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At times when I’m reading I unexpectedly wade into something much deeper than it initially appears. A turn of the page reveals a moment when the author suddenly stands on his head, and these are the moments that make it worthwhile.

“Clausewitz likened war to a game of cards rather than chess because he saw chance and uncertainty as being just as important as precise tactical calculation. More recently, it has become popular for scholars like Culham and Kagan to apply modern scientific concepts of nonlinearity and 'chaos theory' to warfare, just as Clausewitz had appropriated earlier scientific ideas such as 'friction' and a 'centre of gravity'.

claus

Although it might at first be thought that these notions of complexity and nonlinearity preclude any meaningful quantitative modeling of ancient battles, this is not in fact the case any more than the chaotic nature of individual weather systems precludes statistical generalizations about the climate in particular places and seasons. As Clausewitz insightfully recognized, certain kinds of games incorporate random elements that simply and quite effectively simulate the many unpredictable elements inherent in traumatic confrontations between thousands of individual combatants, without making the overall outcome a complete lottery independent of broader situational determinants such as the numbers, morale and generalship of the opposing armies. Purpose-designed conflict simulations are particularly good at capturing this blend of chaos and predictability, with the results obtained in individual trials varying very significantly due to differences in luck and player decisions, but with the overall pattern across a number of trials corresponding more closely to the designer's reasoned scholarly judgement of what factors most affected victory and defeat in the real engagements.”

This is from Philip Sabin's Lost Battles, a book on the history of ancient warfare. It's really the rule book for his ancients wargame system Lost Battles, but the actual rules reside within a 20 page appendix to the tome's hefty 300 pages. All that preceeds is explanation of why he designed the rules as he did. I haven't purchased the game. But I purchased the book as a Christmas present to myself and the paragraph above is worth every penny of the price I paid because: a) it so clearly explains concepts that I've been trying to elucidate for years, and b) it confirms to me just how uneducated I am on the subject matter. This is a gift I will learn from.

The man Sabin refers to, Carl Von Clausewitz, is probably best known for various approximations of his statement "no campaign plan survives first contact with the enemy." An admonition to military leaders to be prepared for anything, most people think it dates to the World War II era. But that’s short by a factor of three. Clausewitz was a Prussian officer in the early 1800s and had a better understanding of true game theory 200 years ago than most (if not all) people teaching in the field have today. In one way that’s a pretty big deal – the “academic” concept of game theory is only about sixty years old and pretty much consists of a handful of basic theories that describe how things work in very tightly bounded, controlled circumstances. I’d wager most of you reading this would recognize each concept taught in a 400 level college course on the subject. But those theories have been understood in their fuzzier forms far longer, and in much more practical ways. Clausewitz had insights well beyond the comfort zone of most modern game theorists.

"Clausewitz likened war to a game of cards rather than chess because he saw chance and uncertainty as being just as important as precise tactical calculation."

When a Prussian Military officer presents insight into battle mindset, it's probably worth your time to listen. Prussia was more of an army with a country than the other way around, and Clausewitz was Prussia's boy. His book Vom Kriege (“On War”) is a series of essays and analyses, many broken out by battle scenario so that your average Lieutenant Butterbars can whip a copy out on short notice when he's in a jam. Need to defend a river? There’s a chapter for that.

I have two degrees in mathematics and I've hung out with eggheads, people that think The Prisoner's Dilemma is a profound mathematical conundrum. In the clean room of a college textbook it’s an interesting question, but that’s pretty much where it ends. What I find frustrating about virtually all game theory texts (and my occasional discussions with mathematicians in person) is an almost allergic reaction to a fundamental real-world concept that Clausewitz understood -- "shit happens." Unpredictability and even true chaos are inseparable parts of reality, and Clausewitz could see them in the stronger similarities between the battlefield and card games than Chess, in spite of Chess’ more outwardly apparent theme and geometric concepts. Card games lack the dimensional and measure/countermeasure commonalities between battlefield and chess board, but they more closely approximate the flow of information unfolding in the commander's mind, the need to discover, the need to conclude, the need to adapt, the need to come to terms with the fact that your level of control has unavoidable limitations. Mathematical game theory sets this complexity aside.

Years ago I asked math teachers about Prisoner's Dilemma and its rather incomplete attachment to reality. “What if the two guys are brothers?” I asked. “What if the two guys worked out an agreement prior to the heist just in case they got caught? What if they hired a guy to ‘fix’ anybody who squeals?” It wasn’t a challenge but an honest question. At that point I knew enough to ask the questions but not enough to see there was no simple answer to fuzzy queries. I was attempting to press reality onto an elegant equation. The guys I asked those questions to (teachers at a fine American university) essentially surrendered – the one guy said, "it's pointless to try to model that; it's a unique situation." He didn’t say impossible or difficult (to be fair the others did,) he said pointless. When I didn’t let it drop he explained that any situation in the real world was going to include a lot of unpredictable circumstances that will affect the outcome, and at that point there’s no way to generally model the result. When bendable complexity presents itself, game theorists leave the field.

But Lieutenant Butterbars doesn't have that option.

Sabin continues -- “As Clausewitz insightfully recognized, certain kinds of games incorporate random elements that simply and quite effectively simulate the many unpredictable elements inherent in traumatic confrontations between thousands of individual combatants, without making the overall outcome a complete lottery independent of broader situational determinants”

An officer in the field gathers intelligence on the enemy, the ground, the local conditions, and the preparedness of his own troops before making the cold blooded decisions that put men at risk. His job demands that he decide. He needs to take some action, in spite of insufficient information and incomplete control. Indecisive officers are the kiss of death – effective leaders assess the limited, imperfect information available and make a selection in spite of the stress it induces in them.

I won’t pretend that what we do sitting at a Bridge table has near the gravity of real world events, but from a practical perspective it’s a better model for reality than the majority of what game theorists deal with in their academic lives. This isn't to denigrate the eggheads – my job description isn’t much different from theirs and they create foundational concepts that provide ballast for understanding the real world. It’s a valuable contribution. But alas, no mathematical concept survives contact with reality.

Here’s Sabin’s money line, describing a concept I've used in debates (though far more clumsily) both face to face with other gamers and in various discussion groups:

“Purpose-designed conflict simulations are particularly good at capturing this blend of chaos and predictability, with the results obtained in individual trials varying very significantly due to differences in luck and player decisions, but with the overall pattern across a number of trials corresponding more closely to the designer's reasoned scholarly judgement of what factors most affected victory and defeat in the real engagements.”

That’s one doozy of a sentence. Sabin is saying that, on any given play, a well designed game will favor the better player, but not guarantee him a win. The “across a number of trials” part is something that I’ve pressed a hundred times using baseball as my analogy -- an exceptional team will lose a third of its games not because they’re worse than those they lose to, but because . . . well . . . shit happens. There’s a lot of unpredictability in baseball. Sabin is erudite enough to call it “results obtained in individual trials varying significantly” but the concept is the same.

A game like Bridge or Pinochle in many ways is a much better model of reality (particularly for Clausewitz’s line of work) because it presents an unpredictable, unfolding drama. anti-napoleon-1 You undertake early actions tentatively as you attempt to gather information, press mid-game actions with solid insights into conditions, then wring out the last few drops of reward in the full understanding of endgame. This is a model for real-life complexity, where full understanding (if achieved at all) is only available in the rear-view mirror. This is largely how we live our lives.

It’s also the kind of gaming I prefer. I’d much rather sit down to Pinochle than Chess, where information unfolding over time provides surprises. It also provides for a broader scope of learning. Likely I’ll lose thirty percent of my hands, or fifty, or seventy, but I’ll take joy from my wins and lessons from my losses and drop the exact same deck of cards on the table the following week to challenge all-comers to a rematch. In a few years I'll have a reasonable assessment of how well I play, and that's plenty soon enough for me.

S.

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Comments (20)
  • avatarMattDP

    Great piece.

    Personally I know Clausewitz more for the dominant theory in UK military history circles that his ideas were indirectly responsible for the repeated slaughters of WW1 than for his quotes.

  • avatarSagrilarus

    Feel free to comment on the kick-ass custom artwork I had done for this one as well.

    S.

  • avatarDukeofChutney

    yes your artwork is superior craftsmanship and light satire. Good article too. Im now going to go down to the uni library and raid On War from the shelves.

    in terms of awesome military text books i'd also recommend Sun Tzu's the Art of War. IN many respects it still holds true today interms of of its calculations, because it deals with principles rather than specific strategies, it also considers the human element quite abit.

    also David Galula's Counter Insurgency Warfare. Written after the French disasters in Algeria, it has alot to say about modern conflict.

  • avatarColumbob

    I was wondering if I'd missed one of Simon's or what. Nice.

  • avatarDr. Mabuse

    *slow clap* Awesome article Sag, awesome artwork Simon!

    You (and Sabin) nailed why I love the games I do.

    I think Clausewitz would have loved Up Front.

  • JJJJS

    Oh, golly, Eugene's here!

    Good one, Sag. I'll need to check this material out.

  • avatarSagrilarus  - re:
    JJJJS wrote:
    Oh, golly, Eugene's here!

    I was just thinking to myself how the F:At front page looks like old times again with Eugene on it when I read your comment.

    S.

  • avatarSan Il Defanso

    I was playing Tichu on my phone yesterday, and me and my AI partner were down like 950-400. We ended up making two Grand Tichus in a row, and then another regular Tichu to win the game. I've been rewatching Ken Burns' The Civil War recently, and your article made me think of that game yesterday, and a particular exchange between Grant and Sherman at Shiloh. Sherman was talking to Grant about a particularly rough day the Union had suffered that day, and Grant said, "Lick 'em tomorrow, though." And so they did.

    Great stuff, Sag.

  • avatarSpace Ghost
    Quote:
    Purpose-designed conflict simulations are particularly good at capturing this blend of chaos and predictability, with the results obtained in individual trials varying very significantly due to differences in luck and player decisions, but with the overall pattern across a number of trials corresponding more closely to the designer's reasoned scholarly judgement of what factors most affected victory and defeat in the real engagements.

    Some thoughts:

    1. Interesting -- this, in particular, is just describing a statistical process. I don't think that it is terribly impressive that Sabin uses this language, as many of these ideas were brought into fruition throughout the last 120 years or so. While the basic notion is something that can be obtained in an Intro to Research Methods class or some such, the more interesting part, I think, is the nature in which the simulation is built. Often times, these simulations are "agent based models" where some well-defined process defines how the individual units act or react. By building variability into those rules, you can have the battle unfold differently every time. The goal of the player (or general) is to be able to react to those contingencies; however, the smart general will overprepare for the most likely outcomes and underprepare for others -- this is basically maximizing the expected value of their overall "battle plan" while simultaneously being cognizant of the range of possible outcomes. This is even more difficult for the individual in that the ability to appropriately assess conditional probabilities (e.g., if this happens, what is the likelihood of X) is quite poor. Being able to appropriately approach these probabilities gives quite an advantage in both war and games.


    2. Much of statistics arose either from gambling or war, with WWII being particularly influential on several subfields of statistics -- analyzing German bombing patterns, for instance, advanced both some general ideas within epidemiology and sequential sampling. Other types of sampling theory was developed for the purpose of estimating the number of German tanks from their serial numbers -- very interesting stuff.


    3. I do think it is fascinating that Clausewitz basically came to the same conclusion through intuition prior to when these types of notions were widely publicized or even developed.

  • avatardragonstout

    Obviously this article is not so much about your taste in games, but how do you account for the fact that you've repeatedly shown distaste for card-based wargames in favor of those which let you do what you want to do with your pieces?

    Pretending that any mathematical model is going to match a real-world situation exactly is absurd; that is not the point of mathematics. The point of these super-streamlined mathematical models is that they can *roughly* approximate reality. You look at the population of animals in a confined space over time, you're not going to find any logistic function which perfectly matches it; animals will die for random reasons, all kind of random things will happen. But roughly, the pattern will be close to a logistic function. Saying "well, what if the animals contract a horrible disease?" or "what if the animals have bizarre reproductive habits?" doesn't make the model any less useful, just like throwing all your questions at the Prisoner's Dilemma doesn't make what it points out about that KIND of situation any less useful. Mathematics is all about a very idealized form of reality, and never pretends to be anything else.

  • avatarSagrilarus

    I don't think card-based vs other is part of the equation on this one. Card-based may indeed be a better model of reality for all I know; I just don't enjoy playing them.

    Clausewitz' point (and Sabin's following from it) is that unpredictability is a part of life that can't be avoided. In my opinion there's also a life-cycle to the flow of knowledge as combat plays out, and that games with unpredictable, hidden elements (i.e., a knowledge life-cycle) are a better model for the concept than more deterministic plays.

    "Game Theory" in the strictest definition of the field is very clean. It models the bigger concepts without taking exposition into account, nor even much in terms of probability. I sneer at it a bit because it's boiled down to the point of absurdity for anyone with a significant gaming background. Truth be told it needs to be combined with other disciplines to be of any practical use. I think that's where Clausewitz really shines and largely why he's still remembered today. He's not trying to over-reduce the problem set. Heck, he doesn't even consider "warfare" a battle between armies. That's too simple a model for his tastes.

    Here's the thing -- even in a game like Risk where there is no hidden information in effect, a seasoned player can look at two piles of armies and make a reasonable estimate of what can play out. It's not just the expected result he sees, but the breadth of possible outcomes that are within the realm of reasonable possibility. He doesn't need to count; he can spitball it because he's seen it a couple of hundred times. It's a broader basis of understanding that applies better to unpredictable events. As the battle plays out that same player can continually adjust their assessment without stopping to count armies again and again. A broader base of learning assists the more seasoned player, and those same skills are reused in Heroscape or Warrior Knights or even Bridge. The skills developed are more heuristic in nature.

    S.

  • avatardragonstout

    I just find it extremely hard to believe that game theory ignores probability; even in my one introductory undergraduate mathematical economics course on Game Theory, uncertainty and probabilities of different outcomes were in the mix by a little over midway through the semester.

  • avatarSagrilarus

    From my experience it kind of subcontracts it out. When talking about a Nash Equilibrium (where multiple competitors find a mutually agreeable local maxima) you'll often see something on the line of "each player determines their expected result" and then the lecture continues. In fact one of the things I found most frustrating in the lecture series I purchased was that their examples often focused on things like sale price or cost where the value being considered is a selection. I appreciate they don't want to cover microeconomics theory in a game theory course, but at some point you need to introduce chatter into the system in order to get any kind of realistic result.

    Your course appears to be better designed than my lecture on disk. My economics course was much more interesting than my game theory courses.

    S.

  • avatarSpace Ghost

    I think one of the biggest mistakes that game designers (and others) make is trying to port Game Theory over -- it really doesn't fit. What we should be more interested in are dynamic system model approaches. If you want to learn more about that, let me know -- I have several references that might be worth taking a look at.

  • avatarGary Sax

    I'd suggest you keep taking courses if you want more complications in your game theory. I have no idea about the quality of the courses you're taking but for what it's worth I've taken 3 grad seminars in game theory but I'm not a theorist. There are always equilibria in mixed strategies, sometimes/often there are *only* equilibria from mixed strategies (Player 1 plays X with a probability of .345, Y with a probability of .4, etc). Add in incomplete information and game theory becomes quite hairy and difficult to solve. That's why students are introduced to game theory through really clear intuitions and solution concepts---battle of the sexes, stag hunt, prisoner's dilemma---because doing incomplete information, mixed strategy equilibria, etc or any of the other complications that pure theorists in econ/political science work on gets very difficult to solve to a general audience.

    Your general point, that an abstract game can't model things perfectly, is true. But how much do we need to know? Is every situation truly unique? If not, how unique? Can a more abstract situation give us insight into a situation? My students often get caught into this, in fact, our field used to be caught in this (comparative politics). It's a philosophy of social science problem. If every situation/country is truly unique then we can't learn anything about it except in hindsight. There is no political science, it's all just history. Going down this road we really have no idea what's going to happen unless we know every factor involved.

    I don't accept that, or else I wouldn't do what I do. I believe human behavior has a signficant stochastic element relative to physical science but fundamentally responds to incentives and is predictable.

  • avatarBullwinkle

    Sag and Schweig together? That's like chocolate and peanut butter.

  • avatarGary Sax

    Also, Spaceghost posted at the same time as I did, but for a multiplayer game, agent based models may, in fact, be what you're interested in. It's still going to suffer from the simplification problems you discuss, though.

  • avatarAncient_of_MuMu
    Quote:
    I have two degrees in mathematics and I've hung out with eggheads, people that think The Prisoner's Dilemma is a profound mathematical conundrum.


    Its not in and of itself interesting, as either you assume it is the mathematical model, in which case it has a simple solution, or you assume it is based in the real world, and then as you said it gets way too complicated for any appropriate mathematical analysis.

    However, what is interesting and fascinating is "The Iterated Prisoner's Dilemma", where you play the Prisoner's Dilemma over and over again with the same person. This lends itself to more mathematical reasoning and analysis, and has implications for the real world. I wanted to do my PhD on it, but couldn't find the right supervisor.

    See the following link for the basics:
    http://en.wikipedia.org/wiki/Evolution_of_cooperation

  • avatarPhantom Hugger

    I remember a (butchered) Clausewitz quote along the lines of war being the continuation of politics by other means. That rule was still in the minds of monarchs, politicians and military leaders leading toward the great War, but they hadn't yet realized that technology had already out-paced that idea.

    Also I bought Lost Battles, but I mostly set it up and lament my gaming group. It's the perfect anti-grognard Grognard's game.

  • avatarHatchling

    Unpredictability and even true chaos are inseparable parts of reality

    Nice point (and a snappy word for this is Tychism).

    It's interesting how difficult it often is for people to deal with the fact that life is a mix of chance and control. It's easy to dismiss a game as a total luckfest or say that luck/chance plays no role. But those extremes (whether they real or imagined) don't allow for much fun. The fun and tension comes from being able to struggle to gain some control over one's fate in a game that subverts control in some way.

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