Download or read book Automated War Gaming as a Technique for Exploring Strategic Command and Control Issues written by Paul K. Davis and published by . This book was released on 1983 with total page 48 pages. Available in PDF, EPUB and Kindle. Book excerpt: This document describes a preliminary concept for including strategic command and control effects within the automated war gaming of Rand's Strategy Assessment Center. The concept features: a top-down functionally oriented approach relevant to the interests of civilian and military leaders; a hierarchical and otherwise multilevel gaming structure; and heuristic rule-based models using a variety of artificial intelligence techniques. The approach will be sensitive to key features of war plans and control procedures. It will make a start on reflecting such phenomena as nonunitary decisionmaking, deception, and confusion. It will take into account some of the asymmetries distinguishing the U.S. and the Soviet approach to Command Control Communications and Intelligence. Initial versions of the implemented concept should be useful and interesting but will be relatively simple; with time, it should be possible to evolve gracefully and use some of the detailed models available on pieces of the overall C3I problems. (Author).
Download or read book The Role of Automated War Gaming in Strategic Analysis written by Bruce W. Bennett and published by . This book was released on 1984 with total page 24 pages. Available in PDF, EPUB and Kindle. Book excerpt: For the last several years, The Rand Corporation's Strategy Assessment Center (RSAC) has been developing a new framework for strategy analysis. This paper reviews the effort and discusses early RSAC experience with automated war gaming, which includes not only computerized force modeling and bookkeeping, but also automated decision making. The initial focus was on strategic forces. It became obvious that Rand also had to handle major conventional conflicts as well, since the use of strategic forces seemed most likely to escalate from theater conflict. Furthermore, most analysts felt that the outcomes of theater conflicts were critical to the outcome of the war even after the employment of strategic forces. Rand is therefore producing a simulation of integrated, global conflict, which assesses the capabilities of both conventional and nuclear forces in various contigencies. Rand also emphasized model flexibility that facilitates sensitivity testing of both military and political issues--providing the capability to answer a broad range of 'what if?' questions.
Download or read book Concepts for Improving the Military Content of Automated War Games written by Paul K. Davis and published by . This book was released on 1982 with total page 32 pages. Available in PDF, EPUB and Kindle. Book excerpt: This paper describes one aspect of recent work in the Rand Strategy Assessment Center (RSAC), the challenge of finding ways to incorporate military realism in analytically oriented automated war games. Meeting the challenge has required developing new concepts and techniques that show great promise. The philosophy behind them has even greater applicability. One such concept is that of analytic war plans, logic structures attempting to capture the many high-level decision points that would be faced by the United States and Soviet Union in conflict. The analytic war plans are abstract rule-based generalizations of decision trees. The other concept treated in this paper defines an approach to combat modeling that sacrifices analytic elegance for pragmatism as part of a philosophy requiring the RSAC to treat numerous special phenomena of war that can have important implications even at the strategy level, but which have traditionally been ignored or poorly treated in analytic models. (Author).
Download or read book Simulation and Wargaming written by Charles Turnitsa and published by John Wiley & Sons. This book was released on 2022-01-06 with total page 466 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understanding the potential synergies between computer simulation and wargaming Based on the insights of experts in both domains, Simulation and Wargaming comprehensively explores the intersection between computer simulation and wargaming. This book shows how the practice of wargaming can be augmented and provide more detail-oriented insights using computer simulation, particularly as the complexity of military operations and the need for computational decision aids increases. The distinguished authors have hit upon two practical areas that have tremendous applications to share with one another but do not seem to be aware of that fact. The book includes insights into: The application of the data-driven speed inherent to computer simulation to wargames The application of the insight and analysis gained from wargames to computer simulation The areas of concern raised by the combination of these two disparate yet related fields New research and application opportunities emerging from the intersection Addressing professionals in the wargaming, modeling, and simulation industries, as well as decision makers and organizational leaders involved with wargaming and simulation, Simulation and Wargaming offers a multifaceted and insightful read and provides the foundation for future interdisciplinary progress in both domains.
Download or read book Catalog of Army War Games and Models written by and published by . This book was released on 1968 with total page 84 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Improving the Military Content of Strategy Analysis Using Automated War Games written by Paul K. Davis and published by . This book was released on 1982 with total page 76 pages. Available in PDF, EPUB and Kindle. Book excerpt: This Note describes new concepts for building a high degree of military content into the automated war games. The concepts involve rule-based logic structures that we call 'analytic war plans, ' and higher-resolution versions that we refer to as 'branched scripts.' These logic structures define the range of strategies and grand tactics from which the computer models ('Red Agent' and 'Blue Agent') can choose. The Note also describes our intended approach to combat modeling and explains how we intend to achieve realism and to reflect effects of numerous special phenomena usually ignored by modelers (e.g., attacks on C3I systems and disruptions of rear areas).
Download or read book Game Hacking written by Nick Cano and published by No Starch Press. This book was released on 2016-07-01 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: You don’t need to be a wizard to transform a game you like into a game you love. Imagine if you could give your favorite PC game a more informative heads-up display or instantly collect all that loot from your latest epic battle. Bring your knowledge of Windows-based development and memory management, and Game Hacking will teach you what you need to become a true game hacker. Learn the basics, like reverse engineering, assembly code analysis, programmatic memory manipulation, and code injection, and hone your new skills with hands-on example code and practice binaries. Level up as you learn how to: –Scan and modify memory with Cheat Engine –Explore program structure and execution flow with OllyDbg –Log processes and pinpoint useful data files with Process Monitor –Manipulate control flow through NOPing, hooking, and more –Locate and dissect common game memory structures You’ll even discover the secrets behind common game bots, including: –Extrasensory perception hacks, such as wallhacks and heads-up displays –Responsive hacks, such as autohealers and combo bots –Bots with artificial intelligence, such as cave walkers and automatic looters Game hacking might seem like black magic, but it doesn’t have to be. Once you understand how bots are made, you’ll be better positioned to defend against them in your own games. Journey through the inner workings of PC games with Game Hacking, and leave with a deeper understanding of both game design and computer security.
Download or read book Army of None Autonomous Weapons and the Future of War written by Paul Scharre and published by W. W. Norton & Company. This book was released on 2018-04-24 with total page 388 pages. Available in PDF, EPUB and Kindle. Book excerpt: Winner of the 2019 William E. Colby Award "The book I had been waiting for. I can't recommend it highly enough." —Bill Gates The era of autonomous weapons has arrived. Today around the globe, at least thirty nations have weapons that can search for and destroy enemy targets all on their own. Paul Scharre, a leading expert in next-generation warfare, describes these and other high tech weapons systems—from Israel’s Harpy drone to the American submarine-hunting robot ship Sea Hunter—and examines the legal and ethical issues surrounding their use. “A smart primer to what’s to come in warfare” (Bruce Schneier), Army of None engages military history, global policy, and cutting-edge science to explore the implications of giving weapons the freedom to make life and death decisions. A former soldier himself, Scharre argues that we must embrace technology where it can make war more precise and humane, but when the choice is life or death, there is no replacement for the human heart.
Download or read book Simulation and Wargaming written by Charles Turnitsa and published by John Wiley & Sons. This book was released on 2022-02-15 with total page 466 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understanding the potential synergies between computer simulation and wargaming Based on the insights of experts in both domains, Simulation and Wargaming comprehensively explores the intersection between computer simulation and wargaming. This book shows how the practice of wargaming can be augmented and provide more detail-oriented insights using computer simulation, particularly as the complexity of military operations and the need for computational decision aids increases. The distinguished authors have hit upon two practical areas that have tremendous applications to share with one another but do not seem to be aware of that fact. The book includes insights into: The application of the data-driven speed inherent to computer simulation to wargames The application of the insight and analysis gained from wargames to computer simulation The areas of concern raised by the combination of these two disparate yet related fields New research and application opportunities emerging from the intersection Addressing professionals in the wargaming, modeling, and simulation industries, as well as decision makers and organizational leaders involved with wargaming and simulation, Simulation and Wargaming offers a multifaceted and insightful read and provides the foundation for future interdisciplinary progress in both domains.
Download or read book War Games written by Philip Hammond and published by Bloomsbury Publishing USA. This book was released on 2019-12-12 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences. This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?
Download or read book Wargames written by Martin van Creveld and published by Cambridge University Press. This book was released on 2013-04-04 with total page 343 pages. Available in PDF, EPUB and Kindle. Book excerpt: Where did wargames come from? Who participated in them, and why? How is their development related to changes in real-life warfare? Which aspects of war did they capture, which ones did they leave out, how, and why? What do they tell us about the conduct of war in the times and places where they were played? How useful are they in training and preparation for war? Why are some so much more popular than others, and how do men and women differ in their interest? Starting with the combat of David versus Goliath, passing through the gladiatorial games, tournaments, trials by battle, duels, and board games such as chess, all the way to the latest simulations and computer games, this unique book traces the subject in all its splendid richness. As it does so, it provides new and occasionally surprising insights into human nature.
Download or read book Concepts and Issues written by and published by . This book was released on with total page 300 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Machine Dreams written by Philip Mirowski and published by Cambridge University Press. This book was released on 2001-12-03 with total page 652 pages. Available in PDF, EPUB and Kindle. Book excerpt: This was the first cross-over book into the history of science written by an historian of economics. It shows how 'history of technology' can be integrated with the history of economic ideas. The analysis combines Cold War history with the history of postwar economics in America and later elsewhere, revealing that the Pax Americana had much to do with abstruse and formal doctrines such as linear programming and game theory. It links the literature on 'cyborg' to economics, an element missing in literature to date. The treatment further calls into question the idea that economics has been immune to postmodern currents, arguing that neoclassical economics has participated in the deconstruction of the integral 'self'. Finally, it argues for an alliance of computational and institutional themes, and challenges the widespread impression that there is nothing else besides American neoclassical economic theory left standing after the demise of Marxism.
Download or read book War Games written by Thomas B. Allen and published by Berkley. This book was released on 1989 with total page 420 pages. Available in PDF, EPUB and Kindle. Book excerpt: Startling and disturbing, this is an up-to-date look at today's high-tech rehearsals for war. Political scenarios, military strategies and frightening, true-to-life maneuvers--all the games played by today's leaders are here, based on information gained through the Freedom of Information Act.
Download or read book In Peace Prepared written by Andrew B. Godefroy and published by UBC Press. This book was released on 2014-10-15 with total page 293 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Allies claimed victory at the end of the Second World War, but the United States’ invention of the atomic bomb and its replication by the Soviet Union posed new dangers for all nations. In Peace Prepared examines what Canada’s Cold War Army did to prepare for war – and why and how it did it. Although a Third World War never happened, army officers supported by a large civilian defence workforce of scientists, engineers, and designers responded aggressively to the challenges presented by the possibility of nuclear attack. Through innovation and adaptation, they developed a collaborative and systematic approach to problem solving that not only played a significant role in the evolution of Canada’s national force but also shaped how armies in the Western Alliance related to one another during the Cold War and beyond.
Download or read book Dunn Kempf written by John Curry and published by . This book was released on 2020-03-13 with total page 80 pages. Available in PDF, EPUB and Kindle. Book excerpt: Inspired by ideas of Phil Barker (of WRG fame), these rules were a tactical training game for the US Army for approximately twenty years. Written by Captains Dunn and Kempf, the rules aimed to accurately model potential battles between American forces in Europe and the Warsaw Pact. In addition to being fun to play, the game aimed to be worthwhile military training including: American and Warsaw Pact Tactics. Weapon capabilities and effects. Correct employment of indirect fire, such as artillery and mortars. Appropriate use of terrain. Defensive use of smoke. Creation of kill zones. This edition of the rules includes additional material that has emerged since the first edition. It is the Fort Leavenworth Combined Arms Training Center edition, plus the optional combat tables from the III Corps edition of the rules. These rules are published by the History of Wargaming Project as part of its work to document the development of professional wargaming.
Download or read book Zones of Control written by Pat Harrigan and published by MIT Press. This book was released on 2016-04-15 with total page 845 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examinations of wargaming for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. Games with military themes date back to antiquity, and yet they are curiously neglected in much of the academic and trade literature on games and game history. This volume fills that gap, providing a diverse set of perspectives on wargaming's past, present, and future. In Zones of Control, contributors consider wargames played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially tabletop games, most of which cover specific historical conflicts or are grounded in recognizable real-world geopolitics. Game designers and players will find the historical and critical contexts often missing from design and hobby literature; military analysts will find connections to game design and the humanities; and academics will find documentation and critique of a sophisticated body of cultural work in which the complexity of military conflict is represented in ludic systems and procedures. Each section begins with a long anchoring chapter by an established authority, which is followed by a variety of shorter pieces both analytic and anecdotal. Topics include the history of playing at war; operations research and systems design; wargaming and military history; wargaming's ethics and politics; gaming irregular and non-kinetic warfare; and wargames as artistic practice. Contributors Jeremy Antley, Richard Barbrook, Elizabeth M. Bartels, Ed Beach, Larry Bond, Larry Brom, Lee Brimmicombe-Wood, Rex Brynen, Matthew B. Caffrey, Jr., Luke Caldwell, Catherine Cavagnaro, Robert M. Citino, Laurent Closier, Stephen V. Cole, Brian Conley, Greg Costikyan, Patrick Crogan, John Curry, James F. Dunnigan, Robert J. Elder, Lisa Faden, Mary Flanagan, John A. Foley, Alexander R. Galloway, Sharon Ghamari-Tabrizi, Don R. Gilman, A. Scott Glancy, Troy Goodfellow, Jack Greene, Mark Herman, Kacper Kwiatkowski, Tim Lenoir, David Levinthal, Alexander H. Levis, Henry Lowood, Elizabeth Losh, Esther MacCallum-Stewart, Rob MacDougall, Mark Mahaffey, Bill McDonald, Brien J. Miller, Joseph Miranda, Soraya Murray, Tetsuya Nakamura, Michael Peck, Peter P. Perla, Jon Peterson, John Prados, Ted S. Raicer, Volko Ruhnke, Philip Sabin, Thomas C. Schelling, Marcus Schulzke, Miguel Sicart, Rachel Simmons, Ian Sturrock, Jenny Thompson, John Tiller, J. R. Tracy, Brian Train, Russell Vane, Charles Vasey, Andrew Wackerfuss, James Wallis, James Wallman, Yuna Huh Wong