Combat Modelling for Realtime Wargames

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Transcript Combat Modelling for Realtime Wargames

An Introduction to Matrix Games
Todd Mason
Kriegspiel Developments
Outline
• Introduction
– How does it work
– History
– Military uses
• Example game
– Falklands War
Outline (cont)
• Analysis
• Game design
• Other comments
What are they?
“Matrix Games are a simple, paper and pencil simulation
game that allows people to simulate a wide variety of
games. Hobby gamers use it to play murder mysteries, spy
games, fantasy quests, intrigues, military campaigns and
political games. The British Army uses Matrix Games as a
planning tool. Teachers have used them to teach history
and creative writing. Psychotherapists use them to treat
violent children and alcoholics.”
Chris Engle
http://www.io.com/~hamster/
Who
• Referee
– The referee rules on the strength of arguments
and resolves conflict.
• Players
– The players represent the various factions/
characters in the scenario.
What
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Mystery
Spy intrigues
Quests
Military campaigns
Politics
Battles
Budgets
How
• Players make arguments
• The referee assesses the strength of the
arguments
• The results are adjudicated
• Conflicts are resolved
– Arguments
– Combat/ conflict
• Some other actions may occur
Props
• None required
• Maps
• Briefings
• Counters or playing pieces
Types of Arguments
• Planning
• Conflict
• Trouble
• Irrelevant
Structure
• The form of the arguments is flexible.
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Suit the scenario
Style of play
Players
Type of game
Example
• Gen. Gordon builds a “moat” around
Khartoum to raise the morale of the
occupants
1. He has a ready supply of manpower,
2. The city is built on the Nile river and so water is
available,
3. He is an Engineer.
Secret Arguments
• Not revealed to other players
• Referee adjudicates
• Impact on subsequent events
• Can disrupt the flow of the game
Resolving Conflict
• 2 or more arguments compete
– each must succeed
– roll off between them
• Alternatives
History of Matrix Games
• Chris Engle 1988
• Further developed in US and UK
• Numerous articles in magazines and on the
web
History
• Kriegspiel
• Muggergames
• Matrix
History
• Wargames used for as long as Armies have
existed.
– Chess, Go (Wei Hai)
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Weikhmann - Koenigspiel (1664)
Helwig (1780)
Venturini (1797)
Von Reisswitz (1811)
History
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Von Reisswitz - Kriegsspiel (1824)
Capt Baring - UK (1872)
Lt John Monash (1896)
H.G. Wells - Little Wars (1913)
The Matrix?
• Matrix of words
• Gestalt
Copywrite
• Chris maintains a copywrite on the rules as
they stand
• Primarily with regard to royalties arising
from published scenarios
• However he is keen to assist others to
develop the game
References
• Hamster Press
http://www.io.com/~hamster/
• Wargames developments
http://www.users.dircon.co.uk/~warden/
• Magweb
http://www.magweb.com/
• Yahoo group
http://groups.yahoo.com/group/MatrixGamer
Military Uses
• Actual
– Scenario development
– General education
Military Uses
• Potential
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Courses of action
Interplay between organisations/ staff
Broad concept to focused issue
Develop MEL
Why
• Structured
• Arguments and reasons recorded in
sequence
• Can be reviewed/ replayed
• Rulings can be altered
• Issues can be further examined
An Example Game
The best way to learn is to try it
Don’t Cry for Me Argentina
• Written by Tim Gow (UK)
The date is early April 1982. A few days ago, Argentine forces
invaded the Falkland Islands, which the Junta claims, are
the Islas Malvinas, historically part of Argentina. The
United Nations has passed Resolution 502 calling for the
withdrawal of Argentine troops.
A British task force is being readied and its first units,
including elements of the Parachute Regiment and Royal
Marines are ready to sail for the South Atlantic. The
British Government has declared a Maritime Exclusion Zone
(MEZ) around the Falklands.
The game lasts up to 8 turns, each representing approximately
10 days.
Players
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Argentina
Chile
UK Taskforce
UK Government
US President
US Secretary of State
UN Secretary
Rules
• Players take turns to make arguments
• Each argument must have 3 supporting
reasons
• 7 standard turns with 1 final argument each
about how the game will end
Lets Play
Post Game Analysis
Designing Games and Scenarios
Designing Games
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Plot
Actors
Motives
Stage and props
Dunnigan
• Keep it simple
• Plagiarize
– “use available techniques”
Zen and the Art of Scenario
Design
• “When one prepares a meal, he places foremost in his mind
the goal of pleasing the diner.”
• “It should be flavorful, complex, interesting, tasty. It
should be nutritious and healthy,and balanced. It should be
filling, yet not stuffing.”
• “The appearance of an unusual, yet wonderful dish can
multiply the enjoyment of a fine meal.”
• “Serve not rice gruel at a dinner party… In a very elegant
and complex dish, there could be many spices competing
for attention.”
Other Games and Thoughts
Nomic
• Peter Suber, philosopher
• A game about changing the rules
– The rules describe how to change themselves
– The game evolves
http://www.earlham.edu/~peters/nomic.htm
Disguised Scenarios
• Remove historical bias
• Reduce pre-conceived ideas
Closed Games
• Players do not have perfect information
• Information limited by time
• What are the effects
References
Paddy Grifith
http://ourworld.compuserve.com/homepages/PaddyGriffith/index.htm
Free Kriegsspiel
http://home.freeuk.net/henridecat/
The strategy page
http://www.strategypage.com/
The End
Questions?
[email protected]
[email protected]
Drama Theory
• Another formalised moderated committee
game
• Strategies
• Outcomes
• Preferences
http://www.dramatec.com/index.html