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The Capability and Capacity of Modern Computing to Represent Combat

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Moore’s law, the idea that the processing power of computers doubles every 18–24 months, has led to the school of thought that our simulations are accurate representations of kinetic combat. However, most of the combat simulations in use today have their roots in the 1960s or 1970s, and in most cases, the computer code has not been optimized to take advantage of this increase in processing power. But even more significant is the notion of artificial intelligence (AI) and the idea that we can accurately represent, to the minute detail, every aspect of combat. The advances in AI that should dissuade us of this notion begin with IBM’s computer “Deep Blue” that was programmed to play chess. In 1997, Deep Blue was able to beat Garry Kasparov, at the time a reigning chess champion.33 A more recent AI triumph was “AlphaGo.” AlphaGo was programmed to play the ancient game of Go, and was able to beat world Go champion Ke Jie in 2017.34 “As Deep Blue and AlphaGo have demonstrated, in games of finite size with well‐specified rules, computers can use artificial intelligence (AI) techniques to top human performance.”35

Let us now begin to examine ground combat and see if it fits the description of the type of games AI has successfully mastered, specifically finite size and well‐specified rules.

Simulation and Wargaming

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