[Consim-l] Analysis of Coral Sea
Mike NotSpecified
blockhead at bresnan.net
Thu Nov 16 18:39:57 EST 2006
Mircea, thanks for bringing this to our attention! Very interesting. I'll be
eager to hear Markus's take on it.
For me, one section really stood out:
"The aircraft level model assumes that each aircraft's attack or interception
is statistically independent of all other aircraft, whereas the squadron level
model implicitly assumes that the aircraft within each squadron are perfectly
correlated; e.g. either all of the dive bombers in a squadron are intercepted,
or none of them are"
I have been playing a lot of games on Midway, including Smithsonian Midway,
Victory at Midway and CV. The first two use large groups of planes, which may
or may not be squadrons I don't remember exactly. CV uses a counter for every
three planes which makes it much more interesting in my opinion. A very real
limitation in the first two game is you just can't run very many different
missions, you are pretty much committed to all or nothing missions because
each carrier may only have 4 or 5 air counters. CV gives you a lot more
flexibility and thus does a better job of holding my attention. I am working
on a comparison of all three games, hopefully in the next month or so...
A second thing that struck me was that after stripping away all the acadmeic
language, at heart what these guys are reporting is not all that
sophisticated. Or maybe I should say not a lot different from some of the
games I've been playing, which might suggest that our games are fairly
reasonable models in their own right. Not that I'd want to play most games
enough times to generate a range of outcomes....
Last thing. I built a program to emulate the combat model in Smithsonian
Midway. So far I've only built it to capture the interaction of the CAP with
different ratios of escorts to bombers. At this point I can run it and say how
many bombers make it through to attack the ships and what happened to the
fighters on both CAP and Escort. My eventual goal is to run it all the way
through AA fire, bombing and results, and then make it all with enough
variables that I can determine the likely results from different numbers of
aircraft, ratios of fighters to bombers, composition of the task force etc.
But I built it mainly as an exercise in learning how to generate random events
in my programming (well, that happens on its own, I mean designed random
events within the code) and, as noted above, I've become somewhat
dissillusioned with the squadron approach. So it may be awhile before I have
anything to report, coding the combat model in CV (or Flat Top, same thing) is
a pretty big job.
Still, very nteresting article. Thanks again for the tip! Mike
On Thu, 16 Nov 2006 23:34:04 +0200
"Mircea Pauca" <mircea.pauca at gmail.com> wrote:
> Even 'official' analysts can be almost
> like gamers ;-) An article especially of interest
> for Markus Stumptner - calibrating a Salvo
> combat model to the Battle of Coral Sea:
> http://www.carleton.ca/csds/working_papers/ArmstrongWP03.pdf
> By that theory, most of our games use
> stochastic Salvo models, right ?
> especially 'fistful of dice' systems, War at Sea,
> Victory in the Pacific etc.
>
> Thank you for thinking about this,
> Mircea Pauca, Bucuresti, Romania
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