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Experimental Wargaming with SIGNAL

Wargames are a common tool for investigating complex conflict scenarios and have a long history of informing military and strategic study. Historically, these games have often been one-offs, may not rigorously collect data, and have been built primarily for exploration rather than developing data-driven analytical conclusions. Experimental wargaming, a new wargaming approach that employs the basic principles of experimental design to facilitate an objective basis for exploring fundamental research questions around human behavior (such as understanding conflict escalation), is a potential tool that can be used in combination with existing wargaming approaches. The Project on Nuclear Gaming, a consortium involving the University of California, Berkeley, Sandia National Laboratories, and Lawrence Livermore National Laboratory, developed an experimental wargame, SIGNAL, to explore questions surrounding conflict escalation and strategic stability in the nuclear context. To date, the SIGNAL experimental wargame has been played hundreds of times by thousands of players from around the world, creating the largest database of wargame data for academic purposes known to the authors. Here, this paper discusses the design of SIGNAL, focusing on how the principles of experimental design influenced this design.

45 MILITARY TECHNOLOGY, WEAPONRY, AND NATIONAL DEF↗

Wargaming in Both Rectilinear and Hexagonal Spaces

There are two main approaches to managing wargame entity interactions (movement, line of sight, area of effect, etc) freespace and gridded In the freespace approach, the units exist as entities in a continuous volume of (usually) Cartesian 3D space. They move in any direction (based on interaction with "terrain" that occupies the same space) and interact with each other based on references and displacements from their position in that space. In the gridded approach, space is broken up into (usually regular) shaped pieces. Units are considered to occupy the entire volume of one of these pieces, movement, line of sight, and other interactions are based on the relationships among the spaces rather than the absolute positions of the units themselves. Both approaches have advantages and drawbacks. The general issue that this discussion has addressed is that there is no "perfect" approach to implementing a wargaming battlespace. Each of them (and this extends to others not discussed) has different sets of advantages and disadvantages. Nothing will change that basic nature of the various approaches, nor would it be desirable to do so. Along with the advantages, the challenges define the feel of the game and focus the thinking of the players on certain aspects and away from others. The proposed approach to combining square and hexagonal approaches, which we will call the rhombus interface, leverages rhombuses constructed from equilateral triangles into which the hexagon can be decomposed to bridge the gap between the approaches, maintain relative consistency between the two as much as possible, and provide most of the feel of the hexagonal approach.

Hoover, Alex↗