Simulations have primarily represented conventional force on force battles, with predictable outcomes -- the side with the most firepower in the right place at the right time wins. This engenders a relatively simple training environment for both execution and review, but does not expose training units to the irregularities and complexities of the operational environment in asymmetric warfare.
Behaviors are normally tasks performed by either a unit or an entity to accomplish a singular goal. Typically, behaviors have no more impact on the game after the action is completed---they are first order effects. However, Coercive Behaviors by threat forces, like kidnapping or other intimidating behaviors lead to second and third order effects beyond the initial physical action. Coercive actions cause a variety of effects including: constraining or enhancing the amount and quality of information a commander or side receives, spawning of additional enemy forces from the populace (dynamic side change), migration of populace, and additional violent acts or coercive actions from the population. Training in this environment dictates that commanders consider second and third order consequences to their own and their adversary's actions, thus getting beyond the force on force paradigm (without role players and white cell injects).
Commanders must have a strong grasp of the positive and negative impacts of their actions and the actions of their opponents on the population within their area of interest, as well as upon local, regional, and national attitudes. Where noncombatant populations are concerned, commanders must balance risk vs. reward for every operation they undertake. Currently, no simulation adequately portrays coercive effects nor consequently stimulates commander's thinking and decision process in this regard. As a step in rectifying this deficiency and toward filling this training and experimentation gap, the TRADOC Intelligence Support Activity - Models and Simulation Directorate (TRISA M&SD) has taken the initiative to create and integrate Coercive Behaviors into OneSAF.
This paper discusses Coercive Behaviors, second and third order effects of a coercive action, and the implementation of the actions and effects into OneSAF. It also discusses the challenges and benefits of coercive and persuasive psychological operations in military simulations.