– Military Case Studies
– Training Case Studies
Case Study #1 – Entropy Based Warfare™
In summer 1997, one of the leading global consulting firms contracted BreakAway, Ltd. to translate their white paper on the Unified Theory for Modeling the Revolution in Military Affairs into a PC-based, computer simulation.
Create a computer simulation flexible enough to deliver robust, high-quality metrics for key Military decision makers in a consistent, easy to learn, easy to operate accessible environment.
As a result of the collaborative efforts of the company and its global partner, leading Military decision makers now have access to vital information in order to weigh options when conceiving strategy, buying technology and deploying forces. This ability to measure in a consistent manner all dimensions of warfare, enabling alternative concepts to evolve is now available on PC desktop or laptop.
The database structure on which the simulation was constructed is fundamental, creating a flexible format for gathering information and organizing data. This is a core competency of BreakAway, Ltd. The quality of the simulation is dependent on the ability of the underlying structure to handle data independently of those that develop the tools.
Using the simulation technology of BreakAway, Ltd, the global consulting firm was able to showcase and “prove” it’s new modeling paradigm, thereby creating long-term revenue opportunities with a new product offering to their existing customer base.
Case Study #2 – Peloponnesian War
Under the direction of Stansfield Turner, the National Defense University taught certain military strategy courses using a board game called The Peloponnesian War. A change in leadership at the University suggested updating the classic board game to a computer based training game with funds still available within a defined budget cycle – i.e. a short period of performance.
Translate the Peloponnesian War board game into a multi-player and single player PC-based game to be used throughout the National Defense University curriculum.
By translating the board game to a PC-based environment the value of cooperative and competitive play became apparent. Forcing students to create alliances and partnerships to achieve success thereby illustrating a major tenet of political conflict also enhanced the higher-level strategic aspects of the “war”.
Defining the criteria for success within a short period of performance and within a very defined and constrained set of parameters.
Transitioning from board game to PC game significantly enhanced the multi-player aspects of the game and therefore enriched the overall training experience.