1 / 32

Psychological Warfare

Psychological Warfare. The forgotten warfare. Wargaming. A mere handful of strategy games have been developed which focus on the psychological aspects of warfare

landry
Télécharger la présentation

Psychological Warfare

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Psychological Warfare The forgotten warfare . . .

  2. Wargaming A mere handful of strategy games have been developed which focus on the psychological aspects of warfare This is disappointing in two ways. There are a large number of wargames that exist, and the fact that psychological factors have largely been ignored The US invasion of Iraq is a prime example of people not considering psychological factors in a military campaign

  3. What we can gain from wargames Intelligence Analysts often wish to contemplate numerous scenarios simultaneously, often with missing or incomplete information. Any tool that would make that job easier or more effective would be highly sought after ($$$) Wargames serve as a potential launching point for the development of tools for IA’s because the rules are well defined and understood.

  4. Development • Given the need for such a tool, the wonderful people at RPI decided to design one. • PsyPre is the name of this yet to be developed tool (good luck Micah) which will make predictions in the psychological realm.

  5. PsyPre in a few short months . . . • PsyPre will generate predictions using both the psychological realm and game kinetics • This type of system would use effect based operations (EBO) • EBO wants to know what the future will bring in terms of psychological effects.

  6. Short term goals Find a suitable war game that involves both psychological and physical warfare The rules of the game must be clearly defined and known

  7. Nicaragua Revolution in Central America

  8. Why study an old game? • The type of game differs significantly from many of the current Real Time Strategy games which are popular today • The game involves political AND military operations

  9. goals continued . . . Define the rules of the game into machine language In progress, this is a tedious process where every possible rule and each state must be codified Find a way to host the game that will allow the specifics of the game to remain stable yet remain playable by a general game playing system.

  10. GDL and GM Coding the game using Game Description Language (GDL) will allow a Game Manager (GM) to host the game and enforce the rules. Players will then connect to the GM to play the game, note that the players can be either human or computer.

  11. Game Administration • First you specify the rules to the GM (long tedious section) • Let players connect!

  12. GDL format GDL uses an indexical approach to defining games. A GDL game description takes the form of a set of logical sentences that must be true in every state of the game. The distinguished vocabulary words that support this are described below.init(p) means that the datum p is true in the initial state.true(p) means that the datum p is true in the current state. does(r,a) means that player r performs action a in the current state.next(p) means that the datum p is true in the next state. legal(r,a) means it is legal for r to play a in the current state.goal(r) means that player r's goal is achieved in the current state. terminal means that the current state is a terminal state.GDL is an open language however, the significance of these basic vocabulary items is fixed for all games.

  13. State space Each player only has information about its current state and the state of the environment Each turn each player submits a move to make and the GM returns the result

  14. 2 Players Governmentvs Rebel There are numerous scenarios to play so the starting conditions vary widely. Game turns broken up into seasons/turns Game ends when ‘National Will’ goes below 1, or military invasion from abroad Additional scenarios have victory conditions which end the game as soon as they occur Rules of Nicaragua

  15. How game is defined • S(1) contains (Rebel infantry covert) • S(1) contains (Government infantry overt) Covert infantry Overt infantry Department S(1)

  16. Example 1 infantry 1 infantry 1 armor 2 armor 5 infantry 1 infantry 1 covert infantry 1 infantry

  17. Map layout 16 Departments Urban, Rural, or Remote Each department has 1 or more social classes Somocistas, Middle Class, Workers, Peasants, Indians, Intellectual and Church

  18. Internal Politics Other states of the game concern the political climate. Each social class has a ranking of how much it favors either the Rebel or Government forces These rankings effect psychological warfare, chances of recruiting new troops, etc . . .

  19. External politics Three countries are represented USA, USSR, and Latin America A rating ranging from Neutral - Assistance - Intervention - Military invasion measures how much foreign support is given by that country

  20. External assistence If the game ends if it ever reaches Military Intervention The support level effects the levels of the internal class support, military fighting percentages, and the National Will

  21. Political Program There are 4 political programs which the player may choose from. Changing the program effects internal and external political rankings, total national will level, and military chances.

  22. Sequence of Action 1) World Events Phase 2) Air Power Phase 3) Rebel player turn 4) Government player turn 5) Victory Determination

  23. 3) Rebel player turn Foreign support phase Political phase (next slide) Organization phase Movement phase Reaction phase (Government) Intelligence phase Combat phase Recovery phase National Will phase

  24. Political Phase • Political Program Segment • Mobilization • Political Warfare These three steps are what differentiates this game. Without this we have a complicated ‘Risk’

  25. Political Phase II All political actions have ramafications on other political interests. This is where the nuances of the game really come into play Specific rules have to be encoded eg. Holding the capital = +2 National Will

  26. Conclusion That concludes the rules of the game Now comes the fun part of converting those rules into GDL

  27. Conversion to GDL Role(Rebel) Role(Government) tells us that we have 2 players

  28. Initialize the scenario • Init(department(Managua, 1 infantry, Government, covert, free)) This has 1 covert infantry in the capital to start the game

  29. Alternate turns next(control(Rebel)) <= true(control(Government)) next(control(Government)) <= true(control(Rebel)) This alternates whose turn it is.

  30. Legal moves legal(?role,attack(?m,?n)) <= true(department(?m,?n,overt,free)) & true(control(?role)) This would make it legal to attack some unit in the same department providing your units were overt, and free to move

  31. Goals goal(Rebel,100) <= NationalWillGreaterThan70(Rebel) goal(Government,100) <= MassTroops(Government) This says that one of the goals is for the Rebels to have a National Will > 70

  32. Game Over terminal <= (NationalWillTooLow(?x) | ExternalInvasion(?y)) terminal <= ~TimeLeft This is a check to see if any of the ending game conditions are met.

More Related