Sea Control - Sea Control 506 - What Wargames Reveal with Dr. Jacquelyn Schneider
Episode Date: March 30, 2024Links1. "What Wargames Really Reveal: Outcomes Matter Less Than Who Pays and Who Plays," by Jacquelyn Schneider, Foreign Affairs, December 26, 2023. 2. Stanford University Wargaming and Crisis Simu...lation Initiative.
Transcript
Discussion (0)
Hey folks, it's Jared. Dr. Ed Salo returns as host today. He's brought back Dr. Jackie Schneider.
Jackie wrote an article for Foreign Affairs back in December on what war games can reveal based
on who's playing and who's paying. This episode was edited and produced by Johan Porisch.
Here at SimSec, we aim to further international maritime security through an exchange of ideas
and the rigor of critical thought and writing. If you haven't already, please check out
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the discussion, check out the Write for SimSec tab to learn how you can submit articles for
publication. And now, Kimbersman. Welcome to Sea Control. Tonight, we have the pleasure of
speaking with Jackie Grace Schneider on her recent article, What War Games Really Reveal,
that was published in Foreign Affairs Magazine. Welcome to Sea Control.
Thank you.
So I want to start out with, I could have read your bio, but I wanted to let you tell our
listeners a little about your career, your background, what you're currently doing.
Sure, sure. Well, you know, I started in the Air Force. I did six years as an intelligence officer in the Air Force. After that, I went and got a PhD from George Washington University in political science. And this whole time I stayed in the Air Force Reserves.
After I got my PhD at George Washington, I went to the Naval War College, where I worked
in the Strategic and Operational Research Department.
And that was my first time to really get to see a big Department of Defense wargaming.
So I had the privilege of working on quite a few of some of the Premier Navy and DoD
wargames that we ran at the Naval War College.
And then I got the opportunity to take my new position, which is a Hoover Fellow at
Stanford University. And while here, I have built my own wargaming initiative. So it's the Wargaming
and Crisis Simulation Initiative at the Hoover Institution. And we run wargames, but we also
collect wargames. So one of the big pillars of the Hoover Institution is our library and archives.
We have a pretty extraordinary collection of historical materials. So it was kind of only
logical that this institution, which has such a long history of preserving, curating important
pieces of historical information, for us to have a war gaming collection. So we are in the process
right now of building out that war gaming collection with both historical and contemporary
war games. Let's hop right in. So you recently had an article in Foreign Affairs where you were
discussing a recent congressional led war game regarding different approaches to China. Can you
tell our listeners a little about that game? Sure. So it's a pretty interesting game. It's
an interesting game, partly because of where it was held and the players that were playing in it.
This is a war game that was actually designed by the Center for New American Security. They have
an extraordinary war gaming team there. And their team ran the war game, but it was a war game that
was done for one of the, a new commission on the Chinese Communist Party. And it's a bipartisan
commission. I'm going to talk a lot about Gallagher because Gallagher, Congressman Gallagher, who's
the Republican that heads the committee, was heavily involved in the public release of the
statement afterwards but he basically spearheaded him and his democratic counterpart spearheaded a
game where congressional representatives played this war game and it's a u.s china war game
over a taiwan scenario and what is remarkable about remarkable about it is that you got that
many congressional members to sit in a room together, not during work hours, and they're
not debating pieces of legislation. They're not lobbying for different initiatives. They are
playing a game together. This becomes like an extremely immersive, extremely evocative
kind of experience. And then coming out of that, you have a wide variety of different
press releases and press coverage of the event, both kind of the players' experiences as well as
the congressmen who ran it, what they took from it. So it becomes way bigger than the game itself
because it has this large role in shaping both public and congressional perceptions of U.S.-China
relationship vis-a-vis Taiwan. So how did this differ from the mini games that, you know,
It almost seems like every couple of weeks you hear about, you know, this think tank had a game or, you know, all through 21, 22, all these different war games were done by the different think tanks.
You know, how would you say this game was different?
Yeah. And, you know, they're all connected in some way, right?
Like the fact that we're seeing so many Taiwan war games that are played in unclassified settings, that says something about the interest within the foreign policy community and where the direction is going for U.S.-China relations.
this particular game um is a game that seen as actually i think had been running before
and i believe it was either similar or a take on a game that they had shown in meet the press
either a few months or a year prior and that game which was televised also included congressman
gallagher as well as michelle flournoy who a name that's been kind of punted around for a potential
future Secretary of Defense, as well as the former commander of Air Combat Command. So these are
important people in U.S. foreign policy that are playing these games publicly, right? They are on
the record. At the same time, you have a game that's being played at CSIS. And CSIS's game,
which is once again, a U.S.-China game, looking at Taiwan, also gets a lot of coverage. You know,
it's in Wall Street Journal, it's in Bloomberg, it's in the New York Times. So it's, you know,
the game that happened in Congress was different because these are congressional players.
And because the game was sponsored, or at least the idea for the game came from Congress,
not from a think tank. But in many ways, all these different games that are occurring at
think tanks in Congress are related to each other because they represent that U.S. decision makers
believe that this is something that needs to be understood you know can in the article you kind
of give us a short history of war games you know how they developed and not just playing risk
you know i did all through high school very nights where then you looked up and you're like wow it's
5 a.m and we're still playing something to uh actually do something but what is sort of the
short history of war games as you kind of see it and i i thought it was really cool i didn't realize
that you all had that big collection of war games out there?
There's so many war games that have been impactful
in American history and actually kind of world history.
We're just trying to collect a portion of that.
There's discussion about games that goes back to ancient China.
But most of these early games in ancient China,
in India, in Egypt, in Rome,
are really strategic, abstract games.
go, for example, right? So they're used by elites in these communities to train strategic thinking,
but they don't directly correspond to a campaign or to military capabilities or even to a geographic
area. Now that starts evolving with chess or the king's game, right? So you start seeing
a little bit more kind of concrete representation of things that kind of look like military and
state elements of foreign policy, but it's still strategic games, right? You don't see it actually
becoming a part of campaign planning until Prussia and the advent of Kriegsville. So Kriegsville is a
game that comes out of Prussian society, actually, interestingly enough, out of Prussian civil
society. So it was like a parlor game. People were playing these board games, kind of like you were
talking about risk they were playing games like risk an entrepreneurial person who really loved
the games realized this would be even better if we worked with my pal here who's in the prussian
military and we made it more realistic so they developed this really extensive rule set that
for once finally looked at kind of how tactics and campaigns actually came together and tried
to represent them in the game so you have the development of a rule set a professional rule set
At the same time, for the first time, you're seeing real maps. You're seeing the use of materials to symbolize the movement of different kind of troops and weapon systems. So all of a sudden, it's going from abstract logics to far more concrete logics of campaign.
And there's this great story that this, you know, the inventor of Kriegsspiel is kind of pitching this to the generals and the princes and all the top, you know, Prussian elite, you know, Prussian general says, oh, this is not a game.
This is war, you know, they're really taken to it, right?
And it shows how important kind of this evocative nature of gaming is, even from the beginning with Kriegsspiel.
But what was amazing about Kriegsspiel was that it allowed the officers within the Prussian army to use this kind of gaming apparatus to debate about tactics and operations and campaigns.
And here's the first time that you're able to innovate and experiment without having to actually move forces on a battlefield, which is really expensive and difficult, right?
People often credit Kriegsball with a lot of the kind of the Prussian military successes,
and it's probably less that you can see like, oh, yes, this is the moment where, you know,
they've developed this new tactic as much as it is the ability to generate new ideas
and to really create a codified system for young officers to experiment, innovate from
the bottom up.
Now, Kriegsball comes over to the U.S. and, you know, the army kind of plays with it.
But the really big wargaming innovations in the United States are actually in the naval domain.
And so this actually represents a closer relationship with what was happening in Britain.
And in Britain, once again, you know, Britain is in a naval empire.
The British really focus on the naval aspects of wargaming.
And so you see the influence of Fred Jane, who, you know, for those of us who love military stuff, that becomes like the Jane's defense.
but Fred Jane was a guy who was interested in war games and he actually brings over ideas about war
games to the World's Fair in the United States and so this becomes the beginning of how the Navy
starts thinking about war gaming and so as any good thing that happens in the Navy it's not
something that originates in you know Navy command instead it's McCarty Little playing with these war
games in Newport in, you know, rooms that nobody in big Navy really knows what's going on. And he
experiments enough of that, he starts seeing some sort of patterns that ended up being really
influential to the development of kind of the first modern US Navy. Now, that really is the
genesis of war gaming as an important part of how the US military thinks about buying weapon systems.
And so the Navy tends to lead this. The Navy is extremely influential in the interwar period between World War I and World War II, where they are doing extensive war games with students as they come through the Naval War College and really like war gaming every different aspect or opportunity or different, you know, variation of a Pacific campaign.
so they don't figure out like how to win it or what's going to happen but they're prepared for
almost everything that ends up happening in that campaign because they've seen it all and it becomes
an extremely important experiential and learning device so there's this great letter from nimitz
where he writes to the naval war college later saying that because of the games that were done
so extensively with so many players in so many different ways the navy really was ready for
everything that came at them in the Pacific campaign, except kamikazes. He said, we didn't
anticipate kamikazes. And so then moving into World War II, you actually see a shift. So campaign
games become, are still being run, but you see that now they're using games to understand nuclear
politics. And this is the rise of what we call political military strategic games. The Thomas
Schelling's, the Albert Wohlstetter's, you have this group of people at Rand out in Santa Monica
that are using war games as a way to understand nuclear politics. And they're building not
campaign games, these immersive games where they're, you know, taking guys, it's always guys,
for five days to Camp David and having them just like sit in a scenario and imagine the worst of
nuclear war. And these experiences are extremely vivid, and extremely evocative. You have these
great quotes from people like Schelling saying, you know, we were so immersed that it was like
coming out of a dream when we came out of those events. And so then these this generation of
strategic thinkers ends up influencing US defense politics for the next two, three decades, right.
And a lot of these games are cited as they go into, for example, the Berlin crisis that while Kennedy's making these traces or the Cuban Missile Crisis, Kennedy's trying to figure out, like, what are the possibilities of nuclear war?
And a lot of people sitting in that cabinet have actually participated in some of these political military games.
And they go a little bit out of vogue with McNamara.
And the reason that these kind of evocative games go out of vogue with McNamara is they're not very scientific.
you can't measure stuff by numbers really in those i mean they're irrational and they're
emotional and this whole idea that like you're sending these men off to camp david and they're
getting immersed this is ridiculous right and so you know there's a series of games that occur in
the johnson administration at the end of the kennedy administration these sigma games they're
looking at things like vietnam and actually turn out to be extremely prescient right and
McNamara doesn't believe it. And I think, you know, historians are still trying to understand,
did Johnson ever even see these Sigma series games about Vietnam? Or did they get buried
by McNamara or LeMay? LeMay participates in these games and can't stand the fact that one of the big
findings from the games is that strategic air power will not defeat the Viet Cong. So LeMay
actually starts an influence campaign in the halls of the Defense Department telling everyone how
messed up these games are and how bad the control was and the adjudication and the rules and its
bias. So there's a bunch of factors, right, that are contributing to the fact these Sigma games
don't end up mattering. And so you see in the Johnson administration and with McNamara a focus
on more rationalistic modeling. And war games in the next kind of 10 years, to us and I modernize,
I think they look a little bit more just like computer models and sometimes I download things
that I'm like well it's a war game and I'm like this is a computer model but that's that was kind
of where things were at the time were they war games or were they computer models and there's
a great piece by John Emery where he goes back into the Rand archives and looks at a debate between
the Rand kind of more humanistic liberal arts thinkers versus the Rand math people and they're
looking at kind of the role of irrationality and computer models in war gaming and he actually
finds that the computer models go nuclear quite a lot so you know you've got a period there where
you have a bit of a fight about what is war games are the computers are they people and then
eventually as with all things dod it you know war games have a resurgence and by the time you get
Reagan, you're seeing those big, evocative, experiential, vivid games occurring again at the
highest levels. And so Thomas Schelling kind of comes back in the mix. This is the same time
period you have Proud Prophet, which is related to the whole kind of Abel Archer fiasco. There's
a series of kind of nuclear command put exercises that also look like war games. Reagan's very
intrigued by these you also at this time period have war games televised there's a scheme that
a crisis war game that gets televised that ted koppel narrates for that yeah it's it's a really
i mean it's a it's like an amazing james schlesinger's in it i mean it's just like
extraordinary crisis game and i think les gelb and maybe graham allison wrote it but it becomes
influential again not just you know in the dod but also in the public forum right like this is
happening at the same time that the movie the day after comes out and so like it's part of a public
conversation these war games are and then that brings us into the post-cold war we get a little
confused we're like oh wait what are we doing war games for what are we doing as the U.S. and I think
the way I would characterize war games from you know the 90s up until about work about Bob work
in the 2010s and they're important they're still happening they're happening within the Air Force
the Navy, the Army, they're happening, right? And they're actually kind of more codified as
part of the process by which we budget and acquire and plan campaigns. But they start
representing the different bureaucratic politics and bureaucratic kind of stovepipes in which
they're generated. So they start representing the kind of organizational politics that's
really cemented within the Department of Defense. And that brings us to kind of Bob Work,
who was the deputy secretary of defense and he sees like we need a war gaming revitalization
and he invests a lot in innovative approaches to war gaming in building a database of war gaming
archives so you can look across war games and and we'll have to ask you know bob what he thinks
but a lot of those initiatives were extremely ambitious and i'm not uh i'm not sure all of
were realized. And I guess that kind of brings us today and war games are once again in the public
eye. They are playing a huge role in how we make decisions about Ukraine, about Taiwan, about
the future of our military. And so I, you know, as somebody who's now looked at kind of this history
of things, you know, you kind of realize that what the war games are very much influenced by
the context in which they are run and that yeah i was going to say that leads me to two things i
was i'm going to kind of combine these questions i had is talking about use quote that war games
are not crystal balls but they are powerful tools of influence and then also mentioning that
a lot of times with the game it's who is playing how the game is played and distributed and
ultimately why it's played that offer the real insights rather than you know who wins or loses
kind of thing so would you like to elaborate a little on that yeah you know a lot of games that
get it right don't end up influencing politics right the sigma games are a great example they
get it right and there's also an example of a game a seminar style game called desert crossing
which general zinni ran in like the late 90s in the clinton administration and what he finds is
that it's going to be extremely hard to occupy iraq over the long term that the politic the
domestic politics of rebuilding that nation are going to take us you know decades and billions
of dollars no evidence that this war game ever influences policy in fact zinni has spoken in
many occasions about how disappointed he is that this game ended up not seemingly influencing
Rumsfeld or that administration when they're making these Iraq decisions. So it doesn't
really matter whether a game is right or wrong. In fact, it appears that we've gotten most of
the Ukraine games wrong. There's some, you know, Washington Post reporting suggesting that American
Ukrainian games have consistently underestimated or been incorrect about potential success of
Ukrainian offensives. And we also, there's a great Rand report that just came out that suggested that
Rand also got Russia wrong at the beginning of the war. They estimated that Russia would be much
better than they were. So war games get things wrong all the time. Does that mean they're not
useful? No, because the act of war gaming, the kind of the actual kind of theater of it, is what
actually influences policy. So there's a really interesting vignette in a Bob Woodward book
talking about Afghanistan. And I want to say it was, you know, when Dempsey was in charge and
they were running these series of war games to figure out how many people that they needed for
the search. This is like a big debate that's happening. The White House thinks number X,
the DOD thinks number Y. And there's a quote from one of the assistants for on the national
security staff, who I think was a former general. And he says, I'm not going over to the Pentagon
to drink bad coffee, to play a war game
that they already know what the outcome is going to be.
And he says, and further, if State Department
and the National Security Council play in these,
it's going to make it look like we support these findings.
So we shouldn't send people.
So they know sometimes having certain people in games
makes games look like they are validated, right?
Sometimes people pick people for games
that they think will lead to certain outcomes right and you know when you're looking at a game
and you realize oh look who they got to play that person that really reveals something about kind of
what the sponsor whoever's putting on the game wants to get the outcome and then sometimes there
was a game that was played at stratcom a few years ago where secretary esper in the public release
they say that this the sitting secretary of defense sat in the game this is like unheard of
right almost never you actually have the secretary of defense play the secretary of defense for a
variety of reasons like doesn't happen but it absolutely never gets publicized absolutely not
so the fact that they you know release that that was really interesting okay so what is this you
know this this is signaling something about bureaucratic politics right these traces about
who is playing and the rules that they're given, they all give us information about the bureaucratic
politics, the organizational politics, the game around the game, the outer game reveals sometimes
more about what's happening in the U.S. kind of foreign policy apparatus than the game outcomes
themselves what should the public and the press do to better understand the games because
stories are out there they we hear these things of if you listen to one game
china's going would easily win others say no they wouldn't and you know again like you were saying
these are the publicized ones the declassified ones you know how what can we do so that we're
not falling into the prey of i hate to say manipulation but i'll say it yeah you know i
mean look i run war games so even though i'm coming at you and i spent the last i don't know
how long giving you a cynical outlook on kind of war games i still think they're very useful
analytic tools i just don't think that they can predict the probabilities of the future
they can give us an idea about what the potential futures are but the reality about war games and
really this is kind of a social science rule is that you need a large number and and you need
some level of control in order to say in any any sort of way here's kind of where i think the most
likely possibilities are. I think the first thing to realize is that a game might be right,
but unless you see many games saying something very similar, you should take everything with
a grain of salt. The other thing that I think is important for especially the press is to have
the organization show their work. The CSIS game is a really good example of an organization that
showed their work they published the entire report they published their rules they published
if they had you know they openly showed this is how we ran the game and i i can go into that and
i can say i don't agree with this or i don't agree with that but i know where they made those choices
right and i think that that is really really helpful in understanding um the limits of gaming
and so i think also kind of understanding where there are patterns if you're seeing many many
many games that are all saying very similar things that lends some level of validity to
some of the findings so the fact that all these taiwan games suggest that oh the u.s needs more
munitions and this is going to be a bloody fight other types of analysis say that too yeah like
that seems right you know that's probably going to happen yeah exactly so like for me when i run
my games. So I ran a game that had 580 players. We ran over three years. This is a big iteration,
right? So that's giving us a little bit more power to say, hey, here are kind of generalizable
patterns of different types of populations. But even in that, I always be careful when I tell
people the results of the game. I say, here's what the majority of people do. But then I say,
well, let me tell you what my outliers did too. Because the reality is that Putin does not fit
in the majority of my population. But the characteristics that someone like Putin has
may actually fit with some of my outliers. So I think that's another important thing to look at
in war games is to look at not only kind of the pattern of how often things occur,
but when you get something that is really arbitrary or strange or the outlier, to look at that and
say well what are the characteristics of that what made that an outlier and do those characteristics
have any resemblance to the world in which we live question i didn't send to you but
thought about it when you were talking about it what is your favorite game what do you like to
play oh this doesn't have to be the big complicated like do you like risk do you like
you know pull a little war hammer out or i mean uh well i have two young uh relatively
younger children and they just discovered monopoly which is not particularly a game of strategy
until you get to the end and uh you know so we play a lot of monopoly at home i know that's
not as fun kind of where we are in our our gaming trajectory
my kids sometimes beat me and that's a little embarrassing so i'm pulling away from that
during covid well i have a 20 year old son but during covid i found the game pan am
which is a really fun game of you know buying routes and all this stuff and
my son just like figured it out and all this kind of stuff and like all the business aspects
of it and he's not a history major he is a business major and i'm like i'm happy for you
you found what you're but yes and and i grew up the uh playing risk and um access and allies on
the weekends and all weekend and changing rules so that we could you know not do the same basic
thing and now as a historian i look back i'm like oh we were just in big arms races where nobody
wanted to actually do anything well it's pretty remarkable it's pretty remarkable how risk um and
to some extent x's and l's has that has stood the test of time these were core strategy games right
the logic of strategy but that makes them so universally appealing but it's also why games
like go have been appealing for so long right because at their core they're about the strategic
choices that we as humans make and sometimes we're also working on comparing human behavior
to computer behavior in these games and i'm interested in like other type things where
recently they were big fan of science fiction and the robotech cartoon series had a game out
and read an article about how the whole thing is basically on counterinsurgency
and i'm like yes it is and so because yeah they're trying to put down a rebellion and all this kind
of stuff and i was like wow that is actually really cool but i think the the other thing
about games is how great they are for teaching right so how many i'm a political scientist
you're a historian and sometimes these concepts can be hard to touch right when we just make our
students read about them, but the application of concepts and ideas in games can be an extraordinary
pedagogical tool. And so, I mean, you definitely see that in like the professional military
education, you know, war games have been used as a training and a teaching device for a while,
but I think also in civilian courses, we're seeing more and more of the use of games to help
understand otherwise abstract concepts. Right. So what are some of your projects you're working
on now and where can our listeners follow you on social media or other avenues yeah well the social
media thing i feel like that's gotten harder these days yeah i am still on this thing that i think is
twitter or x i don't i don't i don't know i still call it twitter i'm but i i get mad every time i
look at it too because of yeah well it's been a little bit it's a little bit less of the the kind
of networking um that it was before a few years ago um so i'm on there as jackie g schneid but
we have a website for our initiative,
the Wargaming and Crisis Simulation Initiative.
We are currently working on our collection.
So the collection is not live.
We are working with a vendor to build out the technology,
but we have a bunch that we have in,
that's waiting to be uploaded.
We're hoping in May to have it all uploaded.
So if there are games that people are interested in,
or if there's a topic that you're interested in,
I wonder if they have a game about that.
and please email us or if you know of a game you say this is a game that was super influential for
us or influential for me let us know because one of the things that we like to do I have an
extraordinary team of historians and undergrads and archivists and we're just pulling at loose
threads I mean we found already some exercises and war games that our team and most of my
colleagues had never heard of and yet we found like this one I can't figure out if it's an
exercise or work games called Exercise High Heel. And we can't find the actual exercise,
but it's a nuclear command post exercise. We found letters from the head of intelligence agencies to
Secretary Laird and Kissinger saying, please turn this off. We think this is going to make the
Soviets think that we're going to war. Turn this off. And then we have found actually communications
to the Soviets saying, this is just a fake, not real. Don't worry about it. So we know that
Like whatever this was, was really important.
So now you just kind of kind of find all the other stuff.
So we've got a bunch of that that's sitting in the collection that's waiting to go live.
And we're going to have a few series this spring and in the fall that will highlight
some of the collections that we've put together.
So we've acquired almost every component of the Sigma series.
We have also, we're working to acquire or we're trying to acquire a bunch of these Taiwan
war games.
And we'll have webinars and public events around these different kind of groupings of games so we can talk about, you know, their influence on history and their importance and hopefully kind of introduce these war games to a new generation of historians and scholars for them to look at.
And we're also running a bunch of games. We've got games on space and AI and network characteristics that are all in some level of execution. So good stuff happening all the time.
That sounds exciting. And I'm looking forward to seeing that and some of the stuff that you have posted, because one of my goals for this year is to start a wargaming club on campus here in Arkansas State to kind of, well, they're always looking for things to make people more connected.
and i was like that would be pretty fun and we have a war a war gaming store here in town so i
was like well i'll go talk to them and you know i've got a few of the free ones uh you know just
little tiny things to try to get people so that's that's a goal hopefully knock on wood that it
happens but well thank you so much um i really enjoyed this and when you come up with some more
things. We would love to have you back to talk more, and thank you for your time.
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