Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!csd4.milw.wisc.edu!srcsip!rutgers!att!cbnews!maniac%garnet.Berkeley.EDU@ From: maniac%garnet.Berkeley.EDU@ (George W. Herbert) Newsgroups: sci.military Subject: Re: Combat Simulation Summary: If it were that simple... Message-ID: <5407@cbnews.ATT.COM> Date: 5 Apr 89 02:20:22 GMT Sender: military@cbnews.ATT.COM Organization: University of California, Berkeley Lines: 20 Approved: military@att.att.com From: maniac%garnet.Berkeley.EDU@ (George W. Herbert) In article <5332@cbnews.ATT.COM> sjost1@unix.cis.pittsburgh.edu (Steven J. Owens) writes: >The perfect solution to this would be some sort of mult-dimensional >array with each dimension representing either a battlefield condition, a >goal, a strategy, etc.... and then to resolve the battle you cross-ref >all of the dimensions and arrive at an answer that gives both statistics >(X number of men on side A killed) and results in plain english (Side A >driven back from the defensive position of side B). If it were that simple, WWIII would have been reduced to a sheet of paper handed out at platoon-commander level with instructions. The problem is that random conditions (not really random, but...) result in random outcomes: the way conditions interact is variable, the conditions are usually badly understoo and the results best predicted by using a D6. [oversimplification again] george william herbert maniac@garnet.berkeley.edu