This html article is produced from an uncorrected text file through optical character recognition. Prior to 1940 articles all text has been corrected, but from 1940 to the present most still remain uncorrected. Artifacts of the scans are misspellings, out-of-context footnotes and sidebars, and other inconsistencies. Adjacent to each text file is a PDF of the article, which accurately and fully conveys the content as it appeared in the issue. The uncorrected text files have been included to enhance the searchability of our content, on our site and in search engines, for our membership, the research community and media organizations. We are working now to provide clean text files for the entire collection.
1.
2.
3.
4.
5.
6.
7.
3. 9.
10.
11.
12.
13.
The Navy’s enhanced naval warfare gaming system (ENWGS) installations at Tactical Training Groups Pacific and Atlantic provide an accessible, state-of-the- art war-gaming capability for fleet units. The scope of games it can support range from complex global- and theater-level scenarios down’ to a two- or three-ship surface action group scenario. Specifically designed to support man-in-the-loop decision making, the installations provide a sophisticated experimental, educational, and evaluation arena heretofore unavailable to the fleet.
Historians trace the genesis of go and chess, the first war games, back 2,000 to 4,000 years.1 From an educational viewpoint, the principal purposes of go and chess were to develop intellectual acuity and war-oriented thinking. Today, the games are recreational but they still carry lessons for the military student. Chess is a confrontational game, involving pieces of varying capabilities aimed at destroying the opponent’s will to fight, which symbolically rests in the king. Winning the game is based on concentrating attacking forces against a particular goal. Go, on the other hand, is a game of finesse and encirclement involving pieces of equal value, and oriented toward avoiding direct confrontation in favor of developing a winning position over a protracted period of time. Winning the game is achieved by controlling more unoccupied territory than one’s opponent. The similarity of chess to Western war fighting is obvious, and the similarity of go to guerrilla warfare is no less obvious. The wars of liberation waged by Mao Tse- tung and Ho Chi Minh reflect the thinking that makes go so popular in the Far East, and represent a lesson the United States relearned in South Vietnam.
War-gaming at the fleet level has a chess-like orientation. Since the maritime strategy was formulated, the primary emphasis has been on “taking the fight to the enemy.” A chess-like mind-set, however, is not appropriate for all situations. Coexisting with hit-and-run, hostile forces in the Persian Gulf without establishing control requires a different approach.
Chess, go, and their elaborate successors allow all opponents to view the entire gaming field. This changed with the refinement of Kriegspiel by the Prussian von Reisswitz, who separated the two sides and introduced an umpire to control and adjudicate game play.2 Although much more technologically sophisticated, ENWGS keeps to these basic tenets of imperfect and late information about an opponent’s forces and actions.
Robert McQuie points out that the dumbest captain is more creative than the best computer.3 He can think ahead and scheme, choosing when, where, and if to engage. He can focus on the mission, choosing among several options to accomplish it. With ENWGS, the Navy has chosen to invest in this creative leadership in preparing for war. ENWGS is an excellent vehicle for imparting insights into the dynamics of war to those expected to fight; therefore, a primary purpose of ENWGS is to play a part in the education of students studying at the tactical training groups.
ENWGS, a distributed, multiuser system based on a Honeywell mainframe, is the latest in a series of electrical and electronic naval war-gaming systems installed at the Naval War College. Two systems are located at the Naval War College, one devoted to war-gaming and one used by the software support activity devoted to software maintenance and configuration control . The mainframe at Tactical Training Group Atlantic hosts the local installation and two remote sites. The mainframe at Tactical Training Group Pacific hosts the local installation and two remote sites. The war-gaming department at the Naval War College’s Center for Naval Warfare Studies has the largest installation in the Navy, consisting of 44 player modules. The three other host sites have ten player modules, and the remote sites four. Currently, most games are played locally, but the system is connected to the Data Network, which will allow all sites, remote and host, to participate in the same game as well as play their own.
ENWGS is economical, accessible, convenient, and analytically abstract. It is not, however, operationally realistic; there is no way to replicate Karl von Clausewitz’s “friction.” While “fighting” on the ENWGS game floor will not bring sweat to the brow in the same manner as a seagoing exercise, neither will the cost. For example, the Pacific Tactical Training Group has been preplaying the plans and events of a seagoing exercise. Falling between table-top review and the first sortie, the ENWGS game floor provides an excellent, low-cost test bed for operational plans.
This game floor has ten player modules
containing 13 player stations; the ® ules that contain more than one pW . station are devoted to workload-rl1 functions. A typical player station c sists of one geotactical display (GeoTac), five automated status b° , (AStaBs), one alphanumeric data er> extraction display unit (AnDU), aIltV termodule communications equipme ^
At the Naval War College, w*ier® ^ umpire monitors this ENWGS 'v game, students learn how to 'vir,(j0l)s wars before they go to battle sta for real.
ned iS
the player stations would be man follows: Col„-
Officer in Tactical Command / posite Warfare Commander Strike Warfare Commander Antiair Warfare Commander Antisurface Warfare Comman Antisubsurface Warfare (-'0lTir?orjty/ Submarine Operating Au Submarine Element Coordinate Electronic Warfare Coordinate Air Resources Coordinator . uter Airborne Early Warning'**1 Control
Opposition Air Forces Opposition Surface/Subsurface
Forces
Game Director ,jon-
Wolf Pack (game support m11 e.g. neutral air, etc.)
170
Proceedings
I October
t-ndwidually captained platforms, e commander level. The system per-
fan
djs"l °n either side of the GeoTac and in ''y 'he type of information available
I>he,„
ter 3.mhat information or direction cen-
teti
game. Facilitators are normally
‘red
.Although the system can support play-
comes into its own at the wars3ls individual platform functions, asf n'n8 a competent crew and properly V t zoning equipment. For example, the fJris eiri will not turn on sensors or weap- ihe aut0matically; the player must order activated. Once activated, however, f^ti °ns and sensors perform as if cor- „0J employed, according to specifica- 3 fleet doctrine, and experience. tj0 e GeoTac is a multicolored situa- jjy display, including coastal outlines ^donal boundaries. The system as-' ti0n^s all data links and communicant) Clrcu'ts are operable, displaying all eac.rrnati°n available to the force for bo]0 P*ayer. GeoTac real-time track sym- rePi ieates Navy tactical data sys- ^ symbology. Five AStaBs are ar- to keypad and track-ball are provided lw.eat AStaB, GeoTac manipulation, latioK‘ng tracks, range and bearing calcu- etc course and speed assignments, Geo-,. ae AnDU is on a table next to the is pr'ac and AStaB table, and a keyboard syst v'dcd for an operator. Most of the bsin interface is through the AnDU, (w verbs” to extract information and ”cjla e commands; typical verbs include for, nge course,” “change depth,” “re- s°fst eafl°n system status,” “report sen- t|i]c Us>” “activate sensors,” “modify tig^) ^ engagement” (i.e., free versus target’,, lay sonobuoys,” and “engage ptinti' An ink jet printer capable of ii$p|n8 any GeoTac, AStaB, or AnDU keCp •’ ts provided, making it easy to ^Velo^'^Py records a game as it fhe c
Play system is complex enough that ihg ars Can’t operate it skillfully. So dur- Antjtfarne an operator is stationed at the TheSe 3nd a facilitator at the GeoTac. 8ame tvv° individuals ensure that the the pi111115 smoothly by making certain tio„ a^er receives all available informa- ttlatjj, rap,d|y as possible and by manip- 9^3 the system as desired. With this c’ent frtlent’ most players become profi- hrigf °Aowing a 45-minute in-module
Pfaej- y the facilitator and a two-hour
“uce cXp£rie naval officers with 20-30 years fare Snnce and are experts in their war- c'alties, keeping current through Se jjCs at the host site. Most of their 't'gj 'dev°ted to designing, construct- ''^Wr-o testing games, and ensuring the h data base and models are up to
Depending on objectives the game’s sponsor specifies, three types of games are usually played: one-sided, two-sided, and three-sided. In a one-sided game, the opposition has knowledge of all forces, including blue. Friendly forces can be U. S. only or can include one or more allies. The one-sided game is usually educational and the omniscient opposition orchestrates the game under control of the sponsor and director. The sponsor, for example, may want the game to proceed to armed conflict regardless of the player’s maneuvering to avoid war.
The traditional two-sided game consists of opposing sides that possess incomplete and imperfect knowledge of each other. Although the sponsor and director may be omniscient, they cannot neatly control the game’s path. This type of game allows the man-in-the-loop to scheme, exercise deception, and avoid engagements as best he can.
In a three-sided game, the third side may be neutral, hostile, or a little of both. The third side can be an honest player or act as the sponsor’s agent provocateur.
Because degradation of communications can bring a game to its knees, the amount of degradation is the sponsor’s decision. He must weigh achievement of objectives, realism, the amount and type of training desired, and the player’s skill. Voice communications in the modules consist of speakers and handsets capable of handling eight circuits, all of which can be degraded 100%.
An on-scene sponsor may participate in a game or choose to control it. The game director and his team of facilitators and operators orchestrate the game according to the sponsor’s wishes. Game- support personnel from the host site possess the expertise to play almost any side.
Depending on the availability of the system, the number of platforms in a game, and the complexity and detail required to meet objectives, a game can be developed in approximately two to four months. The time to develop a new one may be reduced if a sponsor’s objectives can be met by modifying an existing game.
When a sponsor requests a game, a director and designer are assigned to develop it, and as it is developed, a continuing dialogue exists among the designer, the director, the sponsor, and his agents. The sponsor may wish to appoint a trusted agent to review friendly, opposition, and third-side forces to ensure the game’s construction will meet game objectives. In some cases, the agent may wish to observe a preplay to ensure preplanned events unfold as required. Preparing for a game may require almost as much effort as planning for real operations and, in fact, a fair amount is learned during preparation.
An introductory brief and practice game usually precede game play. Even for the experienced, the practice game establishes the players as a team on the game floor. By far the most successful games are the ones in which the players have invested time and effort to prepare their campaign. A successful game requires the player to suspend disbelief—to take the game seriously—and this is easier if he has been involved in the planning. Playing an existing game without trying to achieve the game’s objectives can result in an arcade-type experience for the players, and serves no purpose. The value of insights and lessons learned rests in the mind of the player.
ENWGS can record game play and provide certain post-game reports. But because ENWGS depends on man-in-the- loop interaction, it does not support rigorous quantitative analysis. ENWGS provides excellent support when the subject of the analysis is the decision-making process, situational development, and the exposure of hidden assumptions. Situations that do not develop according to expectations are particularly interesting. For example, since many of today’s players have little or no wartime experience, they may be unprepared for a “hot war” that does not develop according to their peacetime-based expectations. Also, they must overcome their preconceptions regarding the opposition’s play; for example, a player sometimes refuses stubbornly to accept an opponent’s superior performance.
The war game is most effective when it forces a player to confront unfulfilled expectations and to recognize that his actions may bring about unforeseen, hidden, and unintended results. As his own analysis of the why and wherefore lends credibility to the play and outcome, the player will gain insight and understanding, alter expectations, and, perhaps, even have his absolute confidence shaken. The value of the experience rests as much in what the player brings to the game as the game itself.
Directors receive most complaints when the players do not win. The game director may then be faced with two problems: criticism of the ENWGS system for its artificiality and limitations, and a political or emotional orientation of the players that precludes them from accepting the game’s results.
Of the two, criticism of the ENWGS system is easier to handle. ENWGS is an impartial umpire; if one does A, the result is B. Games may be played deterministi-
171
lngs / October 1988
The Game in Action
Tactical Training Group Pacific (TacTraGruPac) conducted the war-game portion of BFIT 88-2 from 21 to 24 March 1988. One of the most complicated games ever attempted on the enhanced naval warfare gaming system (ENWGS), BFIT 88-2 was a distributed game among players located at the host site. TacTraGruPac in San Diego, California, and two remote sites. Twenty-four ENWGS player stations were involved at each remote site. For this game, TacTraGruPac was augmented with three additional player stations shipped from East Coast sites. Voices from remote sites were connected through four digital, secure voice channels originating at TacTraGruPac. Data from remote sites were connected through a secure Digital Data Network.
BFIT is sponsored by Commander Third Fleet and 88-2 was last in a series of three war games, spanning the theater level to the tactical level. In the first two games, two battle groups, a Third Fleet force and a Seventh Fleet force, secured the sea lines of communication and conducted follow-on power projection strikes. In this third game, the two battle groups joined forces to complete the power projection strikes and achieve air superiority in support of an amphibious landing conducted on the last day of the game. The game structure consisted of approximately 600 sea and land units, with aircraft contributing to the track count as they were launched.
Major Commanders represented in this game included Commander Third Fleet (the game’s sponsor), TacTraGruPac (the game’s host), Commander-in-Chief Pacific Fleet, Commander Seventh Fleet, Commander Submarine Forces Pacific, Commanding General I Marine Expeditionary Force, Commander Special Warfare Command, Commander Cruiser-Destroyer Group Five, Commander Carrier Group One, Commander Carrier Group Three, Commander Service Force Group One, Commander Antisubmarine Warfare Forces Third Fleet, Commander Mine Warfare Group One, Commander Amphibious Group Three, Commander Submarine Group Five, Commander Special Warfare Group One. Commander Tactical Air Control Group One, Commander Amphibious Squadron Five, Commander Carrier Air Wing Fifteen, Commander Carrier Air Wing Two, Commander Patrol Wings Pacific, Commander Destroyer Squadron Seven, Commander Destroyer Squadron Seventeen, Commander Special Operations Pacific, Fleet Deception Group Pacific, Commander Mine Division Five, the USS Ranger (CV-61), and the USS Bunker Hill (CG-52). In addition, the Naval War College, Tactical Training Group Atlantic, TacTraGruPac Reserve Unit 119, and CinCPacFlt Re' serve Unit 119 provided game-support personnel from their commands necessary for the full complement of support required for a game the size of BFIT 88-2.
^(NevV
Scott A. Boorman, The Protracted Go'[1] ajid
‘See
Th c
2Porter, p. 29.
cally or randomly. Suppose in a particular situation the computed probability of kill (Pk) is .6. In game processing, this Pk = .6 is compared to a reference: if the Pk is greater, a kill is scored, and if less, a miss is scored. In deterministic play, the reference is fixed before the game begins, so any situation that results in a Pk greater than the reference always results in a kill. In random play, the reference is not fixed, but is a random number selected for each situation, and the Pk might be greater than the random reference and it might not. The concept of an uncertain event permeates ENWGS, applying to all phases of play—sensor detections, weapon employment, aircraft launch, and equipment operation.
When ENWGS acts as an impartial umpire, the game control function is smoother because the director, facilitators, and staff make fewer decisions, and make them by exception, allowing them to devote more time to orchestrating the game. But the automatic processing aspect of ENWGS is sometimes criticized, because it eliminates some decisions that the player has had to make elsewhere and has come to regard as essential. With ENWGS, the approach is to eliminate details in favor of emphasizing the more complex decisions that must be made. Electronic surveillance measures bearing lines, for example, are listed on an AStaB but not displayed on the GeoTac. ENWGS assumes the correlation and fixing function, and presents the player with an evaluated track on the GeoTac. The lack of bearing lines on the GeoTac bothers some players but these lines represent a relatively mechanical function compared to the decisions that the player must make once the track is detected and fixed.
The second complaint the game director faces is more difficult to handle. For one reason or another, a player will bring an antiwar-gaming bias to the game. Whether the negative bias is for the game at hand or war-gaming in general, if the player possesses significant influence, he can undermine the game overtly or covertly. The worst occurs when the sponsor or a valued assistant is openly antagonistic or cavalier. Directors, however, welcome a healthy, honest, “show-me” attitude because such individuals tend to play earnestly, and the value of the game rests in earnest play.
The largest game played to date at Tactical Training Group Pacific has been a two dual-carrier battle force game. The smallest has been a six-submarine, four- ship antisubmarine warfare exercise preplay game that involved P-3C and S-3A shore-based aircraft. In this game.
blue submarines were played qd>te cessfully as individually captain011 1 forms. kj!is
The ability to test plans and while pushing a scenario to its lim|ts’eXjSt weapons-free environment, does in peacetime seagoing exercises- are artificialities both in the EN ^ut game floor and in seagoing exercis0*^, the two complement each other. By ^ ^ sures of time, dollars, and blood °gntfie decks, it is better to make mistakes game floor first.
York: Oxford University Press, 1969);
Elizabeth Morris, The Game of Go (New pof' American Go Association, 1951); anti Davj Thc ter, Origins of Military Wargaming, Uy0| !$• Bulletin of Military Operations Research.
No. 3, September 1987).
3Robert McQuie, What Good is a Man in Phalanx, The Bulletin of Military Opcra[' search, Vol. 20, No. 2, June 1987, page
172
1 at *
Commander Nebiker is currently empl°yc ^j Systems, Inc., where he designs, conducts. ^ uates war games on the Navy’s enhanced ^)Up P3' fare gaming system at Tactical Training carfier cific. He retired in 1987 after 20 years 1 aviation (E-2A/B/C) and has two master ^^tic3* from the Naval Postgraduate School engineering and material management. H lished articles in other journals.