Every once in a while, some nagging questions come calling that make me think that I should write a blog post about them. On the other hand, they tend to be fairly ephemeral, and I usually cannot think sufficiently about them, or I do not have the knowledge and expertise, to take them further. So they remain unwritten about, which is often a shame, as others might be interested.
Anyway, this post, out of sequence and likely ignored, is a compendium of such items. I hope you find something interesting in some of them, at least.
Firstly, I wrote a blog a while ago about the idea of principles, models and algorithms as applied to wargame rules. This was picked up by Jon at Palouse Wargames Journal. I think that I agree with what Jon commented about what I said, and the comments on both pieces are worth reading as well. I suspect that the outcome is largely ‘it is more complicated than that ’, which is fine, but perhaps we do need these ways of thinking about what we are doing in writing rules, creating scenarios, and playing wargames. In this age of artificial intelligence, it might help us to think where human judgment comes in.
Along those lines, I have been reading a little about AI. It is not something I am, to be honest, all that interested in, certainly in my wargaming life. I will happily concede that it could be useful for some things, but, as I have mentioned elsewhere, I prefer to keep computers out of my wargame room, even though 1600 – Something has reduced me to running the campaign moves on spreadsheets. However, my most recent reading has indicated what, I think, is one of the differences between computer and human decisions.
The case in point is the autonomous vehicle. Here, apparently, artificial intelligence can bod along quite happily, and can deal with all normal circumstances. Apparently, the problem arises in so-called ‘edge conditions’. These are those aspects of being on the road where there is ambiguity and human anticipation of certain outcomes. For example, suppose a ball bounces out into the road in front of you. As a human, you quite likely slow down, anticipating that a child may well run after it. This is, it seems, very hard to replicate in an artificial intelligence large language model. Similarly, suppose you see a couple embracing on the edge of the pavement. You, as a human, may well anticipate that they are saying goodbye and one will then step off the pavement onto the road. Again, AI struggles with this sort of thing.
So we are back to the question of algorithms and principles, at least. Principles are fuzzy-edged guidelines which help humans to make a decision, such as ‘if there is a ball, there will likely be a small human around’. These are difficult to encode. On the other hand, algorithms are easy to code and highly predictable and reproducible. If I give you a formula, say force equals mass times acceleration, and some masses and accelerations, you should be able to work out the answer, and it should be the same everywhere, all the time. Thus, in wargame rules, the algorithm gives us a certain value, which we can vary using tactical factors and a dash of randomness. But if I am playing another human, they should be getting the same result. This is not the case with what has been termed a principle, and probably leads to a lot of arguments over rule interpretation.
Still, on to other things. I discovered recently a discussion in History Today about the usefulness of military history. I think it is available freely, and it is worth a look, if only to try to grasp why contemporary military history of little use to contemporary wargamers. There are various views on its utility or lack thereof, but mostly the practitioners seem to worry that it is going the same way in the academy as most arts and humanities subjects. But that is not a discussion for here, particularly.
A few other things have cropped up. As the Straits of Hormuz have been in the news recently, History Today ran an article on the place in late medieval and early modern history, as various ‘crusading’ states attempted to get around the Ottoman Empire to the riches of the east. The bulk of the piece is behind a paywall, but it mentions an intriguing wargame opportunity: a joint attack by Persian and British forces on Portuguese and Ottoman outposts in the Gulf. I mean, given current problems, what could possibly have gone wrong?
Still further afield, I have been pondering expanding the 1600 – Something campaign to Africa, about which more will be said in a while. But I found I could not consider Africa without the Americas, and the Atlantic World includes, of course, the slave trade. As it happens, in the August 2026 edition of History Today there is an article on the slave trade, observing that the first slave on British territory landed on St Kitts on 4th August 1626 – 60 West Africans shipped in as cargo. I am now wondering whether this presents me with an opportunity, in terms of trade and something to get the powers arguing about, or an ethical dilemma, as to whether such a trade should even be included. I have not decided, but would be interested if anyone has views.
And finally, in the same edition of the magazine, there is a longer article about F D Roosevelt in the 1936 election, declaring to an audience that he hated war. A few years later, of course, he led the USA into the largest conflict that the world had seen to date. I will just end by noting that Harold Macmillan, after leaving office as British Prime Minister, was asked what the hardest part of the job had been. ‘Events, dear boy, events, ’ Macmillan is reputed to have replied.