Matrix wargame

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A matrix wargame is a basically non-computer-aided, competitive, turn-based simulation of a conflict or war , with the aim of being able to understand and anticipate possible options for action by parties to a conflict or war on the basis of structured argumentation. They belong to the "serious wargames", that is, conflict simulations that are set up against the background of a serious, realistic, security policy scenario and are often used in the military context of training officers and staff officers .

Matrix wargames differ from classic conflict simulations, such as wargaming, which is widespread in the military, and conventional conflict simulation board games because of their argument-based game mechanics. Anyone who is able to say, "This is happening for the following reason ..." can play a part in a matrix conflict simulation. A prerequisite for matrix wargames is at least two game parties and a moderator or referee (called “umpire” in the original English, further referred to as referee for simplicity).

origin

When planning military operations , the armed forces in antiquity used forms of representation such as the sandpit . However, these forms of representation did not in principle represent open-ended conflict or war simulations. At the latest, however, the Prussian army reformer Carl von Clausewitz established in his book “Vom Kriege” that one can approach the systematic of armed conflicts in a playful way: “So we see How the absolute, the so-called mathematical, inherently has no firm foundation in the calculations of the art of war, and that from the outset a game of possibilities, probabilities, luck and misfortune comes into it, which continues in all the large and small threads of its fabric and of all branches of human activity puts war the closest to the card game. "

The basic idea of ​​the Matrix game comes from the American Chris Engle, who in 1992 published his "The Matrix Game". He wanted to create a role-playing game that would make itself independent of the evaluation and comparison of rigid tables and numerical values ​​and in which it was possible for a single player to take on the range of roles from individuals to entire states without any problems. On the basis of arguments to be developed, theses and antitheses should develop their effect here . Knowledge and persuasiveness are the basic drivers of game mechanics.

First, Engle designed a matrix of key terms for his game that form the framework for his model. This matrix stepped into the background with the further development of the game idea, only the term matrix has remained until today.

As early as 1990, the United States Naval Institute published "The Art of Wargaming", the first handout for the use of the matrix wargame in the context of military training. The idea of ​​Matrix Wargaming was further developed and specified in 2012 by the authors Peter Perla and John Curry in their book Peter Perla's The Art of Wargaming - A guide for professionals and Hobbyists . With the Wargaming Handbook of the British Ministry of Defense there has been another well-founded guide for the use and design of matrix wargames since 2017.

Style of play

Matrix wargames are basically open-ended. A concrete, common goal of the game is to deal with the complex interrelationships of the respective scenario. If, in addition, specific game goals are to be achieved by the individual game parties, these can either be specified by the respective scenario or defined before the game begins.

In matrix wargames, game actions and their success are based on the sequence of logically founded, fact-based and stringently building on arguments. The players are completely free to choose a rhetorical argumentation method that they consider favorable. An argument remains in force until it is refuted by another. The decision on this is made by an indispensable referee for this game.

The "argument" used should be structured in such a way that it contains the following three elements: an action, a desired result and ideally several reasons for the chosen approach. Few formal restrictions apply to the arguments themselves. Rather, the viability of the arguments is assessed by the referee, who weighs these and the counter-arguments of the other players against each other. It determines how viable the argument presented is and whether the action has any chance of success. If the arguments put forward are very persuasive, the referee decides directly on the success or failure of game actions. In the case of less clear arguments, he can make the decision about the success or failure of a game action, e.g. B. using dice, given the minimum number of points to be achieved, the luck dice of the player left.

The order of the moves is determined by the referee before the start of the matrix wargame. A deviation from this sequence is generally not intended. The referee plays a key role in the matrix wargame. The argument-based moves are based in principle on the factual and previous knowledge of the game participants, but the dynamic course of the game often induces or urges them to make ad hoc decisions that have to be evaluated by the referee. For this reason, referees should be used to manage the matrix wargame, who on the one hand have penetrated the game system and on the other hand have specialist knowledge of the chosen game scenario. Against this background, it makes sense to have matrix wargames led by a team of referees rather than a single referee. In addition, subject matter experts (SMEs) can be integrated into this, who can be used either as assistant referees or as advisors for the individual game parties.

The progress of the game can usually be followed on a map or a game board, although this is more of a visual aid than a comprehensive representation of the game status. However, specific skills or resources (e.g. air, ground, sea and police forces), uncontrollable factors (e.g. refugees) and abstract concepts (e.g. money, sanctions, morals) can be identified by simple markers to provide a visual frame of reference for players. The game world, however, extends well beyond the elements that can be displayed on the map or the game board. Numerous gameplay components (such as bilateral or secret agreements) only occur outside the map or the game board, but can still significantly influence the course of the game.

Game scenarios

Thanks to their liberal and argument-based set of rules, matrix wargames can be applied to game scenarios of the most varied of intensity and characteristics. In this way, regional and supraregional, current as well as fictitious, future conflicts can be projected. A current compilation of possible conflict scenarios can be found in the book Modern Crisis Scenarios for Matrix Wargames - Innovation in Modern Professional Wargaming by John Curry and Tim Price , published in 2017 . The complexity of the game scenario of a matrix wargame requires action from all parties in a wide variety of fields of action. Often found here are u. a. the fields of activity diplomacy, information, military and economy (DIME).

Purpose / aim

Matrix wargames serve the goal of in-depth study of complex security policy scenarios. They encourage critical thinking, decision-making and innovation on the part of the players or game parties. The depth of training and level of abstraction can be determined by the referee. By developing arguments, the players gain insights into real security policy contexts.

In order to be able to present realistic arguments, the game parties have to deal intensively with a complex security policy scenario and implement the information gained in their moves. The dialogue with the other players or game parties - led by the referee - creates a broader understanding of the selected scenario, which can, for example, make the background for a possible deployment of armed forces understandable.

Matrix wargames are to be differentiated from commercial computer-aided wargames or non-computer-aided board games, which only serve to entertain the players, possibly with the aim of participating in competitions, without pursuing a security-political training success.

literature

  • Ed Bever: Board Wargames and Computer Wargames: A Comparison . In: Fire & Movement , No. 49, Jul-Aug 1980
  • Garry D. Brewer, Martin Shubik: The War Game: A Critique of Military Problem Solving . Harvard University Press, Cambridge MA 1979
  • Bob Cordery: Wargame Developments - Matrix Games . 2008
  • John Curry, Tim Price: Modern Crisis Scenarios for Matrix Wargames - Innovation in Modern Professional Wargaming . LuLu Press, 2017, ISBN 978-0-244-01616-6
  • James F. Dunnigan: The Complete Wargames Handbook: How to Play, Design and find them . William Morrow and Company, New York 1980
  • Chris Engle: A short history of Matrix Gaming
  • Reiner K. Huber, Klaus Niemeyer, Hans W. Hofmann: Operations-analytical games for the defense . Oldenbourg, Munich 1979, ISBN 3-486-22991-5
  • Francis J. McHugh: Fundamentals of Wargaming . US Naval War College, Newport RI 1966,
  • Ministry of Defense (GB), The Development and Doctrine Center: Wargaming Handbook , 2017, uploads / attachment_data / file / 641040 / doctrine_uk_wargaming_handbook.pdf gov.uk (PDF)
  • Peter P. Perla, John Curry: The Art of Wargaming , 2012 ( ISBN 978-1-4710-3373-5 ).
  • Peter P. Perla: The Art of War Gaming . Naval Institute Press, Annapolis 1990, ISBN 0-87021-050-5 .
  • CW Raymond (US Army): War Game , Fort Monroe / VA, US Artillery School, 1881
  • Frederick D. Thompson: Beyond the War Game Mystique, Learning from War Games . Center for Naval Analyzes Memorandum 83-0271, 1983

Web links

Individual evidence

  1. Curry, John and Price, Tim: Modern Crisis Scenarios for Matrix Wargames - Innovation in Modern Professional Wargaming, LuLu Press Inc., 2017 ( ISBN 978-0-244-01616-6 )
  2. The Rand Corporation: Wargaming, (available online February 27, 2018 at: https://www.rand.org/topics/wargaming.html )
  3. ^ Clausewitz, Carl von: Vom Kriege, p. 14, Nikol-Verlag, revised edition, 2008
  4. Engle, Chris: A short history of Matrix Gaming, (available online on February 27, 2018 at: https://paxsims.wordpress.com/2016/07/26/engle-a-short-history-of-matrix- games / )
  5. Cordery, Bob: Wargame Developments - Matrix Games, 2008 (online February 27, 2018, available at: http://www.wargamedevelopments.org/matrix.htm )
  6. McHugh, Francis J .: Fundamentals of Wargaming, US Naval War College, Newport RI 1966, (online February 27, 2018, available at: http://www.dtic.mil/dtic/tr/fulltext/u2/686108 .pdf )
  7. Perla, Peter et al. Curry, John: Peter Perla's The Art of Wargaming […], publisher lulu.com, 2012 Ministry of Defense (GB): Wargaming Handbook, 2017, available at: gov.uk, accessed on February 26, 2018
  8. ^ A b John Curry, Tim Price: Modern Crisis Scenarios for Matrix Wargames - Innovation in Modern Professional Wargaming . LuLu Press, 2017, ISBN 978-0-244-01616-6
  9. Bob Cordery: Wargame Developments - Matrix Games . 2008; accessed on February 27, 2018
  10. MOD (GB): The Development and Doctrine Center: Wargaming Handbook, 2017 (available online on February 27, 2018 at: gov.uk uploads / attachment_data / file / 641040 / doctrine_uk_wargaming_handbook.pdf)
  11. A summary can be found at "Wargaming Development", a developer of virtual war games: wargaming.com (accessed on February 26, 2018)