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ISMOR22/29 Simulation of Modern Warfare Approaches in the JOCASTS War-Gaming System S.G. Lucek, NSC1 Abstract JOCASTS is a tri-service war-gaming simulation that is used to exercise UK and overseas HQ commanders and their staffs in a realistic manner encompassing operations up to single and multi theatre-level. These games are designed to exercise the next generation of commanders in decision making using the latest military thinking and doctrine, inclusive of the philosophies of the Comprehensive Approach (CA), which incorporates the Effects-Based Approach to Operations (EBAO), and Networked-Enabled Capability (NEC) 2. Here we discuss how the fidelity of the detailed resolution of the JOCASTS model is important in support of this. Sophisticated Artificial Intelligence (AI) algorithms in JOCASTS allow for rapid tasking of large theatre-scale orders of battle and flexible use of the system whilst maintaining the fidelity of the resolution model. This flexibility enables Courses of Action studies, where the decision maker can see the range of outcomes, effects and feasibility of a variety of plans. It is discussed how such AI algorithms can also be used to represent the behaviour of non-military entities and so model the wider diplomatic and economic aspects of a campaign as well as the more traditional kinetic effects. This is important to the support of an exercise where the students expect to utilise the full spectrum of the CA and EBAO, as it enables a representation of the Diplomatic, Military and Economic (DME) instruments of power within the simulation. By modelling the human dimension of war it is possible to exercise the commander in the full spectrum of conflict, from peace to crisis to war to post-conflict resolution. Introduction JOCASTS, the Joint Operational Command and Staff Training System, is a PCbased simulation environment developed and maintained by Newman & Spurr Consultancy Ltd (NSC), targeted at training HQ commanders and their staffs in joint, combined or single-component operations from the formation to the theatre level. JOCASTS provides realistic training for officers from army major equivalent to one-star level in command decision-making, potentially within a complex multi-sided coalition environment. It is currently in use by a number of staff colleges across the world, the UK’s Joint Services Command and Staff College (JSCSC), Australia and Kuwait, on a variety of exercises with student participation ranging from a 1 Newman & Spurr Consultancy Ltd, Norwich House, Knoll Road, Camberley, Surrey, GU15 3XX, UK, [email protected] 2 It is recognised that the terms and concepts in these areas of doctrine are still developing and that the Joint Doctrine and Concepts Centre are still to publish the doctrinal definitions for them. However in concert with our customers the development of JOCASTS is attempting to support training with as up-to-date definitions, understanding and representations as is possible during this evolutionary process. 1 International Symposium on Military Operational Research (ISMOR 22), Aug 2005 ISMOR22/29 Simulation of modern warfare approaches in the JOCASTS War-Gaming System single-service syndicate game with about 10 students through to concurrent, tri-service, operational-level exercises with in excess of 300 students. The exercises that JOCASTS is used to support provide a simulated environment for future commanders to exercise decision making using the latest military thinking and doctrine. Thus recent and current development in JOCASTS has focused on ways simulation can be used to better support the tenets of the Effects-Based Approach to Operations (EBAO). This document gives an overview of these developments, the techniques currently being used in Artificial Intelligence (AI) algorithms to aid the mission tasking process, and how simulation can be used to support, train and exercise the evolving approaches to warfare. The Comprehensive Approach Approach to Operations and an Effects Based The CA and EBAO are not new. This point is emphasised during teaching at JSCSC. What the CA does is explicitly link military operations to political goals; The Joint Doctrine and Concepts Centre states that ‘The Comprehensive Approach, focused on the use of military and non-military effects and employing all Instruments of Power (Diplomatic, Information, Military and Economic), underpins all future operations’. EBAO is evolutionary not revolutionary, and builds on concepts such as Manoeuvre Warfare in offering a viable alternative to a purely attritional approach. The central premise is that it is the effect(s) visited upon the adversary (or environment) that is critical, so all friendly forces activity should be designed to deliver the required effect(s). The challenge for the modeling community is how to represent a realistic link between blue force actions and the effects these create on the adversary. Networked-Enabled Capability ‘NEC is a vehicle to guide the coherent integration of sensor, weapon, decisionmaker and support capabilities. NEC aims to improve our operational effectiveness in the future strategic environment by permitting the more efficient sharing and exploitation of information within the British Armed Forces and our coalition partners.’3 The ultimate endstate for NEC is a position of perfect knowledge gathering and sharing, where everyone has immediate access to all information; this enables a faster cycling through the OODA4 loop with a resultant increase in operational tempo relative to the enemy. JOCASTS simulation JOCASTS is designed to support training from the higher tactical (unit and formation) to the operational level (divisional and above in a joint/combined campaign). The order input process uses sophisticated planning toolsets to assist in the rapid tasking of large theatre-scale orders of battle (ORBATS). The system then conducts combat resolution and the results are presented to the players as a visual Joint Operations MOD Capability Manager, Networked Enabled Capability – An Introduction, Version 1.0, April 2004. 3 4 Observe – Orientate – Decide – Act 2 International Symposium on Military Operational Research (ISMOR 22), Aug 2005 S.G. Lucek ISMOR22/29 Picture (JOP). This presents a fused intelligence view of the updated battlespace, supported by a series of detailed Excel-based reports. As illustrated in the adjacent figure, the JOCASTS resolution model evaluates combat at a detailed level. Maritime and air conflict is resolved at the individual platform level. Land conflict is resolved between units, which can represent an appropriate level of detail for the particular scenario being played, but typically range from brigade down to company. Development Strategy Tasking large theatre-scale ORBATS whilst maintaining detailed resolution at a tactical level has traditionally meant large-scale human support of the simulation, which is both inflexible and expensive. Nevertheless, the fidelity of such a level of resolution is important in representing modern approaches to warfare. Resolving the tactical detail of platform types, intelligence sharing and mission timings allows a representation of systems of systems, core features in the desire to move to NEC enabled force. Such fidelity also allows the representation of the full range of the kinetic effects of warfare, which are resolved both geographically and temporally. This is vital for the representation of Manoeuvre Warfare as local and time sensitive force ratios are modelled. By definition, increased aggregation of the fundamental models would smear out these local and time sensitive effects into a more global effect, which would tend to result in a more attrition-based model. As discussed EBAO is an evolutionary approach to warfare building in areas such as Manoeuvre Warfare, and so the development programme should maintain the support such detailed models give for manoeuvrist principles. Recent development strategy has therefore concentrated on the use of Artificial Intelligence (AI) algorithms to aid the tasking process, enabling rapid and easy tasking at a higher tactical level. The AI then translates these higher-level plans into the detailed tactical taskings required by the JOCASTS resolution model. Thus large, theatre-scale ORBATS can be tasked, without loss of the high fidelity of the detailed JOCASTS resolution model. An important aspect of EBAO is how actions control the behaviour of an opponent. It is therefore necessary that the AI algorithms give realistic behaviour according to the evolving situation encountered, so that students’ actions restrict or force the behaviour of opposing AI controlled units. Increased use of AI in the detailed tactical decision process provides the model with the capability to resolve long periods of conflict with minimal intervention. Sophisticated scenario adjudication tools allow exercise staff to control or modify any aspect of the situation throughout the war game. This allows the control staff to replicate in the simulation any desired effect. The combination of the high fidelity of the model, with rapid, computer assisted tasking, the control afforded by the adjudication tools, and rapid assessment of results and the situation through 3 International Symposium on Military Operational Research (ISMOR 22), Aug 2005 ISMOR22/29 Simulation of modern warfare approaches in the JOCASTS War-Gaming System sophisticated reporting tools gives great flexibility in use. This allows the decision makers and exercise control staff to concentrate on the effects and feasibility of a range of Courses of Action (COA), making JOCASTS an excellent simulation environment for the support of exercises in which the students expect to utilise the full spectrum of the CA and EBAO. Development is currently underway to build on the AI techniques already used to model non-military entities in a flexible, generic framework that will allow the representation of the behaviour of a wide range of bodies from insurgency cells (terrorist or resistance groups, paramilitary forces or special forces) and local populations, to national and international political, economic and diplomatic bodies. Extending JOCASTS to more fully support a range of diplomatic and economic aspects of a campaign will enable the students to see the effect of CA and EBAO within a common framework rather than through exercise control staff adjudications which may cause disjointedness to the exercise in terms of time and effect if not very carefully controlled and reported. However any toolset development must be transparent so as to avoid the ‘black box’ approach that can lead to a mistrust of the generated outcomes, especially in such a complex area as warfare. Land and maritime component artificial intelligence The land and maritime components have a similar overall approach for computer AIassisted tasking. The user groups together units or ships, giving the group overall objectives. The simulation then generates the detailed movement and behaviour to meet these objectives. The following discussion concentrates on the techniques used in the land component, with similar techniques being used for maritime. The land component AI implementation is based on three building blocks. The first is the definition of an optimal relative position of units in the formation, the unit dispersal, when undertaking specific tasks. The unit dispersal together with route finding algorithms allows the simulation to automatically route and co-ordinate unit movement. The second building block is the decision-making rules and algorithms that allow the simulation to automatically assess the current situation and select appropriate actions. The last building block is the action resolution model. This enables the simulation to automatically resolve specific actions by the task force. In the land component, the user selects units for a mission and specifies a final objective. An order of march may be defined by selecting from a range of predefined templates of unit dispositions. These allow the simulation to perform a best fit for the units in the formation to those in the template to obtain a relative position for each unit for the march. The adjacent figure shows the tasking of a 4 International Symposium on Military Operational Research (ISMOR 22), Aug 2005 S.G. Lucek ISMOR22/29 movement order, illustrating the selection of the final objective and also the order of march template. Routing algorithms then enable the simulation to generate best paths for each unit, whilst co-ordinating unit position during the movement using the order of march template. A combination of routing techniques (a geometrical method that finds the shortest distance route, and a simulated annealing method that optimises the route in terms of time taken) is used for speed of processing. On reaching the destination, the units disperse into a final disposition around the target location. Again, the user may select from a range of templates for the final dispersal, and the simulation will obtain the final unit positions by fitting each unit in the formation to the template, and route the units to their final position. Behaviour of the formation en route and on reaching the destination is determined by standard operating procedures (SOPs). The adjacent figure illustrates the interface used to specify the SOPs. There are a number of situations that the formation may react to, including sighting other units, route blocked by units, being attacked, taking damage, and activities at the final destination. There are also a number of actions that the model knows how to prosecute, such as attacking, dispersing, holding, diverting and withdrawing. Actions are linked to situations by a series of rules. As an example, for a sighting situation, rules may be created based on the relative size, distance and relationship (friendly, neutral or hostile) of the units detected. Situations and rules have a priority order so that when encountering a new situation, or reassessing an evolving situation, the model will work through the rules in order, taking actions based on the highest priority rule that is applicable. Typically, a relatively large number of rules are required. Furthermore, specifying rule sets that behave in a credible fashion is not trivial. For these reasons, pre-defined rule sets for common behaviours (for example, administrative move, advance, attack/assault, recce/avoid, defend, and delay) are available which the user may select and modify. This allows for ease of use and rapid tasking. Each action that can be prosecuted by the model has an associated unit disposition template. This is used, with the location of units that the formation is reacting to, to enable the simulation to co-ordinate the movement of the formation in order to prosecute an activity. Prosecution of an action includes automatic handling of artillery, calling of air or helicopter support, engineering activity, such as bridging and mine clearing, and logistics management. 5 International Symposium on Military Operational Research (ISMOR 22), Aug 2005 ISMOR22/29 Simulation of modern warfare approaches in the JOCASTS War-Gaming System Templates for marching order and final dispersals, together with the rules by which the model prosecutes specific actions have all been specified with reference to the Staff Officers’ Handbook. These algorithms have been used for a number of exercises at the JSCSC (Advanced Command and Staff Course (ACSC) 2003, 2004 & 2005) to successfully represent behaviour of divisional sized formations in a credible fashion. The land and maritime representations have been demonstrated to work well for formations or task groups acting independently. Co-operation between formations is an inherently non-linear problem, and so complicated non-stable solutions are possible, where the simulation oscillates through a range of behaviours. Currently, this is controlled by care in setting up the SOPs, and the way in which the simulation executes the formation actions. These non-stable solutions could also be damped by extending the AI algorithms to represent hierarchies of formations, with rules of cooperation between individual formations. This would give a versatile and robust AI solution with general applicability, and is the focus of the current development plan. Understanding the complex behaviour of the interaction of hierarchies of co-operating formations, and the effect the level of responsiveness of individual entities within these hierarchies is important background work when attempting to incorporate the understanding of the fundamental issues involved when moving to an EBAO environment. Air component artificial intelligence The JOCASTS air-planning tool allows the user to supply a joint prioritised target list for each of the phases of a campaign based on the effect required. The optimisation of finding the best fit of aircraft to target is carried out by the JOCASTS interface, which automatically assigns the aircraft, routing and timing required to service each target in the prioritised list. This includes the specification of payloads of attack aircraft and the selection of escort and support aircraft, such as en-route SEAD, ECM and recce assets. The automatic generation process can also specify the targeting of particular components at a target location, for example runways, facilities, aircraft or logistics at an airbase. The adjacent figure illustrates the prioritised target list generation tool along with feedback of the missions to service the target list on the map and a chart showing aircraft utilisation. 6 International Symposium on Military Operational Research (ISMOR 22), Aug 2005 S.G. Lucek ISMOR22/29 The user controls the aircraft allocation process by mission templates, which specify generic aircraft types, roles and numbers that will be used for that mission type. The preference of aircraft and payload types against specific target types is also configurable. These preferences provide a measure of fitness for a specific combination of aircraft and payloads for each mission. This allows JOCASTS to analyse all possible combinations to find an optimal fit of aircraft to target. Breaking the optimisation into discrete steps, each processed in order, allows for rapid processing of the problem. The fit considers aircraft availability both chronologically and geographically. Routing algorithms ensure that missions avoid user-defined Restricted Operation Zones (ROZ), as well as known enemy SAM threats. The adjacent figure illustrates the results of the automatic mission generation with mission routes shown in dashed green lines. The missions have routed around the ROZs (shown in red), routing along corridors (shown in pink). The chart showing timelines of aircraft availability illustrates how the optimiser has timed the missions. It is also possible for squadrons to be reserved specific mission types. As the simulation runs, air missions will be generated in response to specific situational requirements, based on land and maritime SOPs, without the need for human intervention, allowing the prosecution of time sensitive targets to occur. The air-planning tool is fully integrated with the map display and graphical feedback tools that detail the feasibility and weights of effort of the plans as they are generated. Combined with the ease and speed of plan entry, this makes the tool ideal for COA studies, allowing the user to see the effect and feasibility of a range of possible actions. The tool has also been used as a standalone planning facility outside the main JOCASTS resolution model. Future development plans include the extension of the AI algorithms to build rules for the simulation to perform target selection. The user would specify weights of effort in specific regions, and JOCASTS would automatically generate target lists, from which the current tools could generate the missions to service those target lists. This would allow tasking at a higher operational level. 7 International Symposium on Military Operational Research (ISMOR 22), Aug 2005 ISMOR22/29 Simulation of modern warfare approaches in the JOCASTS War-Gaming System Conclusions In this document the approach of recent development has been presented. The focus of this development has been to achieve rapid tasking of theatre-scale ORBATS whilst retaining the high fidelity of the level of detail of the existing JOCASTS model. This is achieved through computer AI providing the decision making of the tactical details of order generation, rather than increased aggregation in the fundamental models that would lead to loss of resolution. This supports a detailed representation of an NEC environment, as the tactical detail of platform types, intelligence sharing and mission timings are resolved, facilitating the representation of systems of systems. An approach that maintains the level of detail that JOCASTS provides is also important in supporting Manoeuvre Warfare and EBAO, as the full range of the kinetic effects of war-fighting, both geographically and temporally, are preserved. The high fidelity of the model, with rapid, computer assisted tasking and the control afforded by the adjudication tools provides great flexibility, allowing the decision makers and exercise control staff to concentrate on the effects and feasibility of a range of COA. Development is underway to build on the AI techniques already used with the land component to model the behaviour of a range of non-military entities from insurgency cells (terrorist or resistance groups, paramilitary forces or special forces) and local population, to national and international political, economic and diplomatic bodies. The increased representation of the DME instruments of power within the campaign simulation will enable the students to plan and practice the full range of the CA and EBAO and see the outcome in a common framework. Modelling a complete synthetic environment of all aspects of a campaign will provide an unrivalled capability in a training system that will allow the full spectrum of command and staff training to be exercised. Biography Stephen graduated from Imperial College in 1994 with a PhD in Theoretical Astrophysics. He continued his research interests at Imperial College as a Research Associate for a further 6 years. His papers in galactic plasma jet formation, and highenergy cosmic ray acceleration enjoy success, and are still widely cited within the community. In 2000 Stephen joined NSC, working mainly in the field of artificial intelligence algorithms within war-gaming systems and support of HQ commander and staff training exercises. Acknowledgements NSC gratefully acknowledge the guidance offered by JSCSC during these developments, and the support of this work through funding from the Joint & Battlefield Trainers Simulations & Synthetic Environments (JBTSE) team in the Defence Procurement Agency (DPA). 8 International Symposium on Military Operational Research (ISMOR 22), Aug 2005