Confessions of an Xbox General

Can a computer game teach the Army how to defeat the Taliban?

BY MICHAEL PECK | SEPTEMBER 28, 2011

I'm no strategist. I might beat a paper bag at chess if somebody Tasered the bag first. But fighting the Taliban? America would end up speaking Pashto.

Yet I write frequently about the U.S. military and video games. And when I had a chance to play an Army game on counterinsurgency -- COIN, to the cognoscenti -- I couldn't resist. What happens when the world's dumbest armchair strategist tries his hand at quelling an insurgency?

UrbanSim is a U.S. Army game that teaches COIN to battalion commanders. Where most Pentagon computer simulations look like spreadsheets and are just as fun to play, UrbanSim, which came out in 2009, resembles the kind of strategy game that many of us enjoy at home. That's probably because it was developed by the Institute for Creative Technologies, an innovative University of Southern California center funded by the Army and with deep ties to Hollywood and the video-game industry. But though it looks like a militarized version of SimCity, UrbanSim is actually a sophisticated simulation that incorporates factors such as economic conditions and social networking ties, and analyzes how these factors sway the population to back the government or the insurgents.

This is new ground for the U.S. military, which has traditionally been most comfortable with computer simulations rooted in the empirical. How much armor can a cannon shell punch through? How many MiG-29s could an F-15 shoot down? Such Cold War-era models weren't always accurate, but at least they could pretend to be based on science. COIN, on the other hand, is all about mushy intangibles -- psychology, sociology, political science. And if the social scientists can't agree among themselves how to quantify these things, how can a computer game do it?

The military's own simulation experts laugh at the notion that commanders will ever be able to click a mouse and have a computer tell them the perfect strategy for destroying the Taliban. Yet a computer game might at least give them a sense of how officers' decisions have consequences. Repairing the local sewer system is like casting a stone in a pond; the ripples shift the population's mood, which in turn changes support for the insurgents, which affects the number of attacks from improvised explosive devices (IEDs) -- and could eventually alter the course of the war.

Colonel Noob Takes Command

My unit is the 1st Battalion of the 303rd Cavalry regiment, which I have redesignated Task Force Noob. We are assigned to the Iraqi city of al-Hamra, a mostly Sunni town with some Shiites and Kurds. I am the battalion commander, and I've got eight platoons, a Civil Affairs detachment, and a Quick Reaction Force at my disposal. It sounds like an impressive force to impose the will of Noob, but it's not. I have to cover 15 neighborhoods, each with a level of coalition support from zero to 100 percent, plus a smorgasbord of decaying infrastructure, venal tribes, and leaders who often hate each other. The game lasts 15 turns. How well I do will be measured by several metrics, including six "lines of effort" or LOEs (civil security, governance, host-nation security forces, information operations, essential services, and economics), plus the Population Support Meter. Did I mention that five of the six LOEs start at less than 50 percent success, while the Population Support Meter says that 44 percent of al-Hamra wishes I would disappear in a puff of black smoke? Colonel Noob feels like Colonel Custer.

Colonel Noob's Iron Fist

Forget hearts and minds. Task Force Noob will win this war by kicking butt. We will aggressively root out the insurgents, leaving the population free to express its natural affection for us. Several districts are rated at 25 percent or less coalition support. The game won't let me use carpet-bombing, so I'll settle for assigning each problem neighborhood an American platoon that will conduct cordon-and-search and checkpoint missions on alternate turns. Another platoon will patrol Shiite neighborhoods, but otherwise I'll leave them alone. I'm not going to waste my Civil Affairs detachment on drinking tea with the locals; they're assigned to repair the airport. The Quick Reaction Force (QRF) will remain in reserve, while I offer my expertise to Iraqi Police Colonel Bashir.

OK, there goes Turn 1 and ... what? I've lost support in some neighborhoods. An IED has gone off in the north. And what happened in Nahiyat Ayadh? Despite the patrols, my intelligence officer reports that the insurgents are now politically active there, and support has dropped to 58 percent. On top of this, my troops accidentally killed an Iraqi cop.

Well, great commanders must be resolute. By Turn 5, 51 percent of al-Hamra's population is now against me, with the new haters mostly drawn from the neutral bloc. Intel enables my QRF to target a Shiite bomb factory and nail a sniper. But IED attacks have soared to 10 per turn. For some reason, Colonel Bashir has indicated that he is tired of my advice.

By the end of the game, popular support is stuck at 51 percent against. Instead of three Sunni neighborhoods with zero coalition support, that number is now five. IED attacks have soared to 28 per turn. Half my LOEs have declined. My interpreter says the shoes the population are throwing at me aren't really gifts. Could I be doing something wrong?

Colonel Noob's Velvet Glove

Task Force Noob will now try the soft approach. No raids, checkpoints, or patrols. We're going to be so sweet that the locals will call us Task Force Sugar.

As battalion commander, I will move from local honcho to local honcho, dispensing small gifts. I'll start with Mayor al-McCheese -- sorry, Mayor Anwar Sadiq -- a Sunni who only supports the coalition 15 percent. Butter him up with token cash gifts, then work my way through the Sunni notables and tribes, and finish with the Shiites.

I'd like to put the entire U.S. force on repairing infrastructure, but I don't have the cash. I start with $260,000. After I fix two battered hospitals and the airport, I'm down to $30,000, with another 20 structures needing repair. Because I can't fix most of them, I assign one platoon to offering medical care to the population, two more to recruiting additional Iraqi soldiers and police officers, a couple more on "information engagement" with the locals, and one platoon plus the QRF as a reserve.

The good news is that by Turn 8, all LOEs are up, except for Iraqi security forces. The bad news is that there were eight IED attacks, and intel says the insurgents are successfully recruiting new fighters. Ebrahim Hafiz, a big Sunni merchant, says he will put in a good word for us if we scratch his back. My staff says his particular itch is getting us to repair the al-Hamra bazaar in the market district. Good thing I saved some cash. Another report comes in that a Black Hawk helicopter has been downed by a rocket-propelled grenade over the northern district. Staff recommends we send patrols to the area, and the QRF responds. Intel has also identified Shiite death squads, weapon caches, and safe houses in Nahiyat Artet. But the area is pro-coalition, they're not giving me any problems (I think), and I have my hands full with the Sunnis. What's really perplexing me is the Population Support Meter: Anti-government is down to 36 percent, pro-government is down to 23 percent, but the neutral bloc has swelled to 45 percent. So the more I do, the more they decide they neither love us nor hate us? Is that good or bad?

By the end of the game, Sunni insurgents and infrastructure are sprouting like measles in the northwest. My LOE results are mixed, and IED attacks are up to 18 per turn. Yet anti-government sentiment is down to 32 percent. I'm winning their hearts, but their minds are busy planting roadside bombs. The Velvet Glove seems to work somewhat better than the Iron Fist, but still not well enough.

Colonel Noob's Velvet Fist

Colonel Noob may be determined, but let it not be said that he is inflexible. This time, Task Force Noob will try a mixture of carrots and sticks. I'll take advantage of the social science display. The diagram shows that Rushdi Kaliq, the Sunni chief of the city's water and power department, is connected to a lot of bigwigs, including the not-so-friendly Mayor Sadiq. (I guess when you can turn off the water and electricity, everybody wants to be your friend.) I'll butter up Kaliq by handing him cash and fixing the water and sewage treatment plants. Hopefully, he will bring his buddy Sadiq around. I'm also going to assign a platoon to a political support mission for Sadiq and Kaliq. I feel like I'm backing Boss Hogg, but I'd rather go with the existing power structure.

For the carrot, I still have enough cash left to repair the two hospitals, which might help win over the general population. Assigning a platoon to pay cash to all the tribes may help, too. For the stick, the worst Sunni neighborhoods -- those at zero coalition support -- will get lots of searches, checkpoints, and patrols to keep a lid on insurgent activity.

Turn 1 and ... hmmm. Anti-government sentiment jumps to 51 percent. Was this because of the stick or the carrot? I have a feeling it's the stick at fault, so I'll call off the cordon-and-search and rely on patrols. On the positive side, Mayor Sadiq is thrilled by the infrastructure repairs. Is Sadiq really helping to win over the Sunni tribes, or is it just a ploy to keep me handing out suitcases of cash?

Friendlier or not, the insurgents are growing fast enough by mid-game that my QRF is threatening to become professional whack-a-mole players. We are constantly striking Ansar al-Sunnah Army and al-Qassas targets, and we successfully neutralize the Kurdish raiders. Iraqi Army readiness is down sharply, so I repair its brigade headquarters and increase recruitment.

Like any honest COINdinista, I'm still not sure what the best strategy is. My best guess, however, is that breaking down doors is a death kiss for winning over the population. It's tempting to roust entire neighborhoods, but smarter to wait until insurgent groups are identified before using force and combine this with information operations and medical aid for the population.

By the end of the game, most of the LOEs have improved, and there are only seven IED attacks per turn. Best of all, anti-government sentiment has dropped to 29 percent. That's as close to a victory as I've come.

Colonel Noob's Final Thoughts

You can learn a lot about people from the games they play. Twenty years ago, the military might have dismissed a game like UrbanSim as wussy social science. That the Army now uses it to train its next generation of leaders says volumes about how far the military has come toward embracing "soft" concepts like social networking.

So how did this armchair strategist fare at COIN? Probably better than the U.S. military in the first years of the Iraq occupation, but possibly not as good as in the years following the "surge." I'm still not sure what I learned from UrbanSim. Like many an army commander before me, I never had a firm sense of how my decisions created consequences. Many hidden assumptions lie underneath UrbanSim's hood, and a simulation can only be as accurate as those assumptions.

But accurately simulating the dynamics of an insurgency wasn't the goal. The point was to begin to understand them. What staggered me was the almost infinite number of possible decisions and consequences in UrbanSim. I could kick down doors, bribe local leaders, smash insurgent cells, and fix sewer lines. But I didn't have enough resources to do everything, nor could I foresee how each action would help or hinder the other actions.

Tomorrow I will probably read about a battalion commander struggling to simultaneously fight the Taliban, build schools, and establish a rapport with villagers. I can't fully sympathize with his plight because I have never walked in his shoes (a fortunate thing for all concerned). But I can now understand his dilemma a little better.

If the Army were smart, it would make a game like UrbanSim available to the general public. It won't change anyone's mind about the war. But it will give them a greater appreciation for the challenges of counterinsurgency. Believe me: Colonel Noob can use all the help he can get.

 

Michael Peck is an editor at the Military Times magazines.

XTRAWISE

1:57 AM ET

September 29, 2011

War is a game

Gaming has always been a rage among certain segment of people. Some may call this class nerds or geeks. Among them, simulation games are the most popular ones. Violence, which remains suppressed in the society, becomes cool in the virtual world. That's why we have some many war and fight games for Nintendo, PSP and XBox. It's really cool to be able to fly a fighter jet, maneuver in the sky and kill the targets. War strategy games take this passion to an entirely new level. You have an entire army at your command. Can anything else make you feel more powerful? As a last thought, are these games also preparing us for violence at a subconscious level?

 

BARRYLYNDON

4:31 PM ET

October 2, 2011

Foucault Algorithms

The problem with Urban Sim like most COIN doctrines is that they naively assume that neo-liberal values can be uploaded to any culture. Algorithms based on Western ideas of knowledge and power may work in virtual contexts but in flesh based worlds beyond Western computer screens they fall short.

 

BARRYLYNDON

4:35 PM ET

October 2, 2011

Agreed

Not only are war games an integral part of normalizing and organizing war as a part of daily life they help to frame military solutions as an integral part of foreign policy.

 

DEBANJAN

5:10 AM ET

September 29, 2011

Violent nature of these games

If I had been an Al-Qaeda operative I would love to penetrate this particular pool of unemployed , angry young men sectors of American population.

These people are mentally killers due to their long term exposure to these violent video games and these people are supremely individualistic in nature who if need be will not accept the bonds and controls of either American society or American constitution.

I do believe if offered enough rewards many of these young men would love to work for Al-Qaeda as potenital cyber warriors or even potential drone operators if offered enough enocuragement and reward.

 

LIFELINE

8:39 AM ET

September 29, 2011

Thats a ridiculous statement...

I've been playing 'violent' video games since i was 6 up until now, which im 20, and i still continue to play them and even play them competitively. I was in a top 75 clan (basically a 'team' for online games) world wide for Socom 4 U.S. Navy Seals, and I still find time between work and classes to participate in gaming. I also come from a middle class family, but never have i had violent tendencies and im not a social outcast.

Policy wise I am independent but lean left-wing, I support left economic policies, I believe soft power is almost always the most effective route to go in situations where its an option.

The idea that these video games create killers is such a ridiculous myth, crime rates are dropping in America as a whole, not growing, and even if they were growing they probably would have more connection to the economic crisis than pixels on a screen.

I understand you stated 'unemployed,' perhaps saying more disadvantaged people would present themselves as more radical. Perhaps true. But video games being the catalyst to all this? That Al Qaeda are going to penetrate the gaming community?

In my experience, the make up of the gaming community IS the makeup of North American society. You get people who are -clearly- tea-partiers outside of gaming, you get centre, you get left. There are always going to be a few bad apples, but video games didnt make them bad.

 

LIFELINE

8:44 AM ET

September 29, 2011

There was an Xbox game...

You mentioned how this should be sent out to the public, they might actually do that, there was a game used for tactical training in Iraq which was eventually released on Xbox. I forget its name, but it was a third person tactical shooter and had you directing squads while in fire-fights. The military version had a few extra features, like citizens who would come out during a fire fight and start badgering you. It was a great game though from my experience.

I agree that this game probably would be affective to understand all the variables at work and how un-predictable these environments can be, but not going to win any wars. Still effective in that sense of achieving understanding of the difficulties.

 

BILLPRESTON

1:17 PM ET

September 29, 2011

The game is called F2C2

F2C2 is a real-time tactical strategy game that allows you to learn about the Army’s FCS program by giving you command of a Mounted Company Team in the year 2015. I've never played it but it looks interesting. I would be curious to see if it would attract more understanding of the complications and as you say unpredictable situations like this are.

I would love to at least check out the military version of this game.

 

JGWILKINSON79

8:51 AM ET

October 3, 2011

There was an Xbox game..."Full Spectrum Warrior"

The Xbox game was Full Spectrum Warrior (FSW). It, like UrbanSim, was an Army-Academia-Industry collaboration. Like UrbanSim, FSW's creation was driven by the talented team at the USC Institute for Creative Technologies. Significant numbers of Subject Matter Experts were called upon to work with the creative team and the technologists to pull this together. Peck captured the overarching intent and learning objective when he stated that "...accurately simulating the dynamics of an insurgency wasn't the goal. The point was to begin to understand them". It is one thing to create an immersive "game" it is quite another to bring the systems together to create an effective learning environment. By all indications UrbanSim does a pretty good job with both.

By way of disclosure - I have worked both on the government side and, a year or so later, the industry side of the team that developed both FSW and UrbanSim.

 

SAINTIGEL

12:18 PM ET

September 29, 2011

crowd sourcing

It would actually be very beneficial to release this to the public and use it as a crowd sourcing tool. Video games have been helpful to the scientific community for solving problems, think how this could generate valuable models for effective strategy. Assuming the coded assumptions are correct, the military would quickly and easily have solid methods to draw on that would have positive results.

 

RBB

1:08 PM ET

September 29, 2011

Did William Bonney and John Wesley Hardin play too much Xbox?

Humans (including Americans) killing each other predates video games by a fair peace.

 

LANDONCLOONEY

10:30 AM ET

October 11, 2011

Good point RBB

We certainly can not blame video games for the world's violence. Humans have always been greedy and used violence to get their way. It's almost like every culture in the world needs a relationship rewind to repair the damage that has been done. All cultures would benefit from taking the time to learn how to get along with each other and put aside all of our fears. The problem is, humans are too close minded to actually understand and appreciate other cultures.

Just my thoughts.

 

SASS

7:17 PM ET

October 20, 2011

Stereotyping

Serial killers do not play violent games. Instead, they sit down and make a master plan, on how to accomplish their demonic agenda. So that means, playing violent games does not mean that the person is likely to kill anybody who angers them or perhaps be a war freak person whenever someone pisses them off. Same thing goes to the mentality of most people that states that all video gamers are nerds and geeks, or maybe a person who has a social problem. Let us just say that these people merely enjoys the game, enjoy being a fly zapper, but not to the point of living their lives according to the game.

 

ELI

6:11 PM ET

October 24, 2011

Where most Pentagon computer

Where most Pentagon computer simulations look like spreadsheets and are just as fun to play, UrbanSim, which came out in 2009, resembles the kind of strategy game that many of us enjoy at home. That's probably because it was developed by the Institute for Creative Technologies, an innovative University of Southern California center funded by the Army and with deep ties to Hollywood and the video-game industry. Search for executive jobs sydney.

 

YARINSIZ

3:00 PM ET

October 25, 2011

The idea that these video

The idea that these video games create killers is such a ridiculous myth, crime rates are dropping in America as a whole, not growing, and even if they were growing they probably would have more connection to the economic crisis than pixels seslichat on a screen. I understand you stated 'unemployed,' perhaps saying more disadvantaged people would present themselves as more radical.