作为数据的战争游戏:应对战争玩家?三难选择。

A. Reddie, Ruby E. Booth, B. Goldblum, K. Lakkaraju, J. Reinhardt
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引用次数: 1

摘要

政策制定者往往希望获得最佳数据,以便做出决策——尤其是在涉及国家和国际安全问题时。但是如果没有这些数据会发生什么呢?在这些情况下,分析师开始依赖于合成数据生成过程——转向建模和模拟工具以及调查实验等方法。在网络领域,战略层面的经验数据有限,这没有什么不同——网络军演正迅速成为探索和分析网络空间中国家和非国家行为体构成的安全挑战的主要方法。在本章中,我们将研究与该方法相关的设计决策。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Wargames as Data: Addressing the Wargamer?s Trilemma.
Policymakers often want the very best data with which to make decisions--particularly when concerned with questions of national and international security. But what happens when this data is not available? In those instances, analysts have come to rely on synthetic data-generating processes--turning to modeling and simulation tools and survey experiments among other methods. In the cyber domain, where empirical data at the strategic level are limited, this is no different--cyber wargames are quickly becoming a principal method for both exploring and analyzing the security challenges posed by state and non-state actors in cyberspace. In this chapter, we examine the design decisions associated with this method.
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