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The Bomb and the Computer: The History of Professional Wargaming 1780- 1968 PDF

172 Pages·1969·1.87 MB·English
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Andrew Wilson’s The Bomb and the Computer The History of Professional Wargaming 1780-1968 Edited by John Curry Copyright © 2014 John Curry and Andrew Wilson This book was first published as The Bomb and the Computer in 1968 and then reprinted as War Gaming in 1970. The rights of John Curry and Andew Wilson to be identified as Authors of this Work have been asserted by them in accordance with the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reproduced or transmitted in any form by any means, electronic, mechanical, photocopying, recording, or otherwise without the prior written permission of authors. Books edited by John Curry as part of the History of Wargaming Project include: Peter Perla's Art of Wargaming book, A guide for professionals and hobbyists Thomas Allen's War Games professional wargaming 1945-1985 Innovations in Wargaming Vol 1, Developments in hobby and professional wargames Army Wargames: Staff College Exercises 1870-1980. Contact! The Restricted Canadian Army Tactical Wargame (1980) Dunn Kempf: the Tactical Wargame of the American Army (1977-1997) The British Army War Game (1956) The British Army Desert War Game (1978) MOD Wargaming Rules The Wargaming Pioneers Including Little Wars by H.G. Wells, The War Game for Boy Scouts and The War Game by Captain Sachs 1898-1940 Early Wargames Vol. 1 The British Kriegsspiel (1872) Including RUSI's Polemos (1888) Early Wargames Volume 2 More Wargaming Pioneers Ancient and World War II Battle and Skirmish Rules by Tony Bath, Lionel Tarr and Michael Korns Early Wargames Vol. 4 See The History of Wargaming Project at www.wargaming.co for other publications. Cover photograph, by Tim Price, of the entrance corridor of a UK government bunker somewhere underground. Table of Contents Foreword Introduction 1. The Prussian Legacy W - - H ' - V - O - AR GAMES IN ANTIQUITY WAR CHESS EDWIGS GAME ITURINUS PITZ - R – ‘ ’ ORIGINS OF MODERN WAR GAMES VON EISSWITZ EMERGENCE OF FREE WAR - S W - A - L - W. M. GAMES PENSER ILKINSON EARLY MERICAN GAMES IVERMORE L US N W C . ITTLE AT THE AVAL AR OLLEGE 2. From the Marne to Midway S - B 1905 - E - CHLIEFFEN THE RITISH WAR GAME OF SPREAD OF WAR GAMES IN UROPE T — M ’ - W W II - ANNENBERG VON ANSTEIN S GAME GAMES IN ORLD AR POLITICAL T W I , T - A Y GAMES AT THE OTAL AR NSTITUTE OKYO DMIRAL AMAMOTO AND THE J M . APANESE IDWAY DISASTER 3. The End of Amateurism T - 1939-45 - ‘ HE BEGINNING OF OPERATIONAL RESEARCH APPLICATIONS IN EXCHANGE ’ - H- - RATES AND OTHER CONCEPTS PROBLEMS OF THE BOMB MODERN WAR GAME - - - DEVELOPMENT SYSTEMS ANALYSIS MATHEMATICAL GAMES WAR GAME USE IN THE S U . OVIET NION 4. Politico-Military Games T US J W G A - ‘ C W ’ - HE OINT AR AMES GENCY OLD AR GAMES ORIGINS AT THE RAND C - MIT - ‘R ’ - ORPORATION GAMES AT PROBLEMS OF PLAYING ED GAMES AT S R I - - . THE TANFORD ESEARCH NSTITUTE LIMITATIONS OF POLITICO MILITARY GAMES 5. Tacticians and the Laboratory T - US M C L F G - ACTICAL GAMES ARINE ORPS ANDING ORCE AME WAR GAMES AT THE UK D O R E - EFENCE PERATIONAL ESEARCH STABLISHMENT TACTICAL NUCLEAR WAR IN E - US N E W S - ‘T ’ - UROPE AVY LECTRONIC AR IMULATOR HEATERSPIEL TRANSITION - . FROM MACHINE ASSISTED TO COMPUTER GAMES 6. Computer War Games D - B ’ A M - ENIAC - EVELOPMENT OF THE COMPUTER ABBAGE S NALYTICAL ACHINE - - - BINARY NUMBERS HOW COMPUTERS WORK PROGRAMMING MODELS IN SIMULATION - – GAMES TO ASCERTAIN OPTIMUM TANK ARMOUR THE FLIGHT SIMULATOR AS A WAR - AFWET . GAME 7. The War-Gamers M C - STAGE - P - RAND ONTE ARLO RESIDENTIAL DECISIONS OPINIONS AT THE C - STAG - NEMO COBRA - US A F . ORPORATION AND IR ORCE WAR GAMES 8. The Systems-Analysis Debate G L M - - A R ENERAL E AY MISSILE UNCERTAINTIES DMIRAL ICKOVER AND COMPUTER – - - - M N C H ERRORS PLANNING PROGRAMMING BUDGETING AC AMARA AND HARLES ITCH - - . CRITICISM OF COST EFFECTIVENESS STUDIES 9. Gaming the Ungameable A - - AGILE - T 1972 W T - ‘A NTI GUERRILLA WAR GAMES HE AR IN HAILAND GAME ’ - - - 15 ‘ TO SOLVE THE UNIVERSE GAMES FOR SCENARIO GENERATION FUTURE WORLD ’. TYPES 10. Game-theory B - ‘P ’ D ’ - ‘C ’ - R ’ ASIS OF THEORY OF GAMES RISONER S ILEMMA HICKEN APOPORT S S C - R S - B ’ TRATEGY AND ONSCIENCE APOPORT VERSUS CHELLING RENNAN S CRITICISM R — R . OF APOPORT APOPORT REPLIES 11. War Games on the Campus B - - L U USINESS GAMING SOCIAL SCIENCE RESEARCH SIMULATION ANCASTER NIVERSITY - I N S - ‘A S D G ’ - - NTER ATION IMULATION IMPLE IPLOMATIC AME DATA MAKING IN I R – - . NTERNATIONAL ELATIONS THE ANTI SIMULATION CASE 12. Vietnam – The Game that Failed R V - - OLE OF WAR GAMES IN THE IETNAM WAR EFFECTS OF FAILURE PROSPECTS OF ‘ ’ - - ‘ ’ - PEACE RESEARCH RE DEFINITION OF DEFENCE A CONSTRUCTIVE USE FOR . MILITARY ANALYSIS References Foreword Andrew Wilson’s 1968 book was probably the first to bring together in a systematic way a comprehensible account of the strategic wargames that were played in the dark corridors of offices of the war planners around the world. In the days of the Cold War, the world was on the brink of World War III. Wargames were being played to refine warfighting plans, but also to help develop political strategies to avoid getting into an Armageddon-type confrontation. These strategists had written about their work, but usually in obscure journals in language only suitable for others of their craft to comprehend. Wilson’s book started with a description of the early kriegsspiel game played by the Germans as a tactical training tool. It then showed how wargames became broadly accepted as a military planning tool during the 19th century. It should be remembered that, in 1968, Wilson was probably unaware of the wargaming movement that was being galvanised by the writing of Donald Featherstone and others. Wilson argued that wargames can be invaluable planning tools depending on the game mechanics and the nature of the assumptions made to produce the rules. Wilson then moved onto how operations research influenced the senior commanders in World War II, paving the way for greater use of games in the new Cold War of the 1950’s onwards. The book describes how the drive to mathematically-based games sometimes produced games that were less effective than believed. His account of the political military games, such as those by the RAND corporation, was particularly interesting. Few accounts of these games have made their way into the public domain in an understandable format. Thomas Allen’s book War Games (also published by the History of Wargaming Project) covers some of the same ground, but not in such a detailed and analytical fashion. The book also discussed the growing role of the new computer technology in supporting and even replacing manual wargames. It is interesting to note that at the time of reprinting this book, there is a resurgence of manual wargames for training and analysis. Modern armed forces are starting to use a ‘blended mix’ of technology and manual wargaming methods to fulfil operational analysis and training needs. The new generation of manual based wargames with their maps, counters and combat tables would be familiar to anyone who had played SPI or Avalon Hill wargames of the 1970s onwards. The work concludes on a personal note, with Andrew Wilson observing how the wargames had produced successful strategies for American forces on the battlefields of Vietnam. However, he noted that these wargames did not take account of the toll of civilian casualties, the slow destruction of the agricultural base of the country and the demoralisation in the South Vietnam capital of Saigon. His worlds were prophetic: America won on the battlefield, but lost the war due to a failure of morale. It was only later developments in wargames in the 1980’s and 1990’s that started to take greater account of these human factors. This work is a useful addition to the History of Wargaming Project and it is hoped the modern reader finds this early work about those strategic wargames that could have led to Armageddon of interest. John Curry Editor of the History of Wargaming Project Introduction About six months after the Cuban missile crisis (1962), the London Times carried a story from Washington which read: FIGHTING WORLD NUCLEAR WAR BY COMPUTER The Defence Department has just completed a war game on computers, which, according to reports, confirms the belief that the United States would prevail in total nuclear war . . . The war game, known as Simulation of Total Atomic Global Exchange (STAGE), is said to have taken nearly three years to prepare and five months to play. Electronic symbols representing missiles, bombers, decoys, interceptions and the like were recorded on magnetic tape, and the game was played by feeding punch cards with instructions into the machines. Altogether 160,000 instructions were given and the computers determined which strikes were successful and what losses suffered. The specific results are still being tabulated and will remain secret. STAGE, The Times pointed out, was the second electronic game of its kind to be played. The first, completed three years before, had presumably been fought on the intelligence calculation, subsequently proved incorrect, that the Soviet Union had a preponderance of missiles. This had led to a rapid increase in the defence budget.[1] Anybody reading this must immediately have been struck by a number of questions. For example, how can a machine take account of fear, despair and other human factors which must play a role in anything so cataclysmic as a nuclear war? Who designs and operates such machines? How much reliance is placed on them by governments? Are they used to predict the outcome of other events, such as wars to ‘pacify’ South-East Asia? Such questions are the starting-point of this book. But computer games are only one of the methods by which today’s military planners seek answers to their often unanswerable questions. Their use can be explained only by reference to other methods such as Operations Analysis, Systems Analysis and Game- Theory, to which they are complementary. Moreover, the quest for certainty in military planning is not new. In the eighteenth century attempts were made to reduce the craft of war to a study of geometry, and in the early nineteenth to a question of railway timetables. To see modern war games in perspective it is necessary to observe earlier games, and the disasters to which they occasionally led. Again, one cannot describe the military use of war games without touching on the use of similar games for academic research in international relations and social science, as well as in business and for economic studies. Finally, computer games are used not merely to seek answers about today’s and tomorrow’s weapons systems, but also to generate ‘scenarios’ about the possible shape of the world in general in ten, fifteen and twenty years’ time. These aspects of operational research have led me further afield than my starting point might indicate. But in the end they all point to one question: have we the intelligence to master the environment which weapons of mass destruction have created? There is nothing academic about this question, however much the past twenty years may have fostered a feeling that nuclear deterrence ‘works’. Although the Great Powers have managed to avoid a mutually annihilatory clash, they have not succeeded (even had they wished to) in eliminating sub- nuclear types of war. And so long as resort may be had to such war, the risks of escalation to nuclear war will remain. In fact they may be growing - for several reasons. Firstly, the threat of ‘automatic’ escalation is now being explored as a means of cutting the financial burden of conventional forces, for example in Europe by the NATO Nuclear Affairs Committee. While this may look relatively safe in the present political climate, it could appear very different if that climate changed. Secondly, international violence has taken on a new respectability in recent years, exemplified by three major ‘limited’ wars - in Vietnam, the Middle East, and the Indian sub-continent. Today such wars are partly restrained by the participants’ lack of nuclear weapons or, as in Vietnam, by moral objections to their use. But cheap nuclear production processes will put nuclear weapons within physical reach of at least twelve more countries by 1980; and it requires only one small nuclear war to make nuclear war ‘respectable’ also.[2] Thirdly, technological advances by the Great Powers themselves - in rocketry and counter-rocketry, orbital warhead delivery, deep-diving submersibles, chemical and bacteriological weapons - now extend the opportunity for a new arms race of a qualitative nature potentially more destabilizing than the quantitative missile race of the 1960s. All this, plus the growing tensions caused by world hunger, poverty and racism, may indeed soon cause us to look back at the 1960s as a decade of relative peace and security. Now, the military planning techniques which this book describes may appear, in many cases, to have contributed to the dangers which I have mentioned. But it would belittle the nature of our present predicament to let pass the impression that war games are generally a pastime of men who take war lightly. On the contrary - and this is the heart of the matter - they are more often devised and played by serious technicians, who, I have no reason to doubt, are personally as concerned to avoid the disaster of a major war as many people in the ‘peace movement ’. The tragedy is that such techniques are directed to the attainment of impossible certainties about security and stability, while the very size of the effort devoted to them tends to foster the belief that they must succeed. At the same time, research into alternative methods of promoting international security is left to a handful of ‘peace researchers’ whose resources are paltry in relation to the size and urgency of their task. I do not believe that such alternative research can produce quick answers to the problem. But I do, as a military writer, find a curious imbalance in the effort we devote to planning for war as against the effort to discover and control its sources. The size of the establishment involved in the production and use of what is called military ‘software’ is indeed enormous. Though figures are hard to come by, I estimate that between 15,000 and 30,000 officers and scientists are concerned with war gaming of one kind or another at the present time, in America alone. About a quarter of them are directly employed by the Department of Defence. The rest are on the pay-rolls of aerospace and electronics corporations, or staff members of civilian ‘think tanks’ which conduct military research on contract. I owe several such institutions a considerable debt for help in preparing this book, and although I fear some may consider I have ill- repaid it with the doubts I cast on their methods, I take this opportunity of thanking - and describing - them. The largest and best known is the RAND Corporation at Santa Monica, California, which employs more than 1,100 people, half of them research scientists[3]. RAND, started as a research organisation of the US Air Force after World War II, was turned into an independent non-profit making corporation in 1948. About 70 per cent of its work is still performed for the Air Force on contract. The rest is mainly for the Office of the Secretary of Defence and the National Aeronautics and Space Administration, but a small percentage is ‘private research’ undertaken at its own discretion from its own funds. The Stanford Research Institute[4], another non-profit organisation, was

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Andrew Wilson’s 1968 book was the first to describe for the general reader the evolution of the war game as a serious, and sometimes unreliable, military planning tool. The author was the Defence Correspondent to The Observer Newspaper. He was granted special access to the Pentagon and other secre
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