Validating a Social Model Wargame An Analysis of the Green Country Model
Information
Date
December 2012
Summary
Modern most wargaming models are a simulation of large force-on-force conflicts, and are not capable of articulating social factors of the society being modeled. The Green Country Model (GCM) was established as a two-player wargame utilizing unconventional and irregular warfare tactics, taking in consideration the effects of social factors on the population and stability operations of the regions (winning the “hearts and minds” of a society). The game is not meant to offer predictions for a course of action or the impact of a course of action on the future, but to provide players, particularly those players who are leaders, a forum in which to discuss strategy, tactics and possible courses of action, thus improving the knowledge base and ability to “think outside the box” concerning various regions. Utilizing the concepts, input parameters, and underlying algorithms established by Johns Hopkins University Applied Physics Lab, we build a simulation model to begin the validation process of the GCM. This model, which can run one action in thousandths of a second, will not only provide developers a framework for continued validation, but can provide users and policy makers training opportunities while would aid in decision-making.