I think I have written sufficient
so far so as to suggest, quite strongly that a wargame is a collection of
models which all, more or less, fit together to produce something approximating
to a real, historical, human situation, a battle. Now, of course, we are aware
of the limitations associated with the modelling of a battle. While the models,
for example, might acknowledge the flow of human emotions that exist within a
battle, through the morale rules, they do not attempt to actually portray these
directly, but merely to suggest them through abstract and collectively applied
rules.
Modern day models are found,
most frequently, in the sciences, and so it might be a useful tack to try to
identify the sorts of things models are used for, and the sorts of limitations
we find with them. Here, however, is the first of the warnings which must be
placed in front of this exercise. Science is often flagged as being the
exemplar of truth in our current culture and society. Whole fields of human
activity, such as sociology and economics, attempt to grab the ‘science’ label,
to give a fig leaf of respectability to what is, in the case of economics, at
least, usually a waffle of unverifiable opinion. Anyone who disagrees can point
to three examples of independent economic forecasts which have been right in
the last ten years or so.
Caveat at the ready, the way
science proceeds is to take a set of observations and attempt to understand
them. However, as with a historical battle, the real physical world is a
complex sort of place and does not easily lend itself to being understood in
any reasonable, intelligible and predictable manner. I do not mean here, of
course, the normal world humanity moves in, although that is a lot more complex
and difficult than we usually give it credit for. What I do mean is, in
physics, the scale of the very small or the very large, the very fast or the
very slow. As a colleague of mine once remarked ‘If in quantum mechanics you
get a counter-intuitive answer, it is probably right.’
However, as scientists we still
want to understand and predict the sorts of things that might happen. Thus, we
need to construct a model and the model we construct has to have, broadly
speaking, two criteria. Firstly, it must be intelligible. A model which is not
intelligible is not going to help. Secondly, the model must bear some
resemblance to reality, hopefully in ways we can at least be aware of or,
better, be able to define.
As an example, consider spectral
line broadening in the solar spectrum. We know that the normal spectral lines
of hydrogen are to be found – the Ryman, Balmer series, and so on. But we also
find that they are broadened out, are wider than we would expect from the Bohr
model of the atom (which has them as spikes) or from the Doppler effect. So we
try to model, mathematically, what is going on.
To this end we can write down the
Schrödinger equation for an atom in a fluctuating electric field, for that is
what the environment of an atom in the sun is. And we can also write down an
equation for the distribution of energy of the electrons passing by which set
up part of the electric field, and another for the much slower moving ions
which add extra electric field. But there we stop.
There is a joke in the physics
community: in classical mechanics you cannot solve the three body problem, in
quantum mechanics you cannot solve the two body problem, in quantum field
theory you cannot solve the one body problem and in quantum chromodynamics you cannot
solve the vacuum. And we have hit precisely the second issue here; we cannot
solve Schrodinger’s equation for the situation we have at hand.
The way this problem is tackled
is to make approximations. We can approximate the ion electric field as
something that is static, while we calculate the effects of the electrons, and
then we can calculate the averaged values of the ion fields over all the
possible configurations of ions and then we can (effectively) add the two lots
up. Admittedly, this is a lot more complex than it sounds (a proper explanation
takes a decent sized text book) but it can be done.
However, we now need to verify
our models, and so it is back to the experimental apparatus to check that our
calculations, with our approximations, are correct, and, if they are not
correct, by how much and in what way they are incorrect. For example, even by
my simple explanation above, you might have thought ‘what if the ions are not
that static?’ and, indeed, that is a good point, which has to be addressed by
an extension to the model called ion dynamics. The point is that the whole
model complex has to be verified by contact with the real world and,
occasionally, the fit is not that good and further work is entailed.
So, the analogy with a wargame
should be obvious. A set of wargame rules and other models should be capable of
being verified against real world activity. A French column advancing against a
British battalion in line should, on the whole, be forced to stop and be driven off
by a bayonet charge. If it is not, then perhaps the model needs tweaking.
Of course, in the real world both
the scientific process and the wargaming one I have described is unattainable.
Experimental difficulties abound, as do questions of the interpretation of
historical events. But the process, while hard, is not impossible; however, the
temptation is to take short cuts.
Finally, a scientific model
usually asks further questions. I hinted at one above – what if the ions are
not static? What happens in this case, or at that limit which we excluded from
our model because we could not incorporate it? Most wargame rules that I have
seen in use, however, are treated as some sort of holy grail, some untouchable mechanism.
I know there are notable counter examples, but do you think that on the whole we
treat rules with too much respect?
I think respect for the rules doesn't come from the belief that they are somehow perfect, but that following the rules is the best way of ensuring participants have a playable game in which conditions are understood and applied consistently (and fairly). We agree to accept the rules, more or less, warts and all*. If the objective were to simulate a battle then participants might be more willing to challenge and change the rules mid-game.
ReplyDeleteOf course we have all experienced occasions when the rules seem to present situations which we feel are "not realistic" and sometimes agree to tweak or relax the rule in that instance. And to a large extent we want the game to also be a reasonable simulation. Striking the balance is very difficult.
* always accepting we are fallible creatures and can be bad losers!
Do we then just put unsatisfactory rules away and forget about them? Is any rule set beyond redemption? Can ideas be used even if the overall balance is poor?
DeleteI suppose what I am asking is are rule sets too entangled to be useful in bits?