Ellison, George ORCID: 0000-0001-8914-6812 and Shepherd, Andrew
(2025)
Might wargaming be another instance where “Anything you can do, AI can do better”?
Journal of Decision Science and Optimization, 1
(2).
pp. 97-107.
ISSN 3117-4612
Preview |
PDF (VOR)
- Published Version
Available under License Creative Commons Attribution. 665kB |
Official URL: https://www.nexus-press.com/journal/JDSO
Abstract
This paper offers a pragmatic ‘epistemology of wargaming’ that views wargames as immersive ‘thought experiments’. In such experiments, the human players involved use their experiential, empirical, and theoretical knowledge – together with whatever cognitive models they are able to deploy, or develop anew – to generate a conceptual, operational understanding of the adversarial scenario in which they are immersed; and exploit this understanding to craft tactical decisions that are designed to optimise the likelihood they will achieve their strategic objectives. From this perspective, contemporary interest in the use of ‘AI’-enabled tools to augment the validity of wargaming outputs – where these outputs constitute the decisions players make and the insights such decisions reveal – might most purposefully focus on: the design and implementation of wargames (to strengthen the architecture these provide to support immersive decision-making); and the analysis of players’ decisions (to better understand the cognitive models these involve and reflect). This is because, as long as the principal objectives of wargaming are to assess and enhance the decision-making capabilities of human players and human personnel, ‘AI’-enabled applications can only ever play a supporting role (albeit a potentially invaluable one) in the design, presentation, implementation, and analysis of wargames.
Repository Staff Only: item control page