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2017 | Buch

Military Operational Planning and Strategic Moves

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This book employs game theory to warfare and in particular to military operations. It aims at scrutinizing the validity of the two ideas that have governed the literature on war and warfighting: One is the Clausewitzian Fog of War, which suggests that he who is able to "see" through the gunsmoke and observe his opponent’s moves before he has to commit to some strategy himself, should be able to gain an advantage over that enemy; the other is the tradition of understanding military conflict as a zero-sum game. Combined, these ideas seem to imply that war always gives rise to a second-mover advantage. This book questions the validity of this presumption at the operational level of military planning. It provides a simple but rigorous game-theoretic framework in order to analyse operational alternatives for a whole range of typical conflicts Western military forces are facing, including the most recent ones such as Anti-Access/Area-Denial and supporting host nations' counterinsurgency campaigns.

Inhaltsverzeichnis

Frontmatter
Chapter 1. Introduction
Abstract
Military literature often not just suggests a picture of war characterized by asymmetric information, thereby evoking what Clausewitz called the “fog of war”, but quite often implicitly assumes that the force that is able to command more information than its enemy should be more likely to carry the victory. Until recently, it has dominated—and effectively still does—all military doctrinal teaching at least in the Western sphere. The most recent example is the Network-Centric Warfare concept which has become something like a departure point for, if not the Holy Grail of, almost every doctrine of every branch of the US military since the beginning of the 1990s. By putting the emphasis almost exclusively on (the compatibility of) communication networks and using catchwords such as, e.g., “red-force tracking” or “blue-force tracking” it suggests that warfighting is about little else than acquiring information. Translated into game theory, it says that whenever war resembles a sequential game, there would be a second-mover advantage, implying that it should be every force’s primary objective to turn a simultaneous-decision-making military encounter into a sequential one by, e.g., trying to find out about the enemy’s objectives, his positions or his battle plan. Or, to put it in other words, in war, information should always pay.
Lucía Martínez Ordóñez
Chapter 2. Game Theory and the Decision-Making Process in Military Affairs
Abstract
Assuming that any decision-maker will maximize the expected value of some utility function, we will find different methods to decide which action among all possible alternatives could be the most appropriate according to our interests. If we use, for example, a multi-criteria decision-making approach we would conduct an analysis arranging all relevant factors in a hierarchical structure. With a cost-benefit analysis our focus will be directed to assess the strengths and weaknesses of all possible options to determine the decision that gives us the highest possible net payoff. There are other situations where the outcome will not only depend on one’s own decision but also on that of other actors, and vice versa. These would be the so-called interdependent decisions. In such cases we might be interested in gathering information other than the one needed for a cost-benefit or a multi-criteria analysis, like information about the intentions of other decision-makers who are involved. Game theory represents a part of decision theory, where two or more decision-makers are involved in the result. To carry out these analyses we assume decision-makers to be intelligent and rational. The meaning of being intelligent in the context of game theory refers to the assumption that each player will not only know his possible payoffs and strategies but also his enemy’s. Therefore, he will be able to make any inference about the game that any other external observer sharing the same information would be able to make, too. Game theory aims to analyze situations of conflict and cooperation by means of mathematical models. The resulting models should provide guidance for either player when having to choose a strategy in order to achieve a good or possibly the best outcome.
Lucía Martínez Ordóñez
Chapter 3. Strategies and Tactics
Abstract
The words strategy and tactic share an etymological and historical origin. While the word strategy is etymologically formed by the Greek stratos (army) and agein (to guide), meaning the art of leading military operations, the word tactic comes from the Greek taktike (tekhne), meaning the art of arrangement. It was the Byzantine emperor Leo VI who around 900 first used the word strategía to express how to move armed forces, and who released the military treatise “Tactica” collecting different issues in the conduct of war, from cavalry and infantry formations to naval operations. In the Western world, though, it took until 1771 when Paul Gédéon Joly de Maïzeroy translated the works of Leo VI into French that the term stratégie was first coined, stressing the difference between the specific art of how a commander has to successfully move his subordinates and other aspects of a military campaigns such as tactics, logistics or building fortifications (see, e.g., Heuser 2010, p. 3).
Lucía Martínez Ordóñez
Chapter 4. Conflicts as Zero-Sum Games
Abstract
Over the past decade, the term “asymmetric” has begun to convey two meanings within the military field. First, it has been used to refer to a special, i.e. “asymmetric”, kind of threat that countries are facing, and second, it describes the military conflicts resulting from these threats. It thereby refers to the nature of the conflict, and even though the sources of asymmetry in a conflict are varied, usually it is the asymmetry of force that is responsible for all others. On the other hand, though, it must not be used in a too narrow sense: as in real life any two opposing forces most likely command unequal defense budgets and/or are composed of different kinds of units, military conflicts could of course be described as being “asymmetric”, except that then examples for “symmetric” conflicts would at best be extremely rare indeed.
Lucía Martínez Ordóñez
Chapter 5. The Advantage of Moving First Versus a First-Mover Advantage
Abstract
In game theory, a player enjoys a first-mover advantage if he achieves a higher payoff by turning the game into a sequential one with him being the first mover, provided of course that the game can be changed in the first place. Leaving the proviso aside, once we are talking about tactics such a statement might sound obvious rather than revealing, though. Jensen (2015) argues that, if in a battle what can be seen can be hit, military actors should be primed for the offense, i.e. trying to make the first move by striking first. It holds true in particular in naval engagements and aerial dogfights, and obviously it is the lore told by countless Wild West movies: he who draws first wins.
Lucía Martínez Ordóñez
Chapter 6. Irregular Warfare
Abstract
War understood as two armies fighting against each other has become an obsolete concept. During the last few decades we have been observing conflicts of a different nature, not only because the actors involved are no longer legitimized by states, but also because of the unconventional strategies utilized in particular on the side of the non-state actor. Since 1975, the Uppsala Conflict Data Program (UCDP) has been recording data from global armed conflicts confirming the increasing trend of non-state conflicts.
Lucía Martínez Ordóñez
Chapter 7. Modelling Specific Aspects of COIN Operations: On the Possibility of a First Mover Advantage
Abstract
“Mission Accomplished” said the banner on the aircraft carrier Abraham Lincoln from which in May 2003 the then US President, George Bush, declared the conclusion of the military operations against Iraq. Nothing could have been further from the truth, which was highlighted when, in the fall of 2006, the security deterioration in Iraq peaked.
Lucía Martínez Ordóñez
Chapter 8. The War Against the Taliban: Tactical Operations and Strategic Moves
Abstract
The Afghanistan war exhibits two special features. First, it is exemplified not only as the most recent example of “Irregular Warfare”, or IW, but as the prime example for the kind of armed conflict the West has to expect in the twenty-first century. Whichever definition of IW one looks at, its paramount characteristic is a (strong) asymmetry of the opponents’ objective functions. In order to achieve overall, i.e. politically sustainable, victory, it no longer suffices to defeat the enemy army but other aspects such as culture, religion or the problem of dealing with less perfect Third World-style “democracies” in general have to be taken into account.
Lucía Martínez Ordóñez
Chapter 9. Lessons Learned
Abstract
Military doctrine assumes information and information technology to be a key factor in decisions at all levels of war. It suggests that one should expect military operations to go hand in hand with second mover advantages. The analyses presented in this thesis suggest, though, that the general assumption that every strategy anticipating the enemy’s intentions would necessarily result in an advantage is not justified. What is more, we even find examples in actual conflicts, where there is an incentive to do the opposite, namely reveal one’s strategies to the enemy. Scenarios from Operation Enduring Freedom, e.g., show that, contrary to intuition, COIN forces’ operations would have been able to do better by revealing their CAS capabilities in advance of every operation to take place, and not going ahead with that particular operation in the first place, unless they possess sufficient capabilities.
Lucía Martínez Ordóñez
Backmatter
Metadaten
Titel
Military Operational Planning and Strategic Moves
verfasst von
Lucía Martínez Ordóñez
Copyright-Jahr
2017
Electronic ISBN
978-3-319-56108-0
Print ISBN
978-3-319-56107-3
DOI
https://doi.org/10.1007/978-3-319-56108-0

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