauthor" target="_blank">Ellie Bartels</a> to offer some thoughts of her own on Twitter:</p>
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<p lang="en" dir="ltr">More directly to the new piece <a href="https://twitter.com/WarOnTheRocks">@WarOnTheRocks</a> piece, a few quick thought. Agree that games dont validate anything and&#8230;</p>
<p>&mdash; Ellie Bartels (@elliebartels) <a href="https://twitter.com/elliebartels/status/664444256623263744">November 11, 2015</a></p></blockquote>
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<p lang="en" dir="ltr">..Objective design and analysis is critical. I&#39;d like to think that concept developer &amp; contractors can do that, but weariness is warrented</p>
<p>&mdash; Ellie Bartels (@elliebartels) <a href="https://twitter.com/elliebartels/status/664444701689311232">November 11, 2015</a></p></blockquote>
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<p lang="en" dir="ltr">Rather than setting a length for gaming, embed games in a cycle of research (<a href="https://t.co/YZaLH7BmtD">https://t.co/YZaLH7BmtD</a>), where other methods validate findings</p>
<p>&mdash; Ellie Bartels (@elliebartels) <a href="https://twitter.com/elliebartels/status/664446707510280192">November 11, 2015</a></p></blockquote>
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<p lang="en" dir="ltr">However, where I&#39;d disagree most strongly with the <a href="https://twitter.com/WarOnTheRocks">@WarOnTheRocks</a> piece is that games, experiments, and exercises can&#39;t coexist.</p>
<p>&mdash; Ellie Bartels (@elliebartels) <a href="https://twitter.com/elliebartels/status/664447061526384640">November 11, 2015</a></p></blockquote>
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<p lang="en" dir="ltr">There are distinctions between all three (thro DOD killed wargaming definition from the glossery), they are used VERY loosely in practice</p>
<p>&mdash; Ellie Bartels (@elliebartels) <a href="https://twitter.com/elliebartels/status/664447668928647168">November 11, 2015</a></p></blockquote>
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<p lang="en" dir="ltr">Work in the field is interest in determining when and how games can be compared to these other techniques <a href="https://t.co/wW785N4bMP">https://t.co/wW785N4bMP</a></p>
<p>&mdash; Ellie Bartels (@elliebartels) <a href="https://twitter.com/elliebartels/status/664448354257014784">November 11, 2015</a></p></blockquote>
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<p lang="en" dir="ltr">Which is much more strongly tied to a point deep in the first argument&#8211;that MC02 was designed to &quot;test&quot; WAY too many variable</p>
<p>&mdash; Ellie Bartels (@elliebartels) <a href="https://twitter.com/elliebartels/status/664448595903447040">November 11, 2015</a></p></blockquote>
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<p lang="en" dir="ltr">I&#39;ve had good luck with games based on quasi-experimental design-to show impact of a single tool or validate model design, not many concepts</p>
<p>&mdash; Ellie Bartels (@elliebartels) <a href="https://twitter.com/elliebartels/status/664449124633178112">November 11, 2015</a></p></blockquote>
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<p lang="en" dir="ltr">In other words, problem here isnt mixed methods, its the poor match between claims of a rigorous test &amp; game&#39;s research/experimental design</p>
<p>&mdash; Ellie Bartels (@elliebartels) <a href="https://twitter.com/elliebartels/status/664449610983706624">November 11, 2015</a></p></blockquote>
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