Agent-based Modeling of Counterinsurgency Operations Jason Martinez1 and Ben Fitzpatrick1,2 1 Tempest Technologies 8939 S. Sepulveda Blvd. Suite 506, Los Angeles, CA 90045 USA [email protected] 2 Loyola Marymount University UH 2700, 1 LMU Drive, Los Angeles, CA 90045 USA [email protected]; [email protected] COIN operations take place not only on the battlefield but also in the minds and perceptions of the much larger civilian population. For this reason, COIN operations are intimately tied to protecting the reputation of the state and demonstrating good will toward the people. We attempt here, with as simple a modeling approach as is possible, to capture the essential features of a COIN operation conducted by a force supporting an existing government. We treat influence and combat operations in a heterogeneous population of agents. The communications network within the population is flexibly and dynamically modeled. As agents communicate, influence is transmitted. When agents interact in a combat mode, the possibility of collateral damage exists. We begin the discussion here with an overview of the influence modeling. From that point, we move to the consideration of combat modeling. Finally, we discuss some in silico experiments to examine various hypotheses about COIN operations. Abstract We construct a computer model that allows us to simulate the effect of counterinsurgency operations on a population of agents. We build a society of agents who are interconnected in an established social network. Each agent in this network engages in political discourse with other agents over the legitimacy of the existing government. Agents may decide to support an insurgency, join an insurgency, side with the existing government, or remain neutral over which group to support. Using this model we explore the relative importance of social network structure, influence effectiveness, and combat operation effectiveness in minimizing insurgent strength. Introduction The complex nature of counterinsurgency (COIN) warfare today requires a much greater understanding of the factors that increase our ability to successfully “win the hearts and minds” of the target population. Insurgent warfare today is not a traditional war in which pitched armies conduct frontal assaults or where massive air strikes precede ground invasions. The success of COIN operations depends intimately on gaining the support of the population as well as identifying and eliminating insurgents in the field (Petraeus, et al, 2007, 1-161; Van Der Kloet, 2006). Mathematical models and computational simulations of combat have long been used to support military planning (see, e.g., Taylor, 1983, Epstein, 1985). In this paper, we describe an effort to model COIN operations that include both combat and influence operations. While the primary goal of the counterinsurgent is to support and reinforce the legitimacy of the existing government of the host nation, an insurgency works to prevent that from happening. In addition to direct adversarial combat, both the insurgent and counterinsurgent are engaged in “marketing” campaigns in order to “sell” their ideas to the population. In this view, Underlying Theory of the Influence Model Our modeling process begins with the assertion that agents live in a world in which they are subject to influence by a number of different sources. Agents are influenced by their peers, by the media, by insurgents, and by COIN forces. In this sense, we can view each agent as a potential target to a marketing campaign made by a number of different influencers. Our modeling is informed by a number of sociological theories concerning the way in which individuals are influenced by their interactions with others in the environment. For parsimony and simplicity in building an initial model, we identify four basic mechanisms through which an individual will decide to join a group or be influenced to side with a particular group. The mechanisms that we identify include (1) an individual propensity to favor a particular group, (2) the influence by propinquity, (3) the effect of receiving rewards (or positive reinforcement), and (4) the effect of coercive measures. Copyright © 2009, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved. x 54 Individual propensity to favor a particular group: The first mechanism is the idea that individuals will develop attitudes that are more favorable toward some groups and less favorable toward others. We call these ideological leanings, which roughly corresponds to an individual’s natural propensity to favor one group over another. There may a number of reasons why an individual would favor one group over another. A few examples may include race, nationality, religion, ethnicity, and or any other category that identifies a common interest. x x x change of allegiance but also to limit one’s interaction with other groups. Findley and Young (2006) delineate two COIN approaches: the “war of attrition” approach and the “the hearts and minds” approach. Within the realm of influence operations, reward aligns with “hearts and minds” while coercion is a form of “attrition.” Underlying Theory of the Combat Model In addition to influence, we also consider combat operations. Combat operations are different from influence operations in several important respects. One key consideration is that influence operations rely primarily on communication, an activity that may or may not require physical proximity. Influence operations can take place across a diverse set of networks. Air- and sea-based missile attacks notwithstanding, physical proximity of forces is required for offensive actions. Also, COIN operators must necessarily take different offensive approaches from those of the insurgents. We begin our examination of combat with the insurgent strategies. The effect of propinquity: Individuals will develop attitudes that are similar to the attitudes of those with whom they interact. For example, research has shown that individuals are likely to become insurgents if they interact with fellow insurgents. This may take place in various forms of social gatherings, such as mosques, universities, or even the work place. In this sense, we tend to think of being influenced by those around you as a sort of ‘norming’ effect in which normative behaviors and ideologies reflect the common interests of a reference group (McPherson, et al, 2001; Centola et al, 2005). The effect of receiving a reward: In the influence literature, it has been demonstrated that influence could result from the effect of receiving rewards (Turner, 1991; Mason, 1996; Hechter, 1988). This influence parameter makes particular sense in the way in which Coalition forces can win “the hearts and minds” of a population through a demonstrated ability to provide good will gestures, such as providing electricity, public transportation, safe environments. The effect of coercion: Coercion is one method in which an agent exerts influence to prevent the target from interacting with the influencer’s enemy. For example, if an insurgent witnessed a civilian interacting with a coalition force member, the insurgent may exert some coercion technique to punish them for interacting with the enemy. In short, there are consequences for supporting an enemy (Mason, 1996; Hechter, 1988). In a sense, we can think of the first two mechanisms of influence as passive; that is, influence occurs passively through one’s embedding in a social environment. The last two mechanisms are active: agents conduct coercive and rewarding operations in order influence target individuals to shift allegiance. In addition to the active and passive forms of influence, another distinction needs to be made. In general, the first three forms of influence work to influence an agent to join one group over another. In other words, agents try to convince other agents that there is a positive return for joining one group over another. The effect of coercion, on the other hand, should work not only to bring about a 55 x ARS - Attack and Retreat Strategy. This attack strategy is considered the prototypical guerilla warfare strategy in which the attackers attack their enemy and quickly retreat, leaving the enemy caught off guard with very little opportunity to respond back with fire power. x CDS - Collateral Damage Strategy. This strategy is based on the assumption that the enemy will over-respond if they are attacked. While not a suicide mission, the purpose of employing this strategy is to get the counterinsurgents to inadvertently kill agents not directly involved in combat. Agents using the CDS strategy will surround themselves by other agents (presumably civilians) and then attack. In their haste to respond, the COIN agents potentially kill not only their attacker but also innocent civilians in the process. x SS - Suicide Strategy. With this strategy, insurgents surround themselves with COIN agents, and then commit suicide by blowing themselves up. This strategy will kill all individuals within a given radius of the suicide bomber. The suicide bomber may (or may not) abort the mission if he determines that non-COIN agents would die in the explosion. x IEDS – Improvised Explosive Device Strategy. With this strategy, insurgents position an IED and detonate a bomb when sufficient COIN agents are within the kill radius. x CWS - Conventional Warfare Strategy. Also called the Clausewitzian Warfare Strategy, this strategy will attack any COIN agent that is within sight. If more than one COIN agent is observed in that distance, then the insurgent agent will randomly select one and attack him and kill with a given probability. We use Red to refer to “Insurgents,” and Blue refers to “COIN forces.” Red and Blue colored agents are special agents who are in combat with each other. We let the following agent groups refer to the civilian population. Cyans are those who side with the Blues. Pinks are those who side with the Reds. Whites are undecided agents who align with neither Red nor Blue. Civilian agents are not in combat, but do engage in communication and may persuade neighboring agents to adopt their “neutral” alignment. Since Blue agents belong to the COIN force group and are assumed to be dressed in military fatigue, their identities are visible to all other agents within the simulation. For all other agents, however, their identities are kept private. Red agents only become ‘visible’ when they attack other agents. Further, Blue agents are replaced if they are killed in battle: Blue uses a reinforcement rate sufficient to maintain a constant force level. For the purposes of simulations of relatively short duration, we assume that there is an infinite supply of Blue agents with reinforcements arriving as needed. Except for the Blues and Reds, agents may change their political views. Since each agent has a predisposition to adopt one view over another, we may think that each agent has ordered their preference to belong to each group. This order is calculated from a vector containing each individual’s interest for each group. We call this vector L, which we refer to an agent’s level of alignment with each of the five groups. We let L be a vector containing a list of five elements, referring to each of the five possible identities for a given agent. Each element within the vector refers to an agent’s preference for the kth group. Our agent determines his identity by selecting the largest score in L (i.e., Lmax). For the COIN agents, we consider influence as an offensive strategy and combat as a defensive strategy. The primary goal is to initiate contact with the population and engage in influence operations. As a defensive strategy, we model COIN combat in terms of the agent potentially returning fire upon being attacked. A primary difficulty with direct combat is the visibility problem. A COIN agent can never know with certainty if he is interacting with a civilian or an insurgent until the insurgent fires a weapon at him. Wong (2006) suggests that computer models involving insurgencies should more carefully consider the role of civilians as victims in combat scenarios. Over-responding to an insurgent action may kill many civilians, a situation which would create a negative perception over the legitimacy of COIN presence. Agents and the Simulation Environment The simulation is designed to host a number of different kinds of influence and combat scenarios. In general, influence between agents can happen in one of two different ways. Influence may occur among agents on a simple two dimensional grid, in which agents interact with the physical neighbors. They may also interact through a formal social network. A number of graph-theoretic social network structures have been considered, such as Watt’s beta graphs and scale-free graphs (Watts, 2003). The simulation operation involves the following quantities. x k Grid. The environment where each agent may reside is composed of a two dimensional (r x c) grid. The grid does not change in size, nor does the grid wrap. Each cell on the grid can only be occupied by one agent at a time. x Time Step. Agents are selected at random from the population without replacement. Once everyone has been selected from the list, a time step is said to have occurred. Individuals may not be selected more than once per time step. x Agent Movement. walk manner. x Agent Identity. Each agent has the capacity to belong to any one of five different group identities. These group numbers are denoted by the vector k and they refer to the following group colors: Lk eGk Ei ( I k ) Eb ( Bk ) E c (Ck ) 1 eGk Ei ( I k ) Eb ( Bk ) E c (Ck ) The use of a logistic structure for preference is common in the market research literature (see, e.g., Franses and Papp, 2001). The quantities in the exponential of the logistic govern the response of the individual agent to received influence. In particular, we make the following definitions. Agents move in a random {1,2,3,4,5} {red , pink , blue, cyan, white} 56 x The number Gk models an agent’s natural propensity to join k group. This number is assigned at birth from a random uniform distribution. x The number Ik is the proportion of individuals who belong to each k group in the agent’s physical neighborhood. This quantity fluctuates as agents move about the space. x The number Bk refers to the agent’s expected rewards for belonging to k group. This is a composite measure. This is defined as the proportion of times that one has been rewarded in the last ten iterations with members of each k group. x The number Ck refers to the amount of coercion that the agent has received from members of k group. This is defined as the proportion of times that one has been punished in the last ten iterations with members of each k group. x The coefficients E i , E b , E c are the relative weights of the social neighborhood impact, the reward impact, and the coercion impact, respectively. We use these coefficients so that the units of each quantity ( I , B, C ) can be maintained in the same units. For example, the same amount of money offered by Blue may be worth less in terms of influence than if offered by Red, and the impact of many Blue neighbors may be less than the same number of Red neighbors. procedure checks to see if the conditions are appropriate for an attack. This will depend on the kind of attack strategy that is implemented in the simulation. If the Red or Blue agent is not in any danger, then the agent will perform the same influence task that any civilian would perform on a randomly selected neighbor. In this manner, the simulation moves forward in time. If an attack kills civilians, then the neighboring agents are influenced by coercion. The impact of this influence may be positive (fear) or negative (desire for revenge). Below we present the results from one simulation. The parameter settings (as suggested in the bullet above on the E coefficients) give Blue and Cyan agents lesser ability to influence White agents than the Red and Pink have. We note that as the simulation progresses Red is capable of generating enough influence to recruit from the population of Pink agents. The time scale of the Red to Pink transition is slow relative to the time scale of White to Pink and White to Cyan transitions for two reasons. One is the constraint that White cannot transition directly to Red slows down the process by requiring two stages of transition; another is the propinquity condition. The Pink neighbors tend to keep the individual Pink. To simulate a time step, we cycle through the agents as a randomized list. If a civilian agent is selected, that agent will look in its Moore neighborhood and randomly select a communication partner. In this interaction, the agent presents his political views and attempts to influence his communication partner. The agent then moves to a new location within its physical neighborhood and updates its own current state (i.e., color or political affiliation). How this update is performed is the following. The agent computes the quantities Lk for each of the five possible states. The state producing the maximal L is the state selected. A set of rules for determining color change is then implemented. Our theory states the following: x White agents may turn into Pink or Cyan. x Pink agents may turn into Red or White agents. x Cyan agents may turn into White agents, but may not turn Blue. x Red and Blue agents do not change color. Figure 1. Influence Operations without Combat In short, the algorithm states that the direction of color change must follow through certain stages. For example, we do not expect an agent to change from Cyan to a Red, but must first turn White, then Pink, and then eventually Red. If a Red or Blue agent is selected from the randomized list, a slightly different set of computational procedures is implemented. In the first step, they evaluate whether or not they are in a combat mode; that is, they evaluate the area around them and determine whether any combatants are visible. If an enemy combatant is present, then the Software Implementation The software that we have designed is written in C and accessed from a Matlab GUI front end. Alternatively the software can be run from the command line as a standalone compiled C application. Connecting to Matlab permits not only a very flexible GUI but also straightforward summary and visualization of results. Hypotheses One of the advantages to using computer simulation models is that it provides us with the ability to test a 57 number of hypotheses about real world events, which we could not do otherwise (this is particularly the case with warfare models, for which ethical concerns could also take place). In addition to that, we would also be able to observe scenarios in an environment, which we would not be able to observe otherwise. We have been particularly interested in testing some key assumptions commonly observed in counterinsurgency and irregular warfare manuals (Petreaus, et al, 2007). We will test the following hypotheses: x Sometimes, the more you protect your force, the less secure you may be (1-149). x Sometimes, the more force is used, the less effective it is (1-150). x Sometimes doing nothing is the best reaction (1152). SS detailed above. Thus, we have 16 distinct configurations. We begin by noting that the parameter values for these runs were specified for convenience of simulation and testing, without detailed regard for realism. For simplicity we have chosen a relatively small population size and parameters that produce dynamics that are relatively quick to converge to steady states. We have in other simulation efforts made some attempts to infer reasonable parameter values from field data, but a full discussion of the issues surrounding that estimation is beyond the scope of this paper. A more realistic setting would involve tens of thousands to millions of individuals representing a small to large urban setting, with hundreds to thousands of Blue agents and slower transition rates of civilians into partisan groups. We can say that the qualitative structure of the results (e.g., trends) are consistent with more realistic parameter settings. Figures 2-5 illustrate the dynamics of the groups averaged over the 50 Monte Carlo realizations for four of the 16 experimental settings. Figures 2 and 3 show the Red attack strategy of Attack and Retreat (ARS) when Blue responds 25% and 75% of the time Red attacks, respectively. We first note that the attack strategies speed up the dynamics relative to those of Figure 1. The impact of killing civilians is an influence computation described above. We next note that the Red population increases much more dramatically than in the influence only case of Figure 1. The third observation is that the Cyan population decreases faster when Blue adopts a more aggressive defensive strategy. This higher rate is partially due to Cyans killed as collateral damage and partially due to Cyans being negatively influenced by Blue’s killing of civilians. Examining Figures 4 and 5, we consider the 25% and 75% Blue response to Red’s collateral damage optimization strategy, in which Red seeks to surround itself with civilians. In this scenario, the civilian populations suffer from Blue’s counterattacks, and the influence of the collateral damage is clear from the high rate of decay of the Cyan population. Were the losses purely cross-fire deaths, the Pinks and Cyans would decay at the same rate. There are a number of criteria that we can use to define what we mean by a successful counterinsurgent combat strategy. For the purposes of the current project, we define success of a counterinsurgent strategy to have multiple meanings. For example, one strategy may result in many dead counterinsurgents, but the result would nonetheless create a population that supports the existing government. Or, another strategy may result in very few deaths, but a population that strongly supports the insurgency. Obviously, a strategy that minimizes the number of dead counterinsurgents and maximizes the number of individuals supporting the state would be ideal. Results A series of experimental methods were conducted to evaluate the effect of various combat strategies. Agents live on a two-dimensional 40 by 40, celled landscape containing 480 agents. At the start of the simulation 400 agents are colored white. Forty of the remaining agents are colored Red, while the remaining 40 agents are colored Blue. Each condition in the experiment ran for a total of 3000 time steps. We ran each condition of the experiment 50 times in order to generate a reasonably sized Monte Carlo sample for trend extraction. Blue’s strategies consist of returning fire upon attack 0%, 25%, 75%, and 100% of the time. The idea here is that Blue has a difficult classification problem of identifying the actual Red actors in the population and may accidentally shoot civilians. Such a situation has occurred in recent counterinsurgency efforts, though Blue firing discipline and identification capability is clearly much better than what has been modeled here. This strategy is clearly oversimplified, a problem we discuss in Remarks below. The most serious weakness of the implemented Blue strategy is that Blue may accidentally kill civilians in this response, leading to a coercion influence response of a negative nature, literally driving civilians into the arms of the insurgents. Red’s strategies consist of the strategies CDS, ARS, IEDS, and 58 Figure 2. Blue’s Response (25%) to an Attack and Retreat Strategy Figure 4. Blue’s response (25%) to a Collateral Damage Strategy. Figure 3. Blue’s Response (75%) to an Attack and Retreat Strategy Figure 5. Blue’s response (75%) to a Collateral Damage Strategy. The complete summary of all 16 attack configurations is given in box and whisker plots of Figures 6-9. These figures show that low to moderate use of force against Red is more likely to result in a population that sides with Blue. Figure 6 presents the population of Cyans and demonstrates that in general, Blue is most successful against Red when Blue does not exert force against Red. 59 Figure 8. Number of pink agents remaining after 3000 time steps. Figure 6. Number of cyan agents remaining after 3000 time steps. Figure 9. Number of civilians remaining after 3000 time steps. Figure 7. Number of red agents remaining after 3000 time steps. It is important to note that the entire population decays due to the amount of fighting. The high rate of decay is partially due to our choice of convenience parameters, set to exhibit high rates of activity (rather than to exhibit realistic rates of activity). Since the Blue population receives reinforcements to maintain constant strength, the plots of Blue population are all constant. However, the simulation keeps up with the number of Blue deaths. We have observed that Blue incurs the greatest amount of damage when Blue does not exert any force in the combat environment. In Table 1, it is observed that on average Blue may incur over 2000 deaths. However, when Blue exerts an excessive amount of force, they are likely to reduce their chances of dying, while successfully reducing the number of insurgents in the 60 population. Conversely, this also results in significantly reducing the civilian population. Judging from these results, it appears that our first hypothesis (“Sometimes, the more you protect your force, the less secure you may be”) depends on interpretation. Blue clearly enjoys fewer deaths with higher rates of kinetic engagement. On the other hand, the population suffers more losses, and the collateral influence damage further weakens Blue’s political position. Current thinking in the counterinsurgency literature suggests that excessive force, which kills innocent civilians, will lead to more support for the insurgency. If the insurgency increases, then it will be more difficult to protect your force. While our model allows for civilians to turn against Blue (or even Red) under indiscriminate killing, the current parameterization involves too high a rate of engagement and killing to be a quantitatively accurate predictor. Blue’s Use of Force 0% 25% 75% 100% Average Number of Civilian Deaths 7.91 68.19 99.09 107.20 Average Number of Red Deaths* 42.05 100.57 129.92 137.05 simple finite dimensional compartmental model, which takes the form of a five-dimensional differential equation, for the subpopulation dynamics. This simplified model can be approached using optimal control theory (Pontryagin’s maximum principle or dynamic programming), and game theoretic formulations in which Red and Blue compete for the “hearts and minds” of the population can be considered. We have had some preliminary successes with this type of approach, and we hope in future studies to test the dynamic strategies derived with the simple differential equation model by implementing them as feedback controllers in the agent model. In general, the problem of parameter estimation is a very difficult issue for agent-based models. In some application areas, a significant number of parameters can be measured directly, obtained from survey data, or inferred from a fairly simple statistical model. Insurgency modeling is fraught with many practical problems of parameterization and data analysis. Market research uses a number of statistical techniques to determine the weight parameters in the logistic influence model, but the data collection problem in marketing is much simpler. The direct interrogation of the population enduring an insurgency is nearly impossible. Certain ecological data analysis tools, such as catch effort analyses, can be applied to extract information about population sizes. Intermediate models like the compartmental models can also guide the determination of parameters for the agent model. This topic is another of continuing investigation. Average Number of Blue Deaths 2102.84 989.68 672.56 611.03 Table 1. Blue’s use of force and average number of deaths. *Deaths in the 0% of force are the result of suicide attacks alone. Comparing these results from Figure 7, we observe that the worst strategy for Red is the suicide attack strategy, in which Red could remove themselves from the population without effort on Blue’s part. While this strategy is capable of generating casualties against Blue, Blue’s response does generate enough collateral damage that Red could use to recruit individuals from the Pink population into the Red camp. Acknowledgements This research has been supported in part by contract AFRL contract FA8650-07-C-6759 and AFOSR grant FA955009-1-0524. Dr. Richard Albanese of AFRL/HEX has provided a great deal of important advice and some deep insights into influence operations. Our colleagues Dr. Yun Wang and Dr. Li Liu of Tempest Technologies have collaborated on computational implementation, gaming and control, and other modeling issues. We would also like to thank the referees for giving us valuable suggestions and thoughtful comments to help us improve previous drafts of this manuscript. Finally we would like to thank the conference organizers for creating this interesting venue for interaction on cultural dynamics. Remarks We have presented a description and some preliminary efforts to simulate counterinsurgency operations with an agent-based model. Our model focuses on influence operations but also uses some simple combat strategies for kinetic operations of combat. In a sense, our initial foray into insurgency modeling generates more questions than does it provide answers. Our sincere hope is that we can motivate other researchers to join us in the effort to understand this difficult but important problem. We acknowledge a number of issues we are continuing to investigate. First, combat strategies have been implemented in a rather simplistic manner. We note that we have undertaken efforts to determine optimal strategies using control and game theoretic structures. The complexity and dimensionality of agent-based population dynamics preclude optimization of strategies within the context of the agent model. 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