zenpundit.com » war

Archive for the ‘war’ Category

Making Historical Analogies about 1914

Friday, January 10th, 2014

[by Mark Safranski, a.k.a. “zen“]

The Independent has a short, quasi-sensationalist, article featuring historian Margaret MacMillan discussing what is likely to become the first pop academic cottage industry of 2014….making historical analogies about 1914 and World War I! MacMillan is a senior scholar of international relations and administrator at Oxford ( where she is Warden of St Antony’s College)  with a wide range of research interests, including the First World War on which she has published two books.  I am just going to excerpt and comment on the historical analogies MacMillan made – or at least the ones filtered by the reporter and editor – she’s more eloquent in her own writing where each of these points are treated at greater length:

Is it 1914 all over again? We are in danger of repeating the mistakes that started WWI, says a leading historian 

Professor Margaret MacMillan, of the University of Cambridge, argues that the Middle East could be viewed as the modern-day equivalent of this turbulent region. A nuclear arms race that would be likely to start if Iran developed a bomb “would make for a very dangerous world indeed, which could lead to a recreation of the kind of tinderbox that exploded in the Balkans 100 years ago – only this time with mushroom clouds,”

…..While history does not repeat itself precisely, the Middle East today bears a worrying resemblance to the Balkans then,” she says. “A similar mix of toxic nationalisms threatens to draw in outside powers as the US, Turkey, Russia, and Iran look to protect their interests and clients. 

Several comments here. There is a similarity in that like the unstable Balkan states of the early 20th century, many of the Mideastern countries are young, autocratic, states with ancient cultures that are relatively weak  and measure their full independence from imperial rule only in decades.  The Mideast is also like the Balkans, divided internally along ethnic, tribal, religious, sectarian and linguistic lines.

The differences though, are substantial. The world may be more polycentric now than in 1954 or 1994 but the relative and absolute preponderance of American power versus all possible rivals, even while war-weary and economically dolorous, is not comparable to Great Britain’s position in 1914.  The outside great powers MacMillan points to are far from co-equal and there is no alliance system today that would guarantee escalation of a local conflict to a general war. Unlike Russia facing Austria-Hungary over Serbia there is no chance that Iran or Russia would court a full-scale war with the United States over Syria.

On the negative side of the ledger, the real problem  is not possible imperial conquest but the danger of regional collapse. “Toxic nationalism” is less the problem than the fact that the scale of a Mideastern Sunni-Shia sectarian conflict is so enormous, as are the implications . Nothing in the Balkans after the turn of the century compares to Syria, then Iraq and then other states sliding into a Muslim version of the Thirty Year’s War. An arc of failed states from Beirut to Islamabad is likelier than, say, a new Persian empire run by Tehran’s mullahs.

Modern-day Islamist terrorists mirror the revolutionary communists and anarchists who carried out a string of assassinations in the name of a philosophy that sanctioned murder to achieve their vision of a better world

Agree here. The analogy between 21st revolutionary Islamists and the 19th century revolutionary anarchists is sound.

And in 1914, Germany was a rising force that sought to challenge the pre-eminent power of the time, the UK. Today, the growing power of China is perceived as a threat by some in the US.

Transitions from one world power to another are always seen as dangerous times. In the late 1920s, the US drew up plans for a war with the British Empire that would have seen the invasion of Canada, partly because it was assumed conflict would break out as America took over as the world’s main superpower.

Imperial Germany’s growing power was less troublesome to Edwardian British statesmen than the strategic error of the Kaiser and von Tirpitz to pursue a naval arms race with Great Britain that did not give Germany’even the ability to break a naval blockade but needlessly antagonized the British with an existential threat that pushed London into the French camp.

As to military plans for invading Canada (or anywhere else), the job of military planning staffs are to create war plans to cover hypothetical contingencies so that if a crisis breaks out, there is at least a feasible starting point on the drawing board from which to begin organizing a campaign. This is what staff officers do be they American, French, Russian, German, Chinese and even British. This is not to be taken as serious evidence that the Coolidge or Hoover administrations were hatching schemes to occupy Quebec.

More importantly, nuclear weapons create an impediment to Sino-American rivalry ending in an “August 1914” moment ( though not, arguably, an accidental or peripheral clash at sea or a nasty proxy conflict). Even bullying Japan ultimately carries a risk that at a certain point, the Japanese will get fed-up with Beijing, decide they need parity with China, and become a nuclear weapons state.

Professor MacMillan, whose book The War That Ended Peace was published last year, said right-wing and nationalist sentiments were rising across the world and had also been a factor before the First World War

In China and Japan, patriotic passions have been inflamed by the dispute over a string of islands in the East China Sea, known as the Senkakus in Japan and Diaoyus in China. “Increased Chinese military spending and the build-up of its naval capacity suggest to many American strategists that China intends to challenge the US as a Pacific power, and we are now seeing an arms race between the two countries in that region,” she writes in her essay. “The Wall Street Journal has authoritative reports that the Pentagon is preparing war plans against China – just in case.” 

“It is tempting – and sobering –to compare today’s relationship between China and the US with that between Germany and England a century ago,” Professor MacMillan writes. She points to the growing disquiet in the US over Chinese investment in America while “the Chinese complain that the US treats them as a second-rate power”.

The “dispute” of the Senkakus has been intentionally and wholly created by Beijing in much the same way Chinese leaders had PLA troops provocatively infringe on Indian territory, claim the South China Sea as sovereign territory and bully ships of all nearby nations other than Russia in international or foreign national waters. This is, as Edward Luttwak recently pointed out, not an especially smart execution of strategy. China’s recent burst of nationalistic bluffing, intimidation and paranoia about encirclement are working along the path of self-fulfilling prophecy.

Another similarity highlighted by the historian is the belief that a full-scale war between the major powers is unthinkable after such a prolonged period of peace. “Now, as then, the march of globalisation has lulled us into a false sense of safety,” she says. “The 100th anniversary of 1914 should make us reflect anew on our vulnerability to human error, sudden catastrophes, and sheer accident.

Agree that globalization is no guarantee against human folly, ambition or the caprice of chance.

What are your thoughts?

Narco-cartels as MBAs Doing 4GW

Tuesday, January 7th, 2014

[by Mark Safranski, a.k.a. “zen“]

 

Yale organizational behaviorist Rodrigo Canales has an interesting talk on the Narco-insurgency in Mexico ( which he correctly sees as having been as lethal as Syria’s civil war). While this won’t be news to close students of Mexico’s cartel wars, Canales explains how Los Zeta, La Familia, Knights Templar and Sinaloa cartel violence is neither random nor strictly criminal on criminal  violence but is used as part of organizational strategies to create distinctive “franchise brands”, amplify political messaging,  reinforce effects of social service investment in the communities they control and maximize market efficiency of narcotics sales and other contraband. COIN, 4GW and irregular warfare folks will all see familiar elements in Canales management theory driven perspective.

A useful short tutorial considering the cartels are operating inside the United States and their hyper-violent tactics are eventually going to follow.

“For the Soldiers of the Future”

Thursday, December 26th, 2013

(by Adam Elkus)

One of my favorite television shows when I was younger was the Japanese sci-fi anime Gundam Wing. The characterization was awful, the giant robots were kind of lame, and the fights often were not all that suspenseful. However, it had a very interesting social and political universe that was far more sophisticated than your average Toonami fare. I remember one episode in particular, now that discussion has turned to the ever-topical future of war and technology.

In a Earth Sphere Alliance military base on Corsica, an special operations officer named Walker greets Gundam‘s antagonist Zechs. Zechs has come to inspect an old prototype mobile suit that Zechs and Walker both believe holds the key to understanding the terrifying new and poorly understood Gundam mobile suits that have been annihilating Alliance bases left and right. The base’s foolish commander, having been forced to cease production of mobile suits due to a terrorist attack on the facility, stages a large display of force with base units to demonstrate that he is in control. The implied purpose is to grandstand to the special operations group that Zechs and Walker belong to, demonstrating that the regular army can do hold the base without the help of the “specials.”

At one point, Walker asks Zech to take the prototype suit from the base with him. Zechs, knowing that the Gundam will likely attack, asks Walker if he is going to die for him. Walker responds that he is following Zechs’ example and fighting for the soldiers of the future. Sure enough, a Gundam does arrive and Walker and his special operations unit suicidally fight to allow the base commander and Zechs to escape. Walker, in commanding his men to fight on despite the certainty of destruction, quite literally casts it as a struggle for the soldiers of the future. The combat data that the fight will produce will help the military fight the Gundams later. And Walker also wants Zechs and the prototype to escape for similar reasons. Zechs himself sorrowfully departs, knowing that he has effectively doomed Walker.

When thinking about World War I, I often see a lot of Walkers. Many of the military theorists, soldiers, and technologists could see nearly all of the challenges of future warfare stemming from C3I, logistics, campaign design, and tactics. Walker most reminds me of Ardant Du Picq, both in his interest in the future of war and untimely end. The problem all of the prewar era’s military theorists faced was that they were caught between something very old and familiar and something new and terrifying — much like the juxtaposition of the proto-Gundam Zechs inspects and the actual Gundam that kills Walker and his team (thus generating combat data). The familiar is tangible, the future is patchy and a black box. Still, that isn’t exactly why WWI was such a slaughterhouse.

An interesting contrast to Gundam is seen in another anime I watched recently, Night Raid 1931.  Set in the 1930s, the anime’s antagonist is a supernaturally empowered Imperial Japanese Army military officer who forsees World War II and the use of the atomic bomb. Prophecy is a very big theme throughout Night Raid — a oracle-like woman is used by the closest echelons of the Japanese government and military to make decisions about war and peace. There is something fitting about the idea that the prime source of information for decision is an esoteric and religiously based strategic forecaster.

The antagonist, afraid of the consequences of world warfare, attempts to enlist the peoples of Southeast Asia in revolt against both Japan and the colonial powers to produce a new order. He takes drastic measures to create his own prototype atomic weapon — which he plans to utilize on Shanghai in order to force the world powers (all of whom have settlements there) to take actions that will demonstrate the deterrent power of his new weapon. He is foiled, but the protagonists all understand that they have only postponed the inevitable.

The perspective in Night Raid is one in which the future is deterministic — even if it cannot be predicted completely. The initial conditions are clear — some sequence of events is on the horizon, ending in the usage of the atomic bomb. The antagonist only can glimpse a very hazy outline of this vision, and he tries and fails to prevent it. Undoubtedly the fact that he tried and failed influenced the outcome somewhat — but the anime implies WWII happens anyway (and the bomb presumably does as well).

The deterministic perspective in Night Raid is contrasted with Gundam 00, in which a Hari Seldon-like figure creates an organization for carrying out a 200-year plan designed to result in a desired future and a massively powerful biological artificial intelligence agent to help plan and direct the process through the centuries. However, after he puts himself in suspended freeze to wait out the future, the components of his organization begin to develop different ideas about it. Factions develop and feud and 200 years later the desired future is very much in doubt.

Though the good guys win in the end (it’s TV), it is by no means implied that the initial conditions are sufficient to produce a deterministic outcome. The end outcome is an emergent product of contingent decisions by all of the anime’s political, military, and economic entities as well as the specific decisions and personalities of the main characters. In fact, there are many points in the anime in which complete derailment of the desired future are very plausible. The fact that the end leads to the heroes triumphant doesn’t necessarily say much about the probability of it occurring. The story tries to present it as such, but this can be dismissed as a narrative contrivance designed to impose a comfortable sense of signal to noise.

The question of what the future holds for war depends in part on how you view the nature of social systems. The key idea of Night Raid is a teleological climb to some higher mountain. Exactly how high no one really knows, but by the end of the anime they are sure that there is some peak much higher that they will ascend to. In contrast, Gundam 00 seems to imply that there are micro interactions that produce fleeting intermediate structures. Furthermore, the interaction between micro and intermediate levels produces a macroscopic outcome that then affects the micro level again.

The challenge is always to avoid the Black Swan problem. It is easy to impose a spurious coherence on past events that you believe gives them teleological order. Much of what Lynn Rees talks about is the problem of imposing such coherence with fuzzy and value-laden ideas about strategy. But as some commenters have noted in the legibility thread, legibility is at heart any process that we use to try to force the world to fit our own mental models. Every time we write history, we inherently distort reality into a soda straw view because no history can capture the complexity of the world as it once was. It is often ironic to see humanities thinkers make this very criticism about mathematical modeling and statistics, when if anything the process of imposing conceptual order on the past is far more fraught with peril than building a clearly specified computer model.

With this in mind, we can see another interesting distinction in the various anime series surveyed in this post. In Night Raid 1931, the antagonist attempts to force the future to fit his own mental model, and fails miserably. The deterministic nature of events is implied by his failure to get the anti-colonial groups to trust him and cooperate — something that could only happen after World War II. However, in Gundam 00 the very act of changing the future also imperils that future — the creation of a large organization to carry out the Foundation-esque dream inevitably splits into factions and personalities that try to twist the plan to fit their own ends.

To return to the Walker-WWI parallel in the beginning — what I’m coming to believe about WWI is not that the greatest risk is failing to see the future clearly or of not collecting the right data. It is that we do not give enough reflective thought to how our anticipations of the future also change it. The preparations of the various powers for war they knew would require large armies, mobilization networks, and speed famously complicated prewar diplomacy. And preparations for Cold War turning “hot” and the scientific and technical spawn they generated in turn also created the roots of American dominance and profitable technological industries today.

Much discussion about future war involves banning or regulating technologies, taking steps to insure that X or Y capability is preserved or scrapped, etc. But that focus renders invisible the problems involved in trying to force the future to be legible, as well as the interesting lack of reflexivity about the combination of predicting the future and seeking to alter it.

Metaheuristics of War

Monday, December 23rd, 2013

(by Adam Elkus)

I have been thinking about the problem of the “principles of war,” and various military authors’ differing takes on the viability of the concept. This is perhaps the best way to respond to the thought-provoking post Lynn Rees fashioned out of fragments of our gchat conversations.

Principles of war remain part of military manuals the world over, despite the fact that historical work has exposed substantial variance in their content. Principles of war evolve in time. John Alger’s work in particular is very interesting on this question. The basic pattern was, as one reviewer of Alger’s book argued, a canonization of Napoleonic principles followed by a grafting of midcentury combined arms warfare onto those already canonized Napoleonic principles. However, this element of relative consensus proved to be short-lived.

There has been widespread debate over whether “principles of war” are still valid for the so-called information age or irregular warfare. Military theorist William F. Owen‘s praise for Robert Leonhard’s late 1990s information-age update of the principles caused me to read it in college, and I found it very enlightening if overly optimistic about Transformation-era technologies. The principles of war are also being perpetually re-defined in countless books, articles, military college student monographs, and PowerPoint slides.

The way principles of war became proxies for principles of Napoleonic warfare leads us to question if there can be principles of war that generalize.  If we take Clausewitz’s injunction about politics seriously, then we realize while war may have a underlying logic everything else will vary. Hence the problem with Basil Liddell-Hart’s book On Strategy — it tortures every historical example so thoroughly until it yields to supporting the indirect approach. A recent criticism of John Boyd recently elucidated this point as well. Boyd indulges in the conceptual equivalent of German attrition strategy at Verdun to force military history to conform to his PowerPoint magnum opus. Not surprisingly, Boyd inflicts grave losses on his opponent but is unable to extract too much strategic advantage relative to his own costs.

To seek time-invariant principles of war  risks indulging in a John Yoo approach to military history . Indeed, books like Liddell-Hart’s own Great Captains Unveiled waterboard great military personages like Subotai and De Saxe until they cry “I’ll talk! I’ll talk! I won because I used the indirect approach! Just make the pain stop!”  Torture is immoral and ineffectual in public policy, so why apply it to military history?

So what to do? One solution is try to boil principles of war down to pithy nubs stripped of unnecessary detail that express timeless truths about the “best practices” of warfighting — and build a doctrinal scaffolding around them. It would prune even highly abstract principles of war seen in doctrine down to more defensible levels of abstraction. But this idea suffers from several problems.

First, we dramatically overstate our current ability to tell what is “timeless.” That is the core of Rees’ recent entry – we are far more confused than we believe. And if the current, aphoristic principles of war were enough, would we see such a frenzy to re-define the terminology? It strikes me that what defense professionals often seek is a way to take principles down from the 747 jet flight level to the granular world of practice. As a result, they often turn to vulgar novelty over tradition when they are really searching for a process that might help them navigate the mismatch between supposed timeless principles and the actual problems they face.

Traditionalists (often correctly) believe this desire for novelty stems from fads, pressure to conform to political or bureaucratic directives, and personal empire-building. But in the last 12 years there has been a sincere outpouring of angst from soldiers, intelligence analysts, and civilian policy analysts in the government sector who find that principle of war aphorisms are not enough. One might not agree with Emile Simpson’s contentious take on war and politics, but he wrote the book because so-called timeless truths obviously did not help Simpson do his military job in Afghanistan. And I have often seen Mark Safranski argue here over the years that the concept of Fourth Generation Warfare was necessary as a forcing mechanism to get the US military to adapt to challenges it faced in Iraq and Afghanistan.

It is tempting to respond to this by saying “they need to read ___ old strategy master  I like and study military history in the subjective way I like until they can understand strategy.” But this is a recipe for indoctrination since “understanding” = agreeing with old strategy master + the aforementioned fuzzy and didactic approach to extracting timeless or eternal ideas from military history. Instead, we might introduce metaheuristics of war as a complementary concept to the principles of war:

Metaheuristics is a rather unfortunate term often used to describe a major subfield, indeed the primary subfield, of stochastic optimization. Stochastic optimization is the general class of algorithms and techniques which employ some degree of randomness to find optimal (or as optimal as possible) solutions to hard problems. Metaheuristics are the most general of these kinds of algorithms, and are applied to a very wide range of problems.

What kinds of problems? In Jacobellis v. Ohio (1964, regarding obscenity), the United States Supreme Court Justice Potter Stewart famously wrote,

I shall not today attempt further to define the kinds of material I understand to be embraced within that shorthand description; and perhaps I could never succeed in intelligibly doing so. But I know it when I see it, and the motion picture involved in this case is not that.

Metaheuristics are applied to I know it when I see it problems. They’re algorithms used to find answers to problems when you have very little to help you: you don’t know what the optimal solution looks like, you don’t know how to go about finding it in a principled way, you have very little heuristic information to go on, and brute-force search is out of the question because the space is too large. But if you’re given a candidate solution to your problem, you can test it and assess how good it is. That is, you know a good one when you see it.

Sean Luke, Essentials of Metaheuristics, (self-published lecture notes), 2013, 7.

Metaheuristics are not heuristics of heuristics, as Luke notes in a parenthetical comment. Rather, they are algorithms that select useful solutions for problems under the difficult conditions Luke specifies in the above quote. Let’s see an example:

For example: imagine if you’re trying to find an optimal set of robot behaviors for a soccer goalie robot. You have a simulator for the robot and can test any given robot behavior set and assign it a quality (you know a good one when you see it). And you’ve come up with a definition for what robot behavior sets look like in general. But you have no idea what the optimal behavior set is, nor even how to go about finding it.

The simplest thing you could do in this situation is Random Search: just try random behavior sets as long as you have time, and return the best one you discovered. But before you give up and start doing random search, consider the following alternative, known as Hill-Climbing. Start with a random behavior set. Then make a small, random modification to it and try the new version. If the new version is better, throw the old one away. Else throw the new version away. Now make another small, random modification to your current version (which ever one you didn’t throw away). If this newest version is better, throw away your current version, else throw away the newest version. Repeat as long as you can.

Hill-climbing is a simple metaheuristic algorithm. It exploits a heuristic belief about your space of candidate solutions which is usually true for many problems: that similar solutions tend to behave similarly (and tend to have similar quality), so small modifications will generally result in small, well-behaved changes in quality, allowing us to “climb the hill” of quality up to good solutions. This heuristic belief is one of the central defining features of metaheuristics: indeed, nearly all metaheuristics are essentially elaborate combinations of hill-climbing and random search.

One must use caution. When Clausewitz uses a metaphor, he does so because it helps us understand some dimension of the problem being discussed — not because a Center of Gravity in war maps exactly onto the meaning of the Center of Gravity in physics. Boyd does not make this distinction, and thus is vulnerable to criticisms from those that accurately point out that his interpretation of scientific concepts do not match their original usage. The level of abstraction I am discussing with in this post must be qualified in this respect, as I hope to avoid repeating Boyd’s mistake.

However, the following aspects of metaheuristics are still appealing in abstract. In many real-world problems, we do not know what an optimal solution looks like. We don’t know how to find it. We have a nub of information we can use, but not much more. Most importantly, the space of possible solutions is too large for us to just use brute force search for an answer:

A brute-force approach for the eight queens puzzle would examine all possible arrangements of 8 pieces on the 64-square chessboard, and, for each arrangement, check whether each (queen) piece can attack any other.

While hill-climbing and random-search are inherent in most metaheuristics, there are different types of metaheuristic algorithms for different problems with varying performance in climbing the “hill of quality.” Hence it is customizable and recognizes variation in performance of methods. Some methods will perform well on some problems, but will get stuck at a local optima instead of a peak when faced with others.

One gigantic caveat: the idea of peaks and valleys in the solution space is derived from the assumption of a static, not dynamically evolving, landscape of candidate solutions. A perfect example is the application of the Ant Colony Optimization method to the notoriously hard Traveling Salesman Problem or the use of genetic algorithms to optimize the Starcraft tech tree’s build orders. When the solution space you are searching and climbing evolves in time, algorithms that assume a static landscape run into problems.

However, this is also why (in more mathematically dense language) nailing down principles of war is so perilous.  A solution that you might have used a principle of war to get to is  fine at time T. But it loses validity as we shift to T+1 and tick upwards towards T+k. And should you use a principle that better fits war’s grammar in 1830 than 2013, then you are even more screwed.

The advantage of metaheuristics of war compared to principles of war is that, while both consider solutions to problems with discrete (not continuously shifting) solution landscapes, metaheuristics are about how you find solutions. Hill-climbing is (oversimplified) method of moving through solutions that exploits heuristic information, and random search is  (also oversimplified) “try and see what happens.” The process of a metaheuristic involves a combination of both.

In contrast, principles of war are not really a process as much as a set of general guidelines designed to dramatically and a priori shrink the possible space of solutions to be considered in ways far more sweeping than hill-climbing. They imply a very, very restricted set of solutions while still being too vague to help a practitioner think about how the solutions fit the problem. Principles of war generally say to the practitioner, “generally, you do ___ but how you apply this is up to your specific situation and needs.” It has a broad set of do’s and don’ts that — by definition — foreclose consideration of possible solutions when they conflict with a given principle.

Yes, they are suggestions not guidelines, but the burden of proof is on the principle-violating solution, not the principle of war.  It may be that many problems will require flagrantly violating a given principle. The Royal Navy’s idea about distributing its forces to deal with the strategic problem posed by early 20th century imperial geopolitics potentially runs afoul of several principles of war, but it still worked. Finally, many principles of war as incorporated in military instruction are shaped more by cultural bias than timeless warfighting ideas.

As noted previously, metaheuristic algorithms are flexible. Different metaheuristics can be specified for differing problems. Additionally, when we consider past military problems (which the didactic teaching of principles of war concerns), metaheuristics can serve as alternative method for thinking about canonical historical military problems. Algorithms are measured against benchmark problems. One can consider abstract “benchmark” military problems and more specific classes of problems. By doing so, we may shed light on conditions impacting the usefulness of various principles of war on various problems of interest.

I will stress again that the loose notion of metaheuristics of war and the the principles of war should be complementary, not an either-or. And they can be combined with methods that are more interpretive and frame-based, since you will not be able to use a metaheuristic without having the “I know it when I see it” understanding Luke referenced in the beginning of his quoted text. On a similar note, I’ll also stress that an algorithm makes up only one part of a software program’s design pattern. A strategy or strategic concept is a larger architecture (e.g. a “strategy bridge“) that cannot simply be reduced to some narrow subcomponent — which is how the principles of war have always been understood within the context of strategic thought.

That being said…….what about war in real time, the dynamic and nonlinear contest of wills that Clausewitz describes? Note the distinction between the idea of principles of war that reasonably explain a past collection of military problems/offer guidance to understanding reasonably well-known military problems and the conceptual ability to understand the underlying dynamics of a specific present or future military contest.

The principle of objective, unity of command, or mass will not tell you much about the context of the strategic dilemma Robert E. Lee faced as a Confederate commander because geography, technology, ideology, state policy, the choices of neutral states, etc all structured his decision. They are much better when applied to the general class of problem that Lee’s dilemma could be abstracted into.

This is the difference between Clausewitz’s “ideal” and “real” war. Ideal war lacks the constraints and context of real war, and real war is something more than the sum of its parts. For example, maneuverists often argued that the US should implement an German-style elastic defense to defeat the Soviets in Central Europe. But such an solution, while perhaps valid in the abstract, would not be tolerated by European coalition partners that sought to avoid another spate of WWII-like demolition of their homelands.

Principles of war tell us very little about the Trinity’s notion of passion, reason, and chance, or the very political, economic, geographic, and technological conditions that might allow us to understand how Clausewitz’s two interacting “duel” partners move from the start of the match to conclusion. We need to think about how the duel plays out in time. And for reasons already explained metaheuristics also have some big limitations of their own with respect to dynamically evolving solution spaces.

An entirely different set of conceptual tools is needed, but that’s a problem for another post. For now, I leave you with a NetLogo implementation of Particle Swarm Optimization. Look at those NetLogo turtles go!!

Master and (Drone) Commander?

Monday, December 16th, 2013

(by Adam Elkus)

How to think about the shape of future, high-end conventional conflict? Military robotics seems to be a point of recent focus. Take Tom Ricks’ latest on the American military:

By and large, the United States still has an Industrial Age military in an Information Age world. With some exceptions, the focus is more on producing mass strength than achieving precision. Land forces, in particular, need to think less about relying on big bases and more about being able to survive in an era of persistent global surveillance. For example, what will happen when the technological advances of the past decade, such as armed drones controlled from the far side of the planet, are turned against us? A drone is little more than a flying improvised explosive device. What if terrorists find ways to send them to Washington addresses they obtain from the Internet?

Imagine a world where, in a few decades, Google (having acquired Palantir) is the world’s largest defense contractor. Would we want generals who think more like George Patton or Steve Jobs — or who offer a bit of both? How do we get them? These are the sorts of questions the Pentagon should begin addressing. If it does not, we should find leaders — civilian and in uniform — who will.

I quote (as I often do) from John Robb’s excellent analysis of drone swarms because Robb has produced one of the few classics in the emerging military literature on the future of drone warfare. Here, Robb rhapsodizes about the future drone swarm commander and his unlikely origins in the civilian (and South Korea-dominated) Starcraft game series:

Here are some of the characteristics we’ll see in the near future:

  • Swarms.  The cost and size of drones will shrink.  Nearly everyone will have access to drone tech (autopilots already cost less than $30).  Further, the software to enable drones to employ swarm behavior will improve.  So, don’t think in terms of a single drone. Think in terms of a single person controlling hundreds and thousands.
  • Intelligence.  Drones will be smarter than they are today.  The average commercial chip passed the level of insect intelligence a little less than a decade ago (which “magically” resulted in an explosion of drone/bot tech).  Chips will cross rat intelligence in 2018 or so.  Think in terms of each drone being smart enough to follow tactical instructions.
  • Dynamism.  The combination of massive swarms with individual elements being highly intelligent puts combat on an entirely new level.  It requires a warrior that can provide tactical guidance and situational awareness in real time at a level that is beyond current training paradigms.

Training Drone Bonjwas

Based on the above requirements, the best training for drones (in the air and on land) isn’t real world training, it’s tactical games (not first person shooters).  Think in terms of the classic military scifi book, “Ender’s Game” by Orson Scott Card. Of the games currently on the market, the best example of the type of expertise required is Blizzard’s StarCraft, a scifi tactical management game that has amazing multiplayer tactical balance/dynamism.  The game is extremely popular worldwide, but in South Korea, it has reached cult status.  The best players, called Bonjwas, are treated like rock stars, and for good reason:

  • Training of hand/eye/mind.  Speeds of up to 400 keyboard mouse (macro/micro) tactical commands per minute have been attained.  Think about that for a second.  That’s nearly 7 commands a second.
  • Fight multi-player combat simulations  for 10-12 hours a day.  They live the game for a decade and then burn out.   Mind vs. mind competition continuously.
  • To become a bonjwa, you have to defeat millions of opponents to reach the tournament rank, and then dominate the tournament rank for many years.  The ranking system/ladder that farms new talent is global (Korea, China, SEA, North America, and Europe), huge (millions of players), and continuous (24x7x365).

That’s the tactics—but what about the strategy? Robb calls it a “tactical management game,” which is correct. We can discern a bare shell of the “strategy” we normally discuss in the higher level decisions concerning the composition and deployment of the force. And here we also see a different kind of strategic control at play, one much more having to do with the Cold War science of operations research.

One important cognitive aspect of Starcraft that has been automated is the evolution up the tech tree. The tech tree that the player must advance up in order to produce needed units, accessories, and tactics is deterministic, perhaps reflecting the real-world convergence toward a “modern” style of high-end conventional tactics. Starcraft as a game represents the purely tactical considerations of warfare as an elaborate game of rock-paper-scissors, in keeping with Clausewitz’s statement that tactics can be considered closer to science than other aspects of warfare.

It is a reflection of Starcraft‘s deterministic structure that the tech tree “build orders”, the most crucial element of Starcraft‘s mode of war, can be automated. A genetic algorithm infamously was derived to optimize build orders. But this is only possible because the build orders themselves optimize a very small piece of the overall problem, and one made possible by determinism baked into the game.

The use of genetic algorithms to produce build orders also interestingly enough mirrors the overall social, economic, and organizational structure that produces a champion Starcraft player. In the 1980s, Robert Axelrod created an algorithm tournament designed to find a best-performing strategy to the canonical “Prisoner’s Dilemma” in game theory. Using the tournament selection mode of genetic algorithms, Axelrod iteratively weeded out “unfit” strategies until a dominant strategy was found. Perhaps the process that Robb describes is quite literally “tournament selection” that produces an optimal Starcraft player type.

The most important element of strategy — translating organized violence into political payoff — is mostly absent. Starcraft demands the intricate steps needed to prepare the weapon itself (build older optimization) and immaculate skill at firing it (in-game command) but not the problem of ensuring that the violence make political sense. There is no security dilemma caused by the threat of Zergling rushes. 🙂

Because it is a videogame, Starcraft as experienced by the player is nothing close to the overall difficulty, uncertainty, and complexity implied by the overall in-game universe of factions, technologies, and personalities. The level of cognitive difficulty that must be dealt with is kept on the order of something that a single player can reason through. Of course, in even in the “closed” world of real Cold War military science (which Starcraft has eerie similarities to), this has been the stuff of military staffs, RAND and Hudson-like research groups, systems analysts, and supercomputers.

What about uncertainty and complexity? Depending on the game, the most important political-military decisions may not be up to the player. The transformative in-game decision to rebel against Arcturus Mengsk and create Raynor’s Raiders is not made by the player but by the grieving Jim Raynor.  In Starcraft: Brood War and Starcraft II, player choice becomes important in structuring the flow of action. When attacking Char in Starcraft II, the player must choose to either attack the enemy’s air support or ground elements. Both choices are presented are potentially valid depending on player preference. Many other individual choices lead to important distinctions in the shape of events. But the overall “basins of attractions” built into the game structure pull the player towards the same broad outcome regardless. That’s because the game universe and the creators’ demands is the overarching political-military context that determines the path of the war.

When it comes to multiplayer matches, online games in general make combat sport. That is why we dub the Korean Starcraft aces champions. They compete in a ritualized game with clear rules and all-powerful human gamemasters that create the game itself and instantiate their ideas of what an ideal combat sport represents in computer  code. Starcraft has much more in common with the Roman coliseum battles than the Roman army on campaign in some harsh European or Middle Eastern land. Of course, all online environments have weak points that are often exploited to offer advantage, but Starcraft‘s limited range of behavior makes it easier for game-masters to secure than the sprawling World of Warcraft or EVE Online. 

Though I have some serious misgivings about the ethical context of Ender’s Game as a novel, it also remarkably approximates the experience of game-playing in many real-time “strategy” games like StarcraftEnder himself, whom Robb analogizes, is a virtual virtuoso that spends most of his time in Ender’s Game unaware that the “training” simulations he is playing are actually the war he is training to fight in the first place. Hence one comes to wonder if the real genius is not necessarily entirely Ender, who supplies the cognitive firepower necessary to dominate Clausewitz’s “play of chance” on the battlefield. Rather, what about the men and women who organized  and equipped the fleet?  And of the politicians and generals that decided  the overall shape of the strategy that Ender executes, and infamously decided to authorize the genocide of the “Bug” aliens Ender exterminates with weapons of mass destruction?

This isn’t a strike against Robb’s idea that Starcraft is a metaphor for one part of future warfare. Robb himself states that Starcraft is tactical management, and it is as good an vision to contend with as any other. Changes in warfare that begin on the level of tactics have strategic implications. We already know that tactical virtuosity that might be so essential to victory in a closed environment with well-formulated rules are often counterbalanced by the problem of making those skills serve strategic effectiveness outside that environment. What kind of problems might arise for the hypothetical Starcraft-ish military bot commander?

The first problem to be surmounted is collective action. Multi-agent systems face similar coordination problems as seen in human relationships. The interdisciplinary field of algorithmic game theory has arisen to study how to create algorithmic mechanism design for solving many of these issues. Another problem lies in the conflict between speed of tactical execution and the slower-moving demands of strategy. The Cold War stories of commanders that decide to risk annihilation rather than launch nuclear forces on faulty signals tells that many strategic problems have to do not necessarily with the most efficient ways of employing violence but rather have to do with the control of military power. This question has in fact dominated most discussion about autonomous weapons.

Lastly, the most important insight that Robb’s piece gives us is that Starcraft is an social environment that produces novel behavior. It is the online wargaming medium itself and its speed and essentially social complexity that produces the Starcraft champion’s unique characteristics. Similarly, a certain Corsican arose from the cauldron of the “multi-player interaction” of an era caught between the emerging crest of “modern” warfare and the 18th century military system. Dubbed the “God of War,” he became the template for every 19th century commander to copy. The most important strategic problem implied by Robb’s blog is conceptualizing the range of behaviors produced by the unique military system that he sketches with Starcraft as inspiration.


Switch to our mobile site