Labels

*ORA 14 Forms of Fun 2013-14 2014 360 degree videos 5 Myths Of Game-based Learning ACH activism ADVAT agent network al Qaeda Alumni Amanda Palmer American Nuclear Society AML analysis analysis of competing hypotheses analyst Analyst's Cookbook analytic methods analytic techniques Angry Bird applied intelligence April fools Arab Spring Arbor Networks artificial intelligence assassination assignments asymmetric warfare attention attitudes augmented reality baking Banking Secrecy Act Bastion Bayes BBC bias biases big data bing Biometrics black swans blogging blogroll blogs Boston bombing Boston marathon Braid brainstorming Breckenridge BSA budget business Button Microscope calendar Call of Duty CAMS Canada card game careers careers in intelligence case officer CASOS casual games CentralDesktop Chechnya China Christmas CIA ciphers classroom exercises Clausewitz codes coffee cognitive bias cognitive biases collaboration collection collection management Competitive intelligence compliance conceptual modeling conference Congressional Budget Office conspiracy convergent thinking cooperative game correlations counterterrorism crime analysis Crimea critical minerals Critical thinking Crowdfunding crowdmap crowdmapping crowdsourcing Cthulhu Cthulhu vs. The Vikings CVTV cyber cyberthreat DAGGRE.org data analytics DDOS dea Decision Games Decision making decisionmaking Defense Language Institute dhs dia DICAS digital immigrant digital native divergent thinking diving doe dos drones DuckDuckGo e-international relations economics education education. conference Effectual reasoning Egypt elections Employment encryption ENTINT Entrepreneurial intelligence entrepreneurs Entrepreneurship Entry-level job epic 2014 epub espionage Ethan Zuckerman ethics Ethnolinguistics eurasia Eve Online experimental scholarship facebook faculty Fancy Hands Farmville FBI Fermi problems Fermi questions flow forbidden desert forecast Forecasting forecasting accuracy foreign language Foreign Service Institute Foursquare Free Syrian Army game Game based learning Game Genome Project game-based learning gamebook Games Games based learning Games for change festival gaming GEOINT Georgia Tech geospatial intelligence gerrymandering Global Intelligence Forum Google Google Translate grading graduate certificate graduate course Graduate school Gravity Models Great Firewall greg fyffe groups hardware heuristics hga hiring projection History Hnefatafl how to HUMINT Hunger Games IAFIE IARPA IMINT India INFORMAÇÕES inr integration intelligence Intelligence agency intelligence analysis Intelligence Analyst's Deck Of Cards intelligence collection Intelligence Community intelligence cycle intelligence in business Intelligence preparation of the battlefield intelligence process intelligence production intelligence studies intelligence theory Internet investigations IPB James Sanborn James Shelton Jane McGonigal Jen Stark Jigsaw Job hunting Job Search jobs John F. Kennedy John Stasko judgment july Kickstarter Kindle Kingdoms of Amalur Kriegspiel Kristan J. Wheaton Kryptos kwheaton Labels: Art Labels: Counterintelligence language languages law law enforcement law enforcement intelligence Learning Leksika Let's Kill The Intelligence Cycle liberal arts link list LinkedIn LKTIC Lord of The Rings Online macro photography MakeUseOf map mapping Mark Lombardi Market Intelligence MASINT Mass Effect MCIIS MCIIS Press Measurement Media Melonie K. Richey mental model Mercyhurst Mercyhurst Model methodologies mindmapping Minecraft Monopoly Moros murder Music Genome Project Myst National Post national security NCTC network analysis networking News NGA nominal group technique North Korea NoScript NOTICIAS NSA odni Online Open Source open source Intelligence organization original research Origins Game Fair OSINT OWS Pakistan pandemic Pandora passports pattern matching Pebble watch perspective PICL pintrest popplet Portal 2 post-mortem power laws pre-order Prediction prediction markets predictive market primary source Privacy privacyscore Problem solving professional development professionalism psychology questions Quickstarter Raph Koster rare earth Reader Recommended reading list Reality is Broken recession refugee crisis refugee population refugees request for information Resource resumes rfi Robert Heibel Role-playing game Roleplaying rolling pins Ronald Reagan ROTM Russia SAMs Games sandpiles Sankey diagram Saras Sarasvathy satellites Sculpture search Secrecy News secret sensors serious games Shippensburg Showdown SIGINT simulation SIRIUS social media social network analysis social networks Society for Effectual Action software Sources and Methods Games soviet union Spencer Vuksic spies spurious correlations spying Spymaster stanford AI course statistics strategic intelligence Strategic Minerals Strategy STRATINT Strawman structured analytic techniques Structured role-playing students survey Swayable symposium Syria tabletop games teaching techniques team building teams technology roadmap technology trends Terrorism textbooks Thanksgiving The Mind's Lie Theory of Fun thought experiment tips Tom Ridge Tor trade training translation travel tree treps Turkey TUTORIAIS Twitter UK Ukraine United States federal budget Upstart US IC US military USA Today USCG VAST Veterans' Day video vikings visual analysis visualizing intelligence voxy.com Wall Street Journal wargame Washington DC weekend What they know Widget wiki Wikipedia Words With Friends Work of art Yelp YouTube

Spot Report From The Future: War Between Pakistan And India Has 70% Chance Of Going Nuclear

Each year, in my strategic intelligence class, I use an old-school war game as the capstone of the game-based learning portion of the course.  Last year, we looked at a potential conflict on the Korean Peninsula but this year we were able to examine a hypothetical, near future, force-on-force conflict between India and Pakistan using Decision Games' Showdown.

The premise of the game is that "something" happens such that India feels compelled to invade Pakistan.  To win, the Indians have to take four of the five major Pakistani cities while not allowing the Pakistanis to take even one Indian town.  The Pakistanis win by preventing an Indian victory or by taking two Indian towns.  A draw is possible if the Indian player takes four cities but the Pakistani player has one Indian town.  Showdown is a 2 person game so we actually had 28 games being played more or less simultaneously.

The results?  In the 28 games, Pakistan won outright in 11 of them (39%) and India won outright in 7 (25%).  In addition, there were 3 draws (11%) with the remaining seven still too close to call when we ran out of time (4 hours).  It was a pretty even battle for the most part (You can see the number of cities taken plotted against the number of games in the chart below).

X axis = No. of Cities taken; Y axis = No. of games


Oh...yeah.  And in 70% of the games, the conflict went nuclear before it was over.

It is not preordained that this conflict will go nuclear when the game begins.  The Pakistani player must use nukes first and must be losing before the nukes are released (this is simulated by a rule that increases the odds that nukes are released with each Pakistani city taken). 

Showdown only simulates tactical nukes but it does so in a fairly sophisticated way.  Each side gets a fixed number of nukes to begin the game with a random plus-up to simulate the unknowns inherent in the size of the two nuclear arsenals.  Likewise, nukes can be duds (fail to explode upon contact) or get shot down by either sides' air defense systems.  Neither dud nor shootdown is highly likely but it helps create a sense of the fog of war. 



The photostream above is of the final dispositions of forces for both sides at the end of 15 of the games.  The darker pieces are the Pakistani units and the lighter pieces are the Indian units.   The cell phones used to take most of these pictures don't give much detail, so I have provided a clearer image of some the counters below.


This year, I asked students to make estimates about their opponent's strategy, devise their own strategy  and then execute that strategy.  In the after-action review, we went back and tried to determine why someone won or lost.  In many cases, students were able to determine that it was a poor or good estimate, strategy or execution that led to their defeat or victory.  In some cases, however, luck played a major role and occasionally (particularly in the games that were still up in the air when time ran out) it was impossible to say.

While I am a fan of games in the classroom in general, I particularly like using these old school war games with intel students.  It forces them to not only make estimates but to come to grips with the consequences of those estimates while simultaneously giving students a sense of the complexities inherent in modern warfare.

0 Response to "Spot Report From The Future: War Between Pakistan And India Has 70% Chance Of Going Nuclear"

Post a Comment