By Matthew Schehl Naval Postgraduate School
MONTEREY, Calif., April 6, 2018 — Two students at the Naval
Postgraduate School here have created a way to bridge a training gap in U.S.
military cyber operations -- through a game.
"The goal of CyberWar: 2025 is to stimulate and
increase players' knowledge and experience of cyberspace operations,"
Mulch said. "The basic idea is to learn as you play."
In approximately 30-60 minutes of turn-based, 'sandbox'
gameplay, players employ a range of the basic concepts laid out in Joint
Publications 3-12(R) Cyberspace Operations. A deft combination of offensive
cyber operations, defensive cyber operations and computer network exploitation
can lead a player to victory, even if in a relatively weak position.
"Everybody starts out on a level playing field,"
Mulch explained. "Players utilize resources in a way they see fit, whether
those resources are put into offense, defense or reconnaissance."
Critical Time
Long and Mulch developed CyberWar: 2025 at a critical time.
A sense of urgency has burgeoned in the United States over
the last decade as adversaries – state and non-state actors alike – have
increasingly turned to the cyber domain to actively work against U.S. national
security interests.
In a recent speech at John Hopkins University, Defense
Secretary James N. Mattis reiterated that the Defense Department absolutely
must "invest in cyber defense, resilience, and the continued integration
of cyber capabilities into the full spectrum of military operations."
"Our competitive edge has eroded in every domain of
warfare – air, land, sea, space, and cyberspace," he said. "And it is
continually eroding."
President Donald J. Trump echoed this in his fiscal year
2019 budget request to Congress, calling for a 4.2 percent increase in the
Pentagon's cyber funding to $8.5 billion as U.S. Cyber Command approaches full
operational capability as a newly-unified combatant command.
"What's going on in cyber policy is a big question
right now in DoD," Mulch said. "What does our competitive balance
look like? Should we be strong? Should we be putting time and resources into
defense, reconnaissance or research?"
And yet, there remains a critical gap in how DoD goes about
preparing the military to engage in this domain. Several educational courses
and training exercises have been developed to prepare leaders to plan and
execute cyberspace-based effects to support operations, but there are no
virtual simulations used by the military to train and educate service members
in the basic concepts of cyberspace operations.
Filling a Gap
When Long, a cyberwarfare practitioner at Fort Meade,
Maryland, and Mulch, an information operations officer, arrived at the Naval
Postgraduate School in June 2016 to begin their graduate work in information
strategy and political warfare, it didn't take them long to turn to solving
this.
"People would say I'm the cyber guy, even though I
really don't like that term," Long said. "When I came to NPS, my
promise to myself was to [impact] the Army cyber mission; I had a lot of ideas
about how we can educate people about cyber operations, and how we could do it
correctly."
Attending a game theory course, they encountered an article
exploring the strengths and weaknesses of American cyber capabilities vis-a-vis
Russia and China. Over spirited arguments over how much emphasis the U.S.
should be placing on offense, defense or reconnaissance, the kernel of CyberWar:
2025 was formed.
"We used game theory to explore that, but that was the
basis of 'hey, I think we have a question here that we could look into,'"
Mulch said.
Army War-Gaming
Coming up with a game was not too far a stretch: the U.S.
military has a long history of using games to prepare, understand and even plan
for war. The earliest use of war gaming in the U.S. dates back to 1883, when
Maj. William R. Livermore used topographical maps to practice the art of war.
Livermore's work was itself based on Kriegsspiel, a tabletop game the Prussian
military had used since 1812 to train its officers.
However, such gaming is not just "beer and
pretzels," Long stressed. Serious games, which academic literature refers
to as "gamification," are played to stimulate creative thinking,
decision making and problem solving to learn. Good gamification allows players
to synthesize new knowledge and make critical judgements.
"With CyberWar: 2025, what we're really looking at,
other than reinforcing terminology, is letting people learn through discovery
what the relationship between cyber effects is," Mulch said.
For example, if a player has developed strong defensive
capabilities but weak offensive capabilities, what would a potential conflict
look like with an adversary with strong offensive capabilities?
"In a nutshell, that's what CyberWar: 2025 provides: An
interactive experience for you to reinforce concepts and potentially look at
other ways to solve a problem," Mulch said.
Game Play
The game, he said, is intended to feel like Diplomacy, a
classic 1954 strategy board game that relies as much on player interaction as
moving pieces around a board.
At the beginning of CyberWar: 2025, six players are
randomized for anonymity, so you could be sitting next to somebody, but not
necessarily be located next to them on the board.
Play then proceeds simultaneously by round, with each player
submitting their orders, which are resolved all at once before the next round.
"The players communicate with each other and maneuver
around the map, which consists of 48 interconnected 'server nodes' that are
represented by hexagons," Mulch explained.
As players capture new server nodes, they gain points which
they then use to either conduct an action or research three tiers of new, more
advanced effects for these actions.
"The more points you have, the more you can put into
effects, and then you can use these to launch attacks against your adversaries
and so forth," Mulch said.
The game play is simple and intuitive, but there's a lot
going on under the hood.
When all players have submitted their orders, the software
engine running the game sorts their input, calculates each of their actions,
analyzes the results and then broadcasts these back to the players within a
split second.
Training Applications
"What we accomplished over a tight nine-month time
frame was to effectively pack ten pounds of product into a five-pound product
bag," Long said. "You learn by making mistakes: you can explore
multiple paths and if you make a mistake, that doesn't mean you lose the
game."
From inception, Long and Mulch designed the game to be
applicable for all branches of DoD and their subordinate cyber fields, as well
as an educational tool for decision makers and leaders on cyber policy.
Since their thesis was published in December, CyberWar: 2025
has been successfully adopted in cyber courses at NPS, though Long and Mulch
would like to see it become more widely available.
"The way forward is to have it incorporated into cyber
education courses across the services," Mulch said.
It also has great potential as refresher training, the duo
said. For service members who've already received cyber training, yet haven't
practiced it for some time, CyberWar: 2025 serves as an efficient tool to get
them back up to speed prior to deployment or a training event.
"Whether they're about to go out to the National
Training Center at Fort Irwin, California, the Joint Readiness Training Center
at Fort Polk, Louisiana, or anywhere else, CyberWar: 2025 could be implemented
as a reinforcement tool at the home station pre train-up before they go into an
actual exercise," Long said.
CyberWar: 2025 has been effectively used in the classroom at
NPS, but the students hope to soon see the application available to a broader
DoD audience. With further development, incorporating computer-controlled
players, Long and Mulch see the opportunity for a DoD-wide training tool.
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