Computer War Games How To Estimate Decisions Made By C C Trainees

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Computer War Games: Estimating Decisions Made by C&C Trainees


Summary


Due to financial constraints limiting the Russian military's field exercises, computer warfare games (CWG) have become crucial for training Command and Control (C&C) personnel. These simulations help enhance officers' skills and modernize C&C methods. However, evaluating the decisions made by missile forces and artillery (MF&A) C&C personnel is challenging due to the complexity of scenarios and lack of standardized evaluation methods.

Article


With budget constraints restricting the Russian military's ability to conduct numerous field exercises, computer warfare games (CWG) have gained prominence for training Command and Control (C&C) personnel. These games are vital for improving the skills and techniques of officers and practicing modern C&C methodologies. Assessing decisions made during these simulations by missile forces and artillery (MF&A) personnel is particularly difficult due to the complex and dynamic nature of these exercises.

The challenges in evaluating CWG outcomes stem from various factors. These include the complexity of tactical situations, the unpredictability of information, and the multiple criteria for assessing decisions. Additionally, there is a need to distill these criteria into a single comprehensive value.

Current methods for processing CWG results are often inadequate for managing uncertain stimuli, leading to reduced objectivity in assessments. To achieve CWG's main goal?"effectively training MF&A C&C staff and identifying errors?"headquarters must utilize tools that allow for quick and objective evaluation of decisions. This includes assessing the quality of work by C&C agencies and individual team members, and appraising trainee performance at each stage.

Properly meeting these requirements involves thorough preparation of CWG exercises, along with designing suitable methods for evaluating the performance of C&C agencies and their personnel. Estimating combat strategies relies on decisions made during preparation phases, encompassing reconnaissance, command and control, engagement, and support subsystems.

To facilitate this, we focus on specific indicators within the chosen system for stimulation, aligning other subsystem indicators with computed units. This approach enables a comprehensive assessment of the decisions made by C&C trainees, enhancing their ability to manage MF&A subsystems effectively.

The comparative evaluation includes defining problem scenarios, running computational experiments based on tactical scenarios, and developing integrated information models. This allows for an analysis of decision-making processes, identifying successful strategies, errors, and areas for improvement.

By applying this methodological approach, we can significantly enhance the quality and efficiency of decisions made in various exercises, such as games, command post exercises, and real-world MF&A operations.

You can find the original non-AI version of this article here: Computer War Games How To Estimate Decisions Made By C C Trainees.

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