In
the first half of a dual-speaker keynote on the first day of the
Serious Games Summit in Washington, DC, Dr. Peter Perla, the Director
for Interactive Research at the U.S. Government-funded Center for Naval
Analyses, and a veteran wargaming expert with over 30 years of hobby
and professional experience, kicked off the conference with his look at
the concept of "wargaming science."
Perla,
whom noted author and game designer Larry Bond has called "the leading
wargaming expert in the United States" is the author of important
reference tome The Art of Wargaming, published by the Naval
Institute Press. Perla started his lecture by noting that a colleague
at the Naval War College, though a noted eccentric who suggested that
the Department of Defense pursue research into using pigeon brains as
the basis of robotic control systems, had challenged Perla to write a
Vol.2 to his book, called The Science of Wargaming. This
brought up an important point for Perla, as he recalled his internal
response to this request: "Wargaming isn't a science- it's an art, it's
a craft, but it's not a science."
However,
his colleague's response was that much of what a physician does could
be considered an art, but it obviously also referenced science in a
major way - would you trust any doctor who didn't have a good grasp of
science? This made Perla think seriously about scientific elements of
wargames, and try to map out some scientific concepts that would map to
"serious games" of any type.
Wargaming - An Overview
Firstly,
Perla took a broad overview to define wargaming, arguing that a
traditional definition: "Any type of warfare modeling, including
exercises, campaign analysis, computer simulation without players," is
not necessarily the best. He proffered an alternative definition, even
broader still, suggesting: "A warfare model or simulation that does not
involve the operations of actual forces, in which the flow of events
affects and is affected by decisions made during the course of those
events by players representing the opposide sides." The important
point, it was argued, is that "We create a synthetic universe in which
our players have to live," however that occurs.
Dr. Peter Perla
So,
when trying to get scientific with wargaming, what parameters can we
possibly define to help us do this? Perla laid out what he described as
the essential "wargame dimensions," as follows: time, space, forces,
effects, information, and command. In this case, he explained, forces
means both military force and forces in broader sense, including
friction and momentum. That's the abstract, but getting to understand
how it acts is equally important, and Perla referenced a book named Understanding Information Warfare,
which proposed a construct that defined 3 domains of real war -
physical, informational, and cognitory. In this model, the physical
domain feeds information, which goes through human perception into the
cognitory - filtered into people's thoughts. Perla explained, quite
simply, that "science defines, constructs, and proves connections
between the game and reality," and the measure of a game's realism is
how well that relationships within the player's algorithms map with
real domains.
The Four Wise Men
Carl von Clausewitz
Next,
Perla segued into important influences on any scientific model, whom he
referred to as "our four wise men." These included Prussian general
Carl von Clausewitz, author of the seminal tome Vom Kriege ("On
War"), published in 1832, whom the speaker referred to both as "the
most influential military philosopher in the West" and as "our
mandatory dead philosopher," as well as Booz-Allen and Hamilton
researcher Mark Herman, who has been extremely influential in proposing
the entropy-based warfare model. Perla also cited Martin Van Creveld's
work on command and uncertainty and Paul Vebber's research into network
effects as being extremely important to any model.
Perla
went on to discuss the conceptual keys to real-life operational
warfare, key to an understanding of what should be modeled. These
include friction of various kinds (destruction, disruption, and
chance), entropy (the inherent energy that's unavailable for carrying
out the mission, and increasingly important), and circumstances in
which entropy leads to uncertainity, which military command systems
exist to overcome. In addition, what needs to be carefully monitored is
the way that command counters friction/direction - essentially, it was
suggested, in war, success is often a relatively better control of
entropy. Perla urged: "As game designers, our task is to find a way to
represent this." Needless to say, with a near-infinite amount of
possible outcomes to any action, this isn't easy, but Perla suggested
ways in which simulations could create system of interlinked topologies
- essentially, both information, operational, and command topologies.
As
for realism in wargames, Perla has a simple answer: "The true measure
of realism of a game is the degree of agreement between how the players
relate to the game's universe through the game system's topologies and
how real combatants relate to the domains of real war." In other words,
it's whether players identify clearly with the problems and can relate
them to real life in a practical manner, rather than any other glitz
factor, that makes the most sense.
Conclusion
In
concluding, Perla tried to frame his debate in broader ways that would
help all people trying to make "serious games" of any kind. Going back
to first principles, he pointed out that anyone wanting to make such a
game should identify the basic scientific principles behind the
concept, and then identify the philosophers who have thought most
widely and deeply in that field. Only then, after asking what basic
concepts your game must represent and how you can make them tangible in
your game universe, can you go ahead and use your artistic skills to
make the game. In the end, Perla argued, better science will better
make for better art, ending on a slide pastiching Alton Brown's factual
and science-infused Food Network show, and urging the audience to
consider "Good Games" in the same way as "Good Eats."