Military exercises are conducted to explore the effects of warfare or test tactics and strategies without actual combat.
Military exercises focus on the simulation of real, full-scale military operations in controlled hostile conditions in attempts to reproduce war time decisions and activities for training purposes or to analyze the outcome of possible war time decisions.
War games, however, can be much smaller than full-scale military operations, do not typically include the use of functional military equipment, and decisions and actions are carried out by artificial players to simulate possible decisions and actions within an artificial scenario which usually represents a model of a real-world scenario.
These possible outcomes are analyzed and compared, and cause-and-effect relationships are typically sought for the unknown factors within the simulation.
These exercises allow for better coordination between militaries and observation of enemy tactics, and serve as a visible show of strength and cooperation for the participating countries.
These simulations involve crude living conditions, sleep deprivations, time limit, and either lack or ambiguous amount of information.
During the age of Kabinettskriege (Cabinet wars), Frederick the Great, King of Prussia from 1740 to 1786, "put together his armies as a well-oiled clockwork mechanism whose components were robot-like warriors.
No individual initiative was allowed to Frederick's soldiers; their only role was to cooperate in the creation of walls of projectiles through synchronized firepower.
According to Manuel de Landa, after World War II the Command, Control and Communications (C3) was transferred from the military staff to the RAND Corporation, the first think tank.
[9] The change from traditional war gaming methods to electronic computer simulated ones meant that the value and accuracy of a war game simulation was less dependent on skill and individual experiences, and more dependent on quantitative data and complicated analysis methods.
[10] Von Neumann was employed by the RAND Corporation, and his game theory was used in wargames to model nuclear dissuasion during the Cold War.