Coercive Operations and their Influence on the Equipment Programme 20 ISMOR Ben Bolland Mike Purvis Caveats • Work in progress • Constrained need-to-know – Experimental design and study purposes to be kept away from experimental participants. 28 August 2003 © Dstl 2003 Dstl is part of the Ministry of Defence Requirement (Exam Question) Coercion and deterrence are key principles underpinning the use or threat of force … but there has been very little research or analysis on them. The aim of this work is to: • Gain an improved understanding of the mechanisms through which coercive effects can be achieved. • Explore and identify causal links between military action and coercive effect in order to support balance of investment appraisals based on the coercive attributes of different equipment procurement options. 28 August 2003 © Dstl 2003 Dstl is part of the Ministry of Defence What is Coercion? • We need a definition that is: – analytically useful – clearly bounds the problem – is reasonably intuitive • “The threat or use of armed force as a continuation of political conflict, within political constraints, to gain a disproportionate change in the political (and hence military) behaviour of an adversary” 28 August 2003 © Dstl 2003 Dstl is part of the Ministry of Defence Scope • Focus on coercion delivered by military capability – Other means and ways handled in other studies • Level of effect – Concerned with coercion of adversary decision-makers at strategic or operational level, within a campaign • Timeframe of analysis – Seeking a coercion assessment capability for equipment BoI studies. 28 August 2003 © Dstl 2003 Dstl is part of the Ministry of Defence Possible Questions (easier to harder) • 1) What ways of employing coercive force are more effective than others? • 2) How coercible is the leadership? Is the target leadership coercible or not? • 3) What quantity of coercive force is required to have the desired coercive effect upon the target? • 4) Will we win the political conflict? Can we coerce the target before they do things ('counter-coercion') to undermine our will? • 5) Where will we have most effect? • 6) When will we win? 28 August 2003 © Dstl 2003 Dstl is part of the Ministry of Defence Intermediate-level analysis Decision-making bureaucracy’s behaviour POLITICAL STRUCTURE Decision-making bureaucracy’s influence / control (bargaining between interest groups) - - Individual’s influence / control of decision-making bureaucracy (see Greenstein) External influences (context) Individual’s behaviour Cultural behaviours (Hofstede) Cultural beliefs Personality traits (Hermann) CULTURE Social interactions / construction INDIVIDUAL 28 August 2003 © Dstl 2003 Individual’s beliefs (OPCODES - Leites, George, Holsti, Walker) Affect (emotion) Individuals’ motives (Psychological Motivations approach McClelland, Atkinson, Winter) Dstl is part of the Ministry of Defence Linking equipment characteristics to coercive potential (early thoughts) 28 August 2003 © Dstl 2003 Dstl is part of the Ministry of Defence Why Gaming? • Coercion is about choices available to a human centred leadership. • Coercive effect is achieved through perceptions of damage and cost/benefit calculus. • Coercion involves humans and their decision-making. – We don’t know how to model this, yet. • Hence the use of Human-in-the-loop gaming. 28 August 2003 © Dstl 2003 Dstl is part of the Ministry of Defence Experimental Gaming 28 August 2003 © Dstl 2003 Dstl is part of the Ministry of Defence Gaming • Primary factors: – Coercibility of Red leaderships. – Relative attributes of Blue coercive options. – Red’s perception of coercive options. • Secondary factors: – Level of pressure applied by Blue; each coercive option will have different levels of pressure within them. – Other factors contributing to placing of coercive pressure upon Red. 28 August 2003 © Dstl 2003 Dstl is part of the Ministry of Defence Key Dimensions • 7 Regime Types – 4 Predominant Single Leaders – 3 other types • 4 Coercive Options (CO) • 5 Levels of Pressure – threats, signal, irritate, incapacitate, defeat 28 August 2003 © Dstl 2003 Dstl is part of the Ministry of Defence Key Dimensions DEFEAT INCAPACITATE SIGNAL COERCIVE OPTION 3 THREATS COERCIVE OPTIONS COERCIVE OPTION 4 IRRITATE REGIME TYPES COERCIVE OPTION 2 COERCIVE OPTION 1 28 August 2003 © Dstl 2003 Dstl is part of the Ministry of Defence Three End States • ‘Coerced’ – Blue achieves political goals short of escalating to the defeat level of force. Red chooses to back-down. • ‘Physically Forced’ – Blue achieves political goals using the defeat level of pressure. Red has no choice. • Red uses WMD. 28 August 2003 © Dstl 2003 Dstl is part of the Ministry of Defence Game Method • One sided, one-player. • Conditions controlled. • Pre-scripted decision-tree based. • Each CO played four times per scenario. • Players pre-screened and tested for suitability. • Players given extensive leadership profile before games. • Scenario brief given at start of each game. • Players face sequence of decision points. • Ethical guidelines followed. 28 August 2003 © Dstl 2003 Dstl is part of the Ministry of Defence Method Lineage • David Daniel, 1979, What Influences a Decision? • George Pickburn and Rachael Davis, 1990, Command decision-making. An investigation by analytical gaming. • Purvis and Bolland, 2002… – Strategic-political decision-making under coercive pressure. 28 August 2003 © Dstl 2003 Dstl is part of the Ministry of Defence Translation of Results: Feeding Coercive Effects into Modelling 28 August 2003 © Dstl 2003 Dstl is part of the Ministry of Defence Tracking effects Red Will to oppose Blue objectives from Blue Perspective Acquiescence Fully effective red capability No effective red capability Red Capability from Blue Perspective A Jones-Purvis diagram Defiance 28 August 2003 © Dstl 2003 Dstl is part of the Ministry of Defence Tracking effects - desired impact of actions Red Will to oppose Blue objectives from Blue Perspective Blue Influencing Blue Coercing Red Capability from Blue Perspective Red Initial position 28 August 2003 © Dstl 2003 Blue use Brute Force Dstl is part of the Ministry of Defence Tracking effects Red Will to oppose Blue objectives from Blue Perspective Blue desired end-state curve Red accedes to Blue objectives Red Capability from Blue Perspective 28 August 2003 © Dstl 2003 Dstl is part of the Ministry of Defence Tracking effects Red Will to oppose Blue objectives from Blue Perspective Most of our tools operate in the capability dimension. We use historically based modifiers (impact of shock and surprise, defeat levels, other factors) and scenario scripting to reflect impact on will 28 August 2003 © Dstl 2003 Red Capability from Blue Perspective Dstl is part of the Ministry of Defence Tracking effects Enemy will to oppose enemy objectives from own Perspective Don’t forget Red is playing the same game - to different rules? 28 August 2003 © Dstl 2003 + Enemy Capability from own perspective Dstl is part of the Ministry of Defence 28 August 2003 © Dstl 2003 Dstl is part of the Ministry of Defence
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