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Scientists
play war games
THOSE
familiar with Harry Potter and the Philosophers Stone would
know just how important a game of chess can be.
The Defence Science and Technology Organisation has also recognised
the games value. It has completed a two-year study into how
strategic advantages can translate into success on the battlefield
by using the centuries-old strategic game of chess and its more
modern counterpart, checkers.
The team of scientists, led by Dr Greg Calbert, played thousands
of computer-generated games using a wide range of alternatives of
play combinations to model the fog and friction of war, the effects
of manoeuvres and the planning and networks involved.
Their aim was to determine the range of characteristics including
command and control that would give commanders the decisive advantage
on future battlefields.
Dr Calbert said chess had been recognised for centuries as the ultimate
test of intellect, strategic thinking and tactical know-how.
For centuries, military theorists have used the game to improve
leadership skills and explore different notions of attack, defence
and counterattack, he said.
The team used a battery of powerful computers to generate variations
that extended far beyond the scope of the standard games and to
handle the massive number crunching needed to analyse hundreds of
games being played simultaneously.
We examined a range of scenarios including the impact of material
advantages, for example an extra rook or starting the game with
no queen. We looked at tempo, such as one player being allowed multiple
moves for each turn, Dr Calbert said.
The research will provide a better understanding of the future battlefield,
he said.
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