Title: BUSINESS WARGAMING for MANPOWER POLICY ANALYSIS
1BUSINESS WARGAMING forMANPOWER POLICY ANALYSIS
-
- What is Business Wargaming?
- What is the Underlying Technology?
- NPS-Initiated Projects in Business Wargaming
- USMC Business Wargame
2WHAT IS BUSINESS WARGAMING?
- Management counterpart of combat simulation
- Market (or economy) based vs force-based
- Virtual environment
- Testbed for experimenting with alternative
management (vice battlefield) decision-making
policies under pre-specified scenarios - Business wargames can take the following forms
- - Standalone computer games (e.g., SimCity)
- - Multi-player war room simulations (as in
combat world) - - Multi-player distributed (Web-based)
simulations
3Department of Defense War Gaming Environment
4Live Agent
Live Agent
Live Agent
Live Agent
DoD Agencies, Private Sector Firms
Live Agent
Live Agent
Synthetic
Goods Services
Stock
Labor
Bond
Currency
Economy
Consumers and Workforce
5WHO USES BUSINESS WARGAMING?
- Private Sector
- - McKinsey Company 60 of all US companies
use some - form of simulation
- - IBM Strategeer their PC business
- - PriceWaterhouseCoopers, and Booz, Allen,
Hamilton - SimCity type systems for specific
industries - DoD
- - Information warfare terrorist scenarios (IDA)
- - Army (Firm Handshake) Manpower
- - Navy (ACE) Acquisition
6BENEFITS of BUSINESS WARGAMING
- Insight decision tradeoffs policy
- Experiential Learning
- Team Building
- Leadership Development
- Risk-free Strategy Testing
- Training
- (Note Agent-based simulations are not
predictive models.)
7SIMULATION TECHNOLOGY
- Agent-Based (Adaptive) Simulation
- - Initiated at Santa Fe Institute
- - Artificial Economies (Brookings Institute)
- - Based on Genetic Algorithms
- - Bottom Up vs Top Down emergent behavior vs
discrete event -
simulation - SEAS (Synthetic Environments for Analysis and
Simulations) - - State of the Art System Developed at Purdue
University, - - Concurrent Multi-player System LAN version
and Web version - - Used in DoD and Private Sector Games (e.g.,
IDA)
8AGENTS and ATTRIBUTES
- Human players govern the actions of agencies and
firms by making specific decisions from a menu of
possible actions as the simulation proceeds. - Software agents are used to simulate the market
activities within the simulation. - There may be 1000s of agents within a
simulation, each of which is programmed with
rules of engagement. - Each agent may represent a cohort of such agents
in the real world, for example a PERSON agent
who is 17-years old may represent 2,000 17-year
olds in the marketplace. - Each agent has a set of attributes, the values of
which change over time as the agents evolve
with successive iterations of the simulation.
9RULES OF ENGAGEMENT
INFLUENCE
Human Capital Labor Market
Recruit Incentives
Sell Services
Sell Services
Pay Salary
Recruiting Training Personnel Mgmt Force
Mgmt Acquisition
High Tech Financial Construction Manufacturing Col
lege University
Industry
ATTRITION
RESERVE
INFLUENCE
10HOW THE SIMULATION WORKS
- Teams are presented with decision options they
can make at various stages within the simulation.
- As the game proceeds, each team has a set of
performance metrics dials that shows them how
they are doing with respect to each metric. Each
dial will look something like - Current Target
-
Historical -
- RETENTION RATE
- Additionally, each team will have an overall
performance metric gauge by which they
determine how well the team is performing.
11PLAYER REQUIREMENTS
- For each of the Teams, the following information
is necessary to set up - the simulation
- Identification of Policy Decisions Each Team Can
Control - E.g., Recruiting may want to increase recruiting
incentives Force Management (Retention) may want
to increase re-enlistment bonuses Training may
want to increase of trainers and facilities - Identification of Readiness Metrics
- E.g., Recruiting readiness may be
AvgCostPerContract, Force management readiness
may be Avg_LOS, Training readiness may be
_Seats_Filled - Identification of Overall Performance Metric for
each Team - E.g., Recruiting may be OfMission Force
Management may be MOSFill
12SEAS_MP Game Board
13SEAS Architecture
14SEAS Agent Architecture
15SEAS Web Architecture
16OBJECTIVES OF SIMMARINECORPS
- What we want the participants Aha! experiences
to be after the game - INTRACONNECTIVITY Identify issues of
connectivity within the various USMC manpower
areas for more detailed analysis. (e.g.,
recruiting and training) - INTERCONNECTIVITY Identify issues of
connectivity between USMC manpower and external
environments (e.g., the economy, Congress) for
further investigation. - RESOURCES-TO-READINESS Identify implications of
resources-to-readiness pipeline for more
detailed analysis. - VALUE OF BUSINESS WARGAMING Recognize the
value of agent-based simulation as a contingency
analysis tool for different applications.
17SIMMARINECORPS GAME STRUCURE
18SIMMARINECORPS Scenarios and Moves
- Focus on End Strength
- Two scenarios encompassing 6 (- 1) years each
- Six moves per scenario encompassing one year
each - Scenario One Declining Economy (rising energy
prices, inflation and unemployment) - Scenario Two Robust Economy (low inflation,
full employment, high demand for tech skills) - Questions Did End strength grow, decline, stay
the same? How much did it cost? Did we grow a
junior or senior force?
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33REFERENCES
- John L. Casti. Would-Be Worlds How Simulation
Is Changing the Frontiers of Science. 1996. - A. Chaturvedi and S. Mehta. Synthetic
Environments for Analysis and Simulations (SEAS).
1998. - J. Epstein and R. Axtell. Growing Artificial
Societies Social Sciences from the Bottom Up.
MIT Press. 1996. - J. Holland. Hidden Order How Adaptation Builds
Complexity. Addison-Wesley, 1995. - www.thinkingtools.com
- www.santafe.edu (Santa Fe Institute)
34BUSINESS SIMULATION IN PRESS
- Business Week 21, 1998
- Forbes 7 April 1997
- Business Week, 17 March 1997
- Wall Street Journal, 28 March 1997
- Fortune 26 May 1997
- Fast Company, June-July 1996