Rex Brynen McGill University PAXsims How useful is the terminology? • hybrid war • irregular war • asymmetric warfare • “grey zone” • “ambiguous war” +ve: highlights the broad spectrum and many sub-types of armed conflict -ve: when was war ever NOT “hybrid”? Use wargames to anticipate and prepare for anticipated irregular forms of conflict. Use wargames to promote innovative thinking and adaptability when confronted with unanticipated modes of conflict. guerilla warfare terrorism illicit arms supplies targeted killings political subversion information operations espionage forced displacement humanitarian suffering criminal networks EW and cyberwar OSINT Russia (vs Ukraine) Russia (vs Georgia) AQ, ISIS (vs West) Hamas (vs Israel) Iran (vs GCC) etc. Allies (vs Axis) UK (vs IRA) Canada (vs South Africa) US, GCC (vs Syria) US (vs Nicaragua) Coalition (vs Libya) etc. Why are you gaming? What is the question you are trying to answer? • everything else stems from that “One thing a person cannot do, no matter how rigorous his analysis or heroic his imagination, is to draw up a list of the things that would never occur to him.” Thomas Schelling facilitation techniques for encouraging innovative thinking • flatten hierarchy • collect lots of ideas • how do you reality test? Do we devote enough time and attention to identifying, developing, and promoting game facilitation skills? Millennium Challenge 2002 • Red develops innovative approaches (retired Lt General Paul Van Riper) • low-tech C3I • swarm techniques, much of Blue’s fleet sunk • White resets game, Van Riper walks out, scandal erupts lessons to be learned Rapid Campaign Analysis Toolset • core rules with matrix-game like system for innovation Massive Multiplayer Online War Game Leveraging the Internet • tweet-like ideas and gamification Traditionally a wargame is developed and playtested (and models may undergo V&V), THEN it is deemed ready to develop insights. However, the development and playtest phase may itself produce interesting findings and ideas that need to be captured. Traditionally a wargame is developed • EITHER for training/education, • OR for analysis. However, the former might well generate some of the latter. • Can combining games decrease costs and increase use? • Are trainees too stupid to generate useful insights? the megacities debate “Quick and dirty” games with flexible adjudication and avenues for innovation may be especially valuable because they can be played multiple times at a relatively low cost. What is a reasonably plausible case of “hybrid warfare” that might face UK defence planners in the next 10 years? What irregular conflict components would you need to model in that case? • How will model/game these? • How will your game design incorporate things you haven’t thought of (but your players have)?
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