Submitted:
17 January 2024
Posted:
17 January 2024
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Abstract
Keywords:
Introduction
- Three overarching “aim[s] and purpose[s]”, namely: “creating knowledge”; “conveying knowledge” and “team building”;13 and
- Seven “applications”: three of which focus on “the details of decisions” (“analysis/research”, “capability development” and “support to operations”); three on “decision makers” (“training/education”; “decision making” and “command teams”); and one (“decision support”) on both.14
Improving the Validity of Decision-Related Insights through Wargame Design, Planning and Execution
- The necessity of crafting wargames that enable players to become immersed in the game’s imaginary scenario so that their decisions not only depend upon their prior decision-making experience, skills and expertise, but are also substantively informed by: the scenario-related and domain-specific information provided for/available to them (including the wargame’s predetermined rules); and the roles, attributes and objectives to which they have been assigned;
- The inherently adversarial nature of wargames, through which insight is generated as a result of the crucial decisions that opposing players make when interacting as adversaries with incompatible or antagonist objectives (such as securing exclusive access to essential or critical resources), rather than simply as contestants or competitors who have a shared need or desire for limited resources/rewards;
- The need to: decide in advance (i.e. predetermine) the rules that will be applied when determining the success or failure of each player’s decisions; and ensure that these rules are made known (i.e. are explicit) to the players concerned, so that they can craft decisions designed/intended to maximise their chances of success (while minimising the likelihood or impact of any residual possibility of failure); and
- Their central analytical focus on the decisions that human players make – and the impact these decisions have on both the flow of events and (subsequent) decisions – decisions that are commonly considered a wargame’s principal ‘outputs’ and sources of insight.2,4,9,10,13,14
- The first, ‘preparatory’ phase comprises: the design of the wargame, its associated aims and objectives, rules and procedures, outputs and outcomes; the collation of the resources/personnel available/required for implementation (in the subsequent, ‘operational’ phase); and the collection of data generated during the subsidiary processes necessary for wargame preparation.
- The subsequent, ‘operational’ phase comprises: the facilitation and adjudication required to generate decision-making outputs and determine their consequential outcomes; the decisions players make to generate these outputs and outcomes; and the collection of data generated during the subsidiary processes necessary for wargame implementation.
- A final, ‘analytical’ phase comprises: the collation, description and interrogation of data collected during the two preceding phases; the analysis of these data to identify associations/relationships, patterns and features that might inform both improvements in wargame design and implementation and the interpretation of players’ decisions (and their subsequent outcomes) – and thereby generate insights regarding the deliberative processes and cognitive models most likely to be involved (and any foresight such insights might reveal or inform).
- identifying potential improvements in the design/implementation of wargames that make these more robust, effective, coherent and consistent tools/platforms for extracting the most thoughtful decisions possible from the players involved (albeit within the contextual and operational constraints imposed by the wargame’s imaginary scenario and predetermined rules); and
- undertaking an in-depth interrogation/examination of the decisions that each player makes (in line with, and in response to, any preceding decisions they and their adversaries have made, and the subsequent consequences of these decisions); and comparing these to all of the decisions that were available to them (i.e. those permissible within the wargame’s contextual/operational constraints and predetermined rules).

Conclusion: “Some of the Things You Need to Do, AI Might Do Better”
Acknowledgements
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