"[T]here is a fundamental tension between building a model
or set of models that embody all one's knowledge in a particular
subject ... and building a model to help inform decisions on a
particular question..."
Paul
K. Davis & Donald Blumenthal, The Base of Sand Problem: A
White Paper on the State of Military Modeling 22-23
Just as sandcastles are built from sand, wargames are built from
models. Even physical wargames employ models, in that
casualties and the conditions of combat are invariably modeled
rather than real (the Coliseum to the contrary). Board games
are rife with models--beyond the obvious positive models of
movement, combat, and damage are also the multitudinous realities
that are excluded in the form of negative models: e.g., the
weather never changes, weapons never misfire, soldiers never get
sick, etc.
When wargame designers evaluate games, they
invariably critique the accuracy (realism) and usefulness
(playability) of models. A common error in such critiques,
noted by Davis and Blumenthal, is that these two criteria are
directly proportional. Another error, noted
elsewhere by Steve Jackson, is that these two criteria are
inversely proportional.
The Base of Sand
As Davis and Blumenthal have noted, if the goal of a wargame is to
be a predictive tool or an instrument for strategic training,
building a wargame on a set of faulty models is like building
on a base of sand. Any achievements made through the
simulation are compromised by the flawed assumptions on which the
models are based. Almost all the goals of simulation
(prediction, model exploration, strategic training, and policy
formulation) are harmed by faulty models. Even the sheer
enjoyment of a wargame will often be marred when models are not
accurate. For many serious wargamers, model accuracy is an important
consideration. This can be true even in fantasy or
science-fiction wargames, where the adherence to certain authorities
(e.g. novels, movies, or conventions) seems to be required.[1]
Achieving model accuracy, however, is a
complex problem. Accuracy can exist in several
dimensions. Model accuracy is most often seen as predictive
or factual accuracy: if a piece of artillery has a range of 800
yards in reality, it should have the same range in a
wargame. If soldiers can march
50 miles a day in reality on good roads, they should march at
the same rate in a wargame. However, quality models are not
perfect replications of reality; instead, they aggregate complex
phenomena into simpler systems. More useful models are often
less detailed. For instance, a
squad-level wargame might have a combat model where a single
gunshot wound
will either kill or incapacitate a soldier. While this might
not be realistic in a strict sense of the word (flesh wounds
exist), it would be foolish to suggest that a more realistic model
would require players to calculate hit location, blood loss,
individual stamina, history of high blood pressure, etc. The
second model would be more detailed, but this detail would force
devote considerable time to subjects unrelated to the purpose of
the wargame.
The decision of where and how to aggregate
complex phenomena into simpler systems should reflect the goals of
the wargame. For instance, many popular commercial wargames
emphasize combat and avoid the less exciting issues of supply
lines and support personnel (field hospitals, mechanics,
engineers, etc.). While this may be a legitimate model for
entertainment, if the goal of a game is strategic or educational,
this narrow focus may be inappropriate.
In addition to the more mundane ways in which
models can be faulty (lack of data points, bad measurements),
three modeling problems peculiar to war games deserve mention.
Chaos
Even where good models exist, chaos
theory casts doubts on the ability of any model to
meaningfully predict the behavior of complex systems. Chaos
theory reveals how the shape of complex systems can be dramatically
and unpredictably altered by adjusting events that may seem
utterly insignificant at the time of their performance.
Hence, it is not illogical to suggest that an improperly
manufactured nail might turn the tide of a war.[2]
Still, this does
not imply that military organizations should devote their energies
to the perfection of horseshoe nails. Chaos theory does not
offer a new model of prediction, instead it casts skepticism on whether
some phenomena can be predicted at all. The ultimate
contribute of chaos theory to wargames might be an underscoring of
the "grain of salt" with which wargame prediction and
wargame-derived strategies are usually taken.
The Edge of the World
With the exception of role-playing and Pentagon-style
political-military games, most wargames focus on particular events with both spatial
and temporal limits. These limits restrict the movement and
strategy of players. In board games, this means that at some
point players may find themselves trapped by running up against
what is literally the edge of the (game) world. For
instance, in a
game played on a map of North America, troops can not be moved to
Venezuela. Though less visible, other aspects of war games
create similar barriers by preventing innovative
tactical approaches outside the scope of the game. For instance,
cease-fire talks are seldom an option in wargames.
These limitations have two implications. First, in so far as
wargames are used for strategic training, players are trained with
rule-constraints that are not present in reality. Second, from the
point of view of policy formation, world edges often make separate
things which are in reality inseparable. From a philosophical
perspective, the limitations on space, time, and action frequently
found in wargames may reinforce the
notion that war is a discrete and separable enterprise, when in
fact it is often inseparable from the non-military events that
create and sustain it.
Moebius Effects
Finally, a significant vulnerability of wargame models is that they run
the risk of simply "proving" that which they
assume. A wargame can only prove its own models wrong when
it produces counter-intuitive results (e.g. Finland conquering
Europe). Yet this is precisely the kind of result, that,
when encountered, adds some new knowledge. If a simulation's
results are rejected or accepted simply on their ability to agree
with intuition, the simulation itself arguably has no value.
The Moebius problem is made even more
difficult in historical wargaming, where historical battles are
replayed. Often, these games are evaluated on their ability
to produces the "correct" historical result. Yet
if this desire to produce a given outcome influences the formation
of game models, it undermines the validating power of the
simulation itself. An example of a Moebius effect is
demonstrated by the board game Origins of World War II by
Avalon Hill, designed by Jim Dunnigan. In attempting to
explain the political situation that gave rise to World War II,
Dunnigan created a game where all players operate with conflicting
objectives and only one player can win. Such initial
conditions seem to guarantee that history will be repeated.[3]


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1(back). For example, to offer hard-core Trekkies
a Star Trek game where traveling
over light-speed was impossible would be dangerous -- as would
offering a game where traveling at Warp
Factor 15 was commonplace.
2(back).
"For the want of a nail, the shoe was
lost; for the want of a shoe the horse was lost; and for the want of a horse the rider was lost, being overtaken and slain by the
enemy, all for the want of care about a horseshoe nail." -- attributed
to Benjamin Franklin.
3(back).
According to Thomas Allen, Dunnigan found the game to have
predictive historical value: "the way the game had been
played had
given [Dunnigan] an insight into war and human nature." Allen,
Wargames at 94. Actually, the game merely provides insight into the game.
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