A 'military exercise' (also called 'war game' in
American English) is the employment of military resources in training for
military operations, either exploring the effects of
warfare or testing strategies without actual
combat. Exercises in the 20th century have often been identified by a unique
codename in the same manner as military operations.
Types of exercises
;Field exercises
The more typically thought of exercise is the field exercise, or the full-scale rehearsal of military maneuvers as practice for warfare. Historical names for field exercises in the Commonwealth include 'schemes.' In a field exercise, the two sides in the simulated battle are typically called "blue" and "red", to avoid naming a particular adversary.
;Simulations
Main articles: Military simulation
Other types of exercise include the TEWT (Tactical Exercise Without Troops), also known as a sand table, map or cloth model exercise. This type of exercise (in recent years assisted by
computer simulation) allows commanders to manipulate
models through possible scenarios in military planning. This is also called warfare simulation, or in some instances a
virtual battlefield and in the past has been described as "wargames." Though "wargames" today is used more frequently to refer to recreational
wargaming using either a playing
board with physical pieces to represent units, or played with
miniatures, or a genre of
computer games. Such examples of modern military wargames include
DARWARS, a
serious game developed since 2003 by the US
DARPA agency with
BBN Technologies, a
defense contractor which was involved in the development of
packet switching, used for
ARPANET and developed the first
computer modem in 1963.
History
The modern use of military exercises grew out of the
military need to study
warfare and to 'reenact' old battles for learning purposes. During the age of ''
Kabinettskriege'' (Cabinet wars),
Frederick the Great,
King of Prussia from
1740 to
1786, "put together his armies as a well-oiled clockwork mechanism whose components were
robot-like warriors. No individual initiative was allowed to Frederick's soldiers; their only role was to cooperate in the creation of walls of projectiles through synchronized firepower."
[1] This, of course, was in the pursuit of a more effective army, and such practices made it easier to look at war from a top-down perspective. Disciplined troops should respond predictably, allowing study to be confined to
maneuvers and
command.
The stunning
Prussian victory over the
Second French Empire in the
Franco-Prussian War (1870-71) is sometimes partly credited to the training of Prussian officers with the game
Kriegspiel, which was invented around 1811 and gained popularity with many officers in the Prussian army. These first wargames were played with
dice which represented "friction", or the intrusion of less than ideal circumstances during a real war (including
morale,
meteorology, the
fog of war, etc).

Military exercises often help increase stratgeic cooperation between countries. Shown here are
Indian Navy,
JMSDF and
U.S Navy ships in formation, during a trilateral exercise in 2007.
21st century militaries still use wargames to simulate future wars and
model their reaction. According to
Manuel de Landa, after
World War II the
Command, Control and Communications (C
3) was transferred from the military staff to the
RAND Corporation, the first
think tank.
Von Neumann was employed by the RAND Corporation, and his
game theory was used in wargames to modelize
nuclear dissuasion during the
Cold War. Thus, the US
nuclear strategy was defined using wargames, SAM representing the US and IVAN the Soviet Union. Early game theory included only
zero-sum games, which means that when one player won, the other automatically lost. The
Prisoner's dilemma, which models the situation of two prisoners in which each one is given the choice to betray or not the other, gave three alternatives to the game:
★ Neither prisoners betray each other, and both are given short-term sentences
★ One prisoner betray the other, and is freed, while the other gets a long sentence
★ Both prisoners betray each other, and both are given mid-sized sentences
While the first is their best overall choice, neither of them can be sure that the other wouldn't betray him (and thus be freed while he would get a long sentence). Thus, betrayal was considered as the most rational thing to do, i.e.
minimaxing the losses (getting the
possible loss to be the minimal possible). This modelization gave the basis for the
massive retaliation nuclear doctrine. The
zero-sum fallacy and
cooperative games would be theorized only later, while the evolution of
nuclear technology and
missiles made the massive retaliation nuclear strategy obsolete.
[2].
Military wargaming was thus progressively improved, although according to Manuel de Landa it still suffers today from a
systemic bias on
conflict against cooperative behavior. Dice, which were a rational way to represent
chaos, were replaced by the Prussians by artillery range tables, and then by evaluation of each weapon's lethality, etc.
See also
★
Maneuver warfare
★
Flanking maneuver
★
Pincer movement
★
Simulation
★
Aggressor squadron (aircraft in military wargames)
★
War games in progress on September 11, 2001
★
Live fire exercise
Endnotes
1. Manuel de Landa, ''War in the Age of Intelligent Machines'', p.127, Swerve Editions, New York, 1991
2. Concerning the use of military wargames, see Manuel de Landa, ''War in the Age of Intelligent Machines''
External links
★
Complete 911 Timeline: Military exercises up to 9/11