A Simple Game-Theoretic Approach to Suppression of Enemy by Richard Mesic Thomas Hamilton, RAND

By Richard Mesic Thomas Hamilton, RAND

Easy video game conception is used to narrate U.S. Air strength operations to their likey results on enemy habit.

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We can use the results to quantify the relative effectiveness of cued operations versus patrol operations in a situation in which Red can vary CONOPs in response to Blue’s actions. 1 by moving crosscountry. We assign each Red vehicle a value of 10 and in this way construct a game matrix similar to the matrices constructed earlier. As always, positive numbers are good from a Blue point of view and Red’s point of view is assumed to be exactly opposite. 5 (for Blue) Important point is that game value is positive for Blue.

This would make pre-launch attacks relatively easy. However, Red could defeat such Blue information dominance by a dispersal of decisionmaking power to lower commands who could make tactical decisions on short notice in an uncoordinated way. This would create the more difficult situation modelled here. ). There is a voluminous literature devoted to those issues. 31 35 0403 R The area in the chart represents all possible combinations of Blue and Red mixed strategies. The colors distinguish the value contours: red is bad for Blue, blue is good for Blue (and, hence, bad for Red), yellow is in between.

As the chart shows, we have included the probability that a launched TBM can be killed inflight in the defense-in-depth game. By “inflight,” we mean in the boost phase, in midcourse, or in the terminal phase. This integrated active defense parameter is included in our counterforce analyses because it can affect the optimal allocations of air assets to counterforce or to strike missions. 25 0 =1 =5 Vdamage = 10 Note: Outcomes reflect value from the Blue point of view. Red is assumed to have exactly opposite MoEs.

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