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| Content Provider | ACM Digital Library |
|---|---|
| Author | Dunnigan, James F. |
| Abstract | Wargames have been used by the American military for over a century. And for good reason, they work. A wargame is an attempt to get a jump on the future by obtaining a better understanding of the present and the past. A wargame is a combination of "game," history and science. Wargames are ancient. Chess was originally a realistic wargame of ancient battles. Modern wargames are chess with some important differences. The playing board looks like a detailed map of the combat zone. The playing pieces are more varied than chess pieces, as they vary more in their movement and combat capability. In modern wargames, you don't "take" the other players piece, but "attack" it. Numerical evaluations of each playing piece (called "combat units") are compared and probabilities are used to determine what damage is done to each side. Each side can have hundreds of combat units in play at the same time, and with computerized wargames, all these pieces can be moving at once. Department of Defense wargames have as many as a dozen, up to hundreds, of human players on each side. The players come up with tactics and strategies, and give orders to the combat units. Modern wargames are electronic time-machines that can give you a better view of how the past worked, and, less accurately, a peek at many possible futures. In other words, chess on steroids. See The Brown Journal of World Affairs |
| Starting Page | 943 |
| Ending Page | 943 |
| Page Count | 1 |
| File Format | |
| ISBN | 0780381327 |
| Language | English |
| Publisher | Association for Computing Machinery (ACM) |
| Publisher Date | 2003-12-07 |
| Access Restriction | Subscribed |
| Content Type | Text |
| Resource Type | Article |
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