This book describes the fundamentals of war gaming, its history, and some of the techniques employed in war games. It presents comprehensive treatment of the various forms of war gaming, inclduing manual games to computer-assisted games, one-sided to multi-sided games, and free-play games to rigid style games. The author addresses every aspect of gaming imaginable, including data requirements, design, execution, and analysis. Even the use of probalistic tables to emulate stochastic processing and the use of flow diagrams for decisions are provided.
CHAPTER I
Introduction to War Games
Simulation
Conflict Situation
War Games
Models
War Game Models
Other Elements
War Game Director or Controller
Control Group
Players
Spectators
The Purpose
Specific Purpose or Purposes
Types
General Purpose
Scope and Level
Number of Sides
Amount of Intelligence
Methods of Evaluation
Basic Simulation Techniques
Mixed Simulation Methods
Other Methods of Classification
The Value of War Games
Limitations
Game Theory
CHAPTER II
History of War Games
Chess
Military or War Chess
Vogue of Military Mathematics
Introduction of Additional Features
Early WAr Games
New Methods of Evaluation
German War Games, 1880 to World War II
Japanese Use of War Games
Allies, World War II
War Games in the United States
Gaming at the Naval War College
CHAPTER III
Rules, Procedures, and Data
The Conflict Situation
Conduct of the Game
Kinds of Rules
Amount of Detail
Models
Business Game Cycle
Moves
Function of the Rules
Evolution of the Rules
Data
Umpires
Probability
Expected-Value Models
Stochastic Models
Choice of Models
CHAPTER IV
Manual Games
Advantages
Limitations
Simulation Requirements
The Duel Game
Naval War College Board Games
Submarine Tactical Game
Hexagonal Grid Systems
Naval War College Chart Games
Command and Staff Department Manual Games
The School of Naval Warfare Strategic Game
Naval Comamnd Course Manual Game
JCS Politico-Military Desk Games
Landing Force WAr Game (LFWG)
TACSPIEL and THEATERSPIEL
Monopologs
Other Manual Games
CHAPTER V
The NEWS and NEWS Gaming
History of the NEWS
The War Gaming Department
General Description of the NEWS
Area of Operations
Forces
Command Centers
Command Headquarters
Umpire Area
Communications, Control, and Equipment Rooms
The NEWS Damage Computer
System Capabilities
Equipment Limitations
Scaling Factors and Other Gimmicks
Manual Techniques
Types of NEWS Games
Curriculum Games
Fleet Games
Game Design and Rules
Rules
Programming
Participants
Briefings and Rehearsals
Critiques and Post Game Reports
Demonstrations
CHAPTER VI
Computers and Computer Games
Rigid Umpiring
Rigid-play Games
Development of Computing Devices and Systems
Binary Representation
Digital Computers
Stored Programs
Developing a Program
Programming Languages
Computer Processing
Computer-Assisted Games
Computer Gaming
Time-Step and Event-Store Games
Some Advantages and Disadvantages of Computer Gaming
Navy War Games Program Computer Games
Strike Warfare Model Mark II
Anti-Air Warfare Systems Interaction Model
Sea Warfare Intermediate Model (SWIM)
SSBM Detection Model
Embarkation Planning Support Model
Supportiing Arms Model
Ship-to-Shore Model
Sealift I
Barrier Submarine Computer Game
APPENDIX A -- CHANCE DEVICES
APPENDIX B -- PROBABILITY DISTRIBUTIONS
APPENDIX C -- A GLOSSARY OF WAR GAMING TERMS
APPENDIX D -- REFERENCES
This book is intended primarily for the use of resident students at the U. S. Naval War College. It should also provide a source of background information for other military officers and researchers concerned with war gaming.
Product Details
- McHugh, Francis J.
- Fundamentals of War Gaming
- War Gaming
- War games
- Military art and science