04 September 2015 UK OFFICIAL

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© Crown copyright 2015 Dstl 04 September 2015 UK OFFICIAL © Crown copyright 2015. Published with the permission of the Defence Science and Technology Laboratory on behalf of the Controller of HMSO

Transcript of 04 September 2015 UK OFFICIAL

Page 1: 04 September 2015 UK OFFICIAL

© Crown copyright 2015 Dstl

04 September 2015

UK OFFICIAL

© Crown copyright 2015. Published with the permission of the Defence Science and Technology Laboratory on behalf of the Controller of HMSO

Page 2: 04 September 2015 UK OFFICIAL

© Crown copyright 2015 Dstl

04 September 2015

UK OFFICIAL

Introduction

Purpose: to make you think about what underlies the rules

and tables in a wargame. In particular:

• What you need to know about the data.

• Where that data might come from, with examples of three

different approaches used by Dstl.

• Making peace with the fact you will never have 100% of

the data you want.

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What this brief will cover

• A user’s perspective on input data

• Three methods for generating that data:

– Trials & Experimentation

– Performance & System Modelling

– Historical Analysis

• Checking your data

• Q&A

Caveat: Most of this presentation focuses on objective

data. This is only a part of the data conundrum that

wargamers face. A topic for later discussion.

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Data in wargames

• Most wargames use numbers and rules.

• Different wargames use different levels of data aggregation to

produce these numbers (e.g. entity vs Coy).

• Unless you understand where all the numbers and rules come

from all wargames include black boxes.

• Lots of detail means lots of potential small black boxes.

• Often you want black boxes. E.g. players, emergent phenomenon.

• Make sure you’re comfortable with your black boxes.

Light Gun Battery

Manoeuvre Move

Artillery Power ISR Range

Medium

3 / 6 1 (2) 0

Artillery Range 1

2d6 Roll 1:5 1:4 1:3 1:2 1:1 2:1 3:1 4:1 5:1 6:1 7:1 8:1

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– Trust

– Judgement

– Good logging

– Ability to review & discuss

– Validation & Verification

– Acceptable risk

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Users perspective

What I want to know about the data in my wargame:

• Where did it come from?

• Is it a good representation of what I want to investigate?

• Is it credible or is it counterintuitive? If so why?

• What are the uncertainties, boundaries & caveats?

– How will these impact the wargame?

– What caveats do I need to put on my outputs?

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Data sources Simple

Morale

1 2 3 4 5

1d6 1:1 2:1

Close Combat

Prob. Of Kill

Historical Analysis

Trials & Experimentation

Judgement

Systems & Performance

Modelling

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Morale

1 2 3 4 5

1d6 1:1 2:1

Close Combat

Prob. Of Kill

Systems & Performance

Modelling

Historical Analysis

Trials & Experimentation

Judgement (incl. soft effects & emergent

phenomenon)

Data sources In Practice

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Trials & Experimentation

From the Fields to the Tables

Mark Pickering

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Contents

• What real world data do we need?

• How do we collect data?

• What causes variation?

• From data to game.

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What real world data do we need?

• Probability of hit, or “P(hit)”

• Achievable rates of fire

• Lethality

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Collecting data

• Modelling the ballistics – does not represent ‘a muddy field’.

• Trials – better real world data, but expensive.

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What can be modelled?

• Lots of highly detailed aspects, such as:

– Weather

• Pressure

• Humidity

• Wind

– Manufacturing variation

• Propellant quality

• Density variation in round

• Barrel defects

– Etc.

• But some things can’t be easily modelled, such as…..

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How do we measure P(hit)?

• With difficulty

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P(hit)

• Miss distance

• What range?

• Limited data

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P(hit) - Hit grid

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From data to game

• Example Game Mechanism

– To hit roll = Probability of hit or P(hit)

– Armour save roll = Probability of not penetrating the armour

– To wound roll = Probability of ‘kill’ or P(kill)

Hit Armour Save Wound

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Aim Point

To hit roll

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To hit roll

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Probable hit

To hit roll

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Armour save roll

Hit area

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Hit area

Armour View image from: War Thunder – www.warthunder.com

Armour save roll

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Lethality View image from: War Thunder – www.warthunder.com

Hit area

To wound roll

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Systems & Performance Modelling

Generating the rules

Dan Ledwick

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Systems and performance

modelling • I.e. what happens when X shoots Y?

• Information from trials and experimentation.

– P(hit).

– Level of damage per hit.

• Simulates outcomes of specific events.

• Reports at required level.

– E.g. individual bullet effects aggregated to Bde level.

• Faster and cheaper than full trials.

• Highly repeatable.

• Can represent potential future equipment.

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Systems and performance modelling

• Focus on Vulnerability/Lethality

• Overview

• Example

• Data uses

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Vulnerability/Lethality overview

• Determine the result of a weapon attacking a

target

– Weapon performance

– Armour performance

– Damage to target components

– Resulting effect on target functionality

• Usually involves running a computer

simulation

– Large number of engagements simulated

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Vulnerability/Lethality example

Effectors

Initially: Brick

From interaction: Glass shards

Example: brick thrown at glasshouse.

Assessment Process

1. Trigger: Effector generator – brick.

2. Propagate brick.

3. Interaction with target component.

- Trigger generation of glass shards.

4. Component response – damage algorithms.

5. Propagate brick and glass shards.

6 and 7. Interaction/Component response.

- Repeat as necessary

1 2

3

4

5

6

7

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Vulnerability/Lethality data uses • Identifying vulnerable areas of vehicles

to prioritise protection improvements

• Characterising weapon performance against a target set

• Higher level wargames and models

– Computer simulations, Manual

• Training simulations

– DFWES, AWES

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Wargaming Generation

Trials and

Experimentation

System and

Performance

modelling

Tabletop Computer Algorithms

Judgement Wargame

Generation

Historical

Analysis

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Historical Analysis for Wargaming

Stevie Ho

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Data and wargaming

• Historical Analysis (HA) provides real-world data grounded

in reality.

– Increases buy-in when you can say: “this actually happened

before.”

• Testing the theoretical vs the actual.

• Can provide data on things trials and experiments cannot

or will not.

– Particularly in the operational and strategic spaces.

• However, you cannot create new historical data, you have

to work with what you get.

– Exact real world cases are rare, so historical analogy is often

a requirement.

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Definition

• The use of mathematical, statistical and other forms of

analysis to understand historical engagements,

operations, campaigns and conflicts for the purpose of

providing impartial analysis and sensitive decision support

to policy makers.

• Critical to sensible and fully informed policy making.

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Origins

• 1980s – Falklands War.

Field trials vs. Falklands War

• Combat Psychology Example: soldiers are much braver if they

know they’re in no real danger.

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What data does HA use?

• Anything that will tell us what we want to know or allow us

to infer an acceptable estimate thereof.

• Primary data sources

– War diaries

– Post Op Reports

– Operational Data Sources

• Secondary data sources

– Official Histories

– Reference Books

– Academic Studies

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What methods does HA use?

• Quantitative analysis

– Regression Analysis, correlation etc.

– Stats packages – R, Minitab, SPSS etc.

– Excel formulae, charts, graphs etc.

• Qualitative analysis

– Historical Research, Framework Analysis etc.

– Literature reviews

– Case studies

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Large-N Studies

Quantitative

Statistical analysis Generalised results

Potential over-abstraction

Single Case Studies

Qualitative

In-depth analysis Contextual detail

Not representative

Comparative Analysis

Qualitative or Quantitative

5 – 30 cases Pattern Matching

Selection Bias

Increasing Depth

Increasing Abstraction

The Real World

Spectrum of historical analysis

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Large-N Studies

Quantitative

Statistical analysis Generalised results

Potential over-abstraction

Single Case Studies

Qualitative

In-depth analysis Contextual detail

Not representative

Comparative Analysis

Qualitative or Quantitative

5 – 30 cases Pattern Matching

Selection Bias

Increasing Depth

Increasing Abstraction

The Real World

This is similar to wargaming.

Different types of wargame will be

appropriate depending on your question and

depending on your data availability.

More data and material allows you to

produce a greater number of different kinds

of wargame, but one size does not fit all.

Spectrum of historical analysis

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What does HA offer? • Multidisciplinary approach an advantage.

– Data from tactical up to grand strategic level.

– Understanding of interaction of qualitative and quantitative

factors.

• HA can highlight the important factors and back or

disprove perceived wisdom.

– Particularly important when the HA goes against commonly

held beliefs or perceptions.

• These factors can be fed into wargames or wargames can

be designed to highlight the importance of these factors.

• Can be blended with trials and experimentation data.

– A mixture of from HA, trials, experimentation and judgement

can help robustness, especially in the future space.

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0

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Example study: HA of value of training

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Example study: HA of value of training

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However, at this time the USMC also

introduced a new protective vehicle.

Which one was more important?

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0

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Example study: HA of value of training

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Checking Your Data

A User’s Peace of Mind

James King

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Checking your tables

• Comparison to historical operations.

• Is it a reasonable (and credible) representation

of the situation you’re trying to wargame?

– Judgement of people who have conducted similar

operations.

– Military/SME judgement.

• Look over as many cases as possible, not just

one example. Beware single data points.

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Data provenance

Best Case Worst Case

Very Common Very Rare Common

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Availability

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Data provenance

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And finally…

• What you need to know about the data.

– Think about what underlies the rules and tables in your wargame.

– Log your assumptions wherever possible.

– When designing a wargame make sure you can get the data you will need.

• Where that data might come from, with examples of three different

approaches used by Dstl.

– Trials & Experimentation, Systems & Performance Modelling, Historical Analysis.

– There are multiple sources of data, each with their own strengths and

weaknesses. Judgement ties them all together to make a wargame.

– Wargames and data sources are not isolated, but can test and inform each other.

• Making peace with the fact you will never have 100% of the data you want.

– Be comfortable with uncertainties and black boxes. People are black boxes!

– Be sure you are happy with the data you have. Understand the relationship

between the impact the data will have, and the certainty you need.

– Beware single data points!

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Questions?