Psychological Warfare - PowerPoint PPT Presentation

1 / 32
About This Presentation
Title:

Psychological Warfare

Description:

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

Number of Views:1024
Avg rating:3.0/5.0
Slides: 33
Provided by: CC281
Category:

less

Transcript and Presenter's Notes

Title: Psychological Warfare


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 IAs 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
Rules of Nicaragua
  • 2 Players Government vs 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

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)) lt true(control(Government))
  • next(control(Government)) lt true(control(Rebel))
  • This alternates whose turn it is.

30
Legal moves
  • legal(?role,attack(?m,?n)) lt
  • 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) lt
  • NationalWillGreaterThan70(Rebel)
  • goal(Government,100) lt
  • MassTroops(Government) This says that one of the
    goals is for the Rebels to have a National Will gt
    70

32
Game Over
  • terminal lt
  • (NationalWillTooLow(?x)
  • ExternalInvasion(?y))
  • terminal lt
  • TimeLeft
  • This is a check to see if any of the ending game
    conditions are met.
Write a Comment
User Comments (0)
About PowerShow.com