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BUSINESS WARGAMING for MANPOWER POLICY ANALYSIS

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Standalone computer games (e.g., SimCity) ... Did we grow a junior or senior force? 9/7/09. 9/7/09. 9/7/09. 9/7/09. 9/7/09. 9/7/09. 9/7/09 ... – PowerPoint PPT presentation

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Title: BUSINESS WARGAMING for MANPOWER POLICY ANALYSIS


1
BUSINESS WARGAMING forMANPOWER POLICY ANALYSIS
  • What is Business Wargaming?
  • What is the Underlying Technology?
  • NPS-Initiated Projects in Business Wargaming
  • USMC Business Wargame

2
WHAT IS BUSINESS WARGAMING?
  • Management counterpart of combat simulation
  • Market (or economy) based vs force-based
  • Virtual environment
  • Testbed for experimenting with alternative
    management (vice battlefield) decision-making
    policies under pre-specified scenarios
  • Business wargames can take the following forms
  • - Standalone computer games (e.g., SimCity)
  • - Multi-player war room simulations (as in
    combat world)
  • - Multi-player distributed (Web-based)
    simulations

3
Department of Defense War Gaming Environment
4
Live Agent
Live Agent
Live Agent
Live Agent
DoD Agencies, Private Sector Firms
Live Agent
Live Agent
Synthetic
Goods Services
Stock
Labor
Bond
Currency
Economy
Consumers and Workforce
5
WHO USES BUSINESS WARGAMING?
  • Private Sector
  • - McKinsey Company 60 of all US companies
    use some
  • form of simulation
  • - IBM Strategeer their PC business
  • - PriceWaterhouseCoopers, and Booz, Allen,
    Hamilton
  • SimCity type systems for specific
    industries
  • DoD
  • - Information warfare terrorist scenarios (IDA)
  • - Army (Firm Handshake) Manpower
  • - Navy (ACE) Acquisition

6
BENEFITS of BUSINESS WARGAMING
  • Insight decision tradeoffs policy
  • Experiential Learning
  • Team Building
  • Leadership Development
  • Risk-free Strategy Testing
  • Training
  • (Note Agent-based simulations are not
    predictive models.)

7
SIMULATION TECHNOLOGY
  • Agent-Based (Adaptive) Simulation
  • - Initiated at Santa Fe Institute
  • - Artificial Economies (Brookings Institute)
  • - Based on Genetic Algorithms
  • - Bottom Up vs Top Down emergent behavior vs
    discrete event

  • simulation
  • SEAS (Synthetic Environments for Analysis and
    Simulations)
  • - State of the Art System Developed at Purdue
    University,
  • - Concurrent Multi-player System LAN version
    and Web version
  • - Used in DoD and Private Sector Games (e.g.,
    IDA)

8
AGENTS and ATTRIBUTES
  • Human players govern the actions of agencies and
    firms by making specific decisions from a menu of
    possible actions as the simulation proceeds.
  • Software agents are used to simulate the market
    activities within the simulation.
  • There may be 1000s of agents within a
    simulation, each of which is programmed with
    rules of engagement.
  • Each agent may represent a cohort of such agents
    in the real world, for example a PERSON agent
    who is 17-years old may represent 2,000 17-year
    olds in the marketplace.
  • Each agent has a set of attributes, the values of
    which change over time as the agents evolve
    with successive iterations of the simulation.

9
RULES OF ENGAGEMENT
INFLUENCE
Human Capital Labor Market
Recruit Incentives
Sell Services
Sell Services
Pay Salary
Recruiting Training Personnel Mgmt Force
Mgmt Acquisition
High Tech Financial Construction Manufacturing Col
lege University
Industry
ATTRITION
RESERVE
INFLUENCE
10
HOW THE SIMULATION WORKS
  • Teams are presented with decision options they
    can make at various stages within the simulation.
  • As the game proceeds, each team has a set of
    performance metrics dials that shows them how
    they are doing with respect to each metric. Each
    dial will look something like
  • Current Target




  • Historical
  • RETENTION RATE
  • Additionally, each team will have an overall
    performance metric gauge by which they
    determine how well the team is performing.

11
PLAYER REQUIREMENTS
  • For each of the Teams, the following information
    is necessary to set up
  • the simulation
  • Identification of Policy Decisions Each Team Can
    Control
  • E.g., Recruiting may want to increase recruiting
    incentives Force Management (Retention) may want
    to increase re-enlistment bonuses Training may
    want to increase of trainers and facilities
  • Identification of Readiness Metrics
  • E.g., Recruiting readiness may be
    AvgCostPerContract, Force management readiness
    may be Avg_LOS, Training readiness may be
    _Seats_Filled
  • Identification of Overall Performance Metric for
    each Team
  • E.g., Recruiting may be OfMission Force
    Management may be MOSFill

12
SEAS_MP Game Board
13
SEAS Architecture
14
SEAS Agent Architecture
15
SEAS Web Architecture
16
OBJECTIVES OF SIMMARINECORPS
  • What we want the participants Aha! experiences
    to be after the game
  • INTRACONNECTIVITY Identify issues of
    connectivity within the various USMC manpower
    areas for more detailed analysis. (e.g.,
    recruiting and training)
  • INTERCONNECTIVITY Identify issues of
    connectivity between USMC manpower and external
    environments (e.g., the economy, Congress) for
    further investigation.
  • RESOURCES-TO-READINESS Identify implications of
    resources-to-readiness pipeline for more
    detailed analysis.
  • VALUE OF BUSINESS WARGAMING Recognize the
    value of agent-based simulation as a contingency
    analysis tool for different applications.

17
SIMMARINECORPS GAME STRUCURE
18
SIMMARINECORPS Scenarios and Moves
  • Focus on End Strength
  • Two scenarios encompassing 6 (- 1) years each
  • Six moves per scenario encompassing one year
    each
  • Scenario One Declining Economy (rising energy
    prices, inflation and unemployment)
  • Scenario Two Robust Economy (low inflation,
    full employment, high demand for tech skills)
  • Questions Did End strength grow, decline, stay
    the same? How much did it cost? Did we grow a
    junior or senior force?

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REFERENCES
  • John L. Casti. Would-Be Worlds How Simulation
    Is Changing the Frontiers of Science. 1996.
  • A. Chaturvedi and S. Mehta. Synthetic
    Environments for Analysis and Simulations (SEAS).
    1998.
  • J. Epstein and R. Axtell. Growing Artificial
    Societies Social Sciences from the Bottom Up.
    MIT Press. 1996.
  • J. Holland. Hidden Order How Adaptation Builds
    Complexity. Addison-Wesley, 1995.
  • www.thinkingtools.com
  • www.santafe.edu (Santa Fe Institute)

34
BUSINESS SIMULATION IN PRESS
  • Business Week 21, 1998
  • Forbes 7 April 1997
  • Business Week, 17 March 1997
  • Wall Street Journal, 28 March 1997
  • Fortune 26 May 1997
  • Fast Company, June-July 1996
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