Charles Turnitsa is a member of GTRI’s research faculty, working in the Information and Communications Laboratory. He has previously been involved in teaching and researching a variety of different topics related to information systems, system’s engineering, computational science, and modeling and simulation. He has worked for over a decade on research efforts related to combat modeling, scientific modeling, and computational science. He has a bachelors of science degree in Computer Science, a master’s degree in Electrical and Computer Engineering, and a PhD in Modeling and Simulation, from Old Dominion University. He has taught, and continues to teach courses in modeling and simulation, systems engineering, and computer science. In his spare time, he is a wargamer (since 1976), and is pursuing a graduate degree in history, studying classical and ancient period warfare.
Wargaming is currently a very important topic, due to the renewed interest in pursuing the activity within the US Department of Defense (US DoD), for the purposes of discovery and exploration of future courses of action. Wargaming itself is very closely related to simulation, especially simulation for military training and experimentation, however there are some important differences. An understanding of what it means to do wargaming for discovery, and also how adjudication (or evaluation of results) of the plans and events that unfold in such a wargame, is the topic of this article. It begins with an overview of what wargaming for discovery might be, based on definitions from literature and from practice, and continues with an overview of what and how adjudication is currently done within a variety of different systems. Finally, a proposed method that combines some of the strengths of existing adjudication methods with the particular needs for wargaming when it is done for discovery, is presented.