Models, of course, come in various shapes and sizes. There
are scale models, representational models, computational models and so on, all
of which, I think, appear in most wargames. But it is also worth taking a bit
of a step back and considering exactly what the models are, and what they can
do.
In Chapter 3 of Ian Barbour’s Models, Myths and Paradigms
(London, SCM, 1974), there is a list of four ways of understanding models in
science. These are naïve realism, positivism, instrumentalism and critical
realism. I will have a go at describing how these models might fit into a set
of wargame rules, and which interpretations of our models we might choose.
Firstly, then, naïve realism. In this case we assume that
our models give us direct access to the world. The entities we postulate in our
models are those which ‘really’ exist, even if they are not directly
observable. For wargaming, this means, for example, that we would have to claim
that the factors we use to calculate a wargame unit’s morale were really
existing factors, and that they can be summed up and reach a given outcome of ‘hold’
or ‘rout’. This is really rather, um, naïve, as the name of this view suggests.
Morale calculation is a computational model, and bears little relationship to
the real world.
Naïve realism corresponds to a literal view of models, that
is, that the model is a replica of the world. While some of the bits of a
wargame might correspond to bits of the world, for example our soldiers are
scale models of real soldiers, I do not think that many wargamers would fall
into the trap that our wargames are one to one readings of the real world, although
some wargamers do seem to sometimes speak or write as if they are. Literalism,
however, runs the risk of pushing the model too hard, of expecting, in the
morale example, soldiers too be looking around and thinking ‘enemy on flank,
that’s bad, taking casualties, that’s bad, rear support, that’s good. Hmm, two
bads and one good, and a roll of two on the dice. That’s it, I’m running away.’
This is not a realistic model of morale in the real world.
Secondly, we have positivism. This argues that all a model
is is a representation of experience, a convenient way of classifying empirical
data. This claims that all we have is a means of correlating data. In wargame
terms, this suggests that all we can do is give a relationship between a cause
and an effect. Thus, if the effect is ‘the infantry run away’, the cause ‘the
cavalry charged’ is correlated with it. Those who have good memories, or who
know something about empiricism will observe the hand of David Hume sitting on
this idea.
So far was wargaming goes, I think, positivism is not
terribly helpful. A positivist will claim that a model has no real use, and is
simply a means of abstracting from data. Thus, in this concept, we would be
unable to wargame anything except historical battles. In science terms,
positivism means that theories are stripped of their predictive ability. In
wargame terms, then, we are limited to the strict data of history. This seems
unlikely to produce a satisfactory wargame.
Thirdly, there is the idea of instrumentalism. This is
similar to positivism in that the claim is made that our models are not
representations of the world, are not true or false, but techniques for
creating inferences. The argument here is that the terms of a model cannot be
translated into observational terms, at least directly. Again, using wargame
morale as an example, we can see that this might well be the case. We can
assess, as a wargamer, the morale of a unit, but that assessment is not
translatable into the real world directly, as I argued above. Instrumentalism,
however, allows that our concepts and models may have results that are discernible
in the real world. Real army units do, from time to time, run away, and the
outcome of our models can predict that, even though the computational aspect of
has no real world equivalent.
A model, then, in this view, is neither true nor false, neither
accurate nor not. It is simply a useful way of giving us mental devices for
thinking about things. Once we
understand the data and the theory behind the model, the claim is, we can
discard the model; it has outlived its usefulness. In the case of, for example,
wargame morale, this seems unlikely to be the case.
Finally, we have critical realism. Here, theories are
representations of the world; theories are true and useful,, but incomplete and
selective. Models are abstract systems, representative of some bits of the real
world, created in our imaginations for a given purpose. A model, then, is an
inexact account of the world, missing out huge chunks in an effort to provide
something that is intelligible and tractable. Thus, a model will need
validating against real world data. This, in science, is the role of
experiment, while in wargaming is the role of historical accounts of battles.
It seems to me that models in wargame ruleas are something
of a mix of instrumentalist models, such as calculations of morale, and
critically realist models, such as combat rules. In the first, the calculation
bears no relationship to the actual real world process of how units ‘decide’ to
stand or run. Thus all we can do is make the calculation and compare it with empirical
outcomes.
In the second case, we can actually see the process of
combat in some sort of detail, and, in a highly selective manner, model it, comparing
the model and its stages with the real world and its outcomes.
But, at the end of the day, we do seem to need both concepts
of models to create a wargame rule set.
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