Games and simulations

You Are a Ministry of Food

The Open University's Chris A. Williams (who should be confused with the Chris Williams who comments here frequently, since they are the same person) has done a good thing by developing a nifty online simulation called Beat the Ministry, to accompany a joint OU/BBC television series — on which Chris is lead academic consultant — Wartime Farm (see also here and here). Beat the Ministry puts you in charge of planning British agriculture during the Second World War. You get to decide how much land to devote to farming, how many horses to use in ploughing as opposed to tractors, and how much land to allocate to the different types of livestock and crops. There are three rounds corresponding to the early, middle and late war periods. To maximise your score you need to take into account the way these choices interact with each other; for example, barley is good fodder so you probably don't want to skimp on that if you've decided to increase the number of horses used in order to reduce fuel and machine imports… and so on. There are also various crises which you'll need to respond to, such as labour shortages and the Battle of the Atlantic. Beat the Ministry is nicely done (especially the mock newsreel introductions), fun to play and should prove useful for exposing students to the kinds of decisions and factors that the real Ministry of Food had to weigh. Give it a go!

I haven't managed to actually beat the Ministry yet. But one thing I have learned: don't rely on the Australians.

Sunday, 3 May 1942

Observer, 3 May 1942, 5

The Observer reports that Japan now claims to have captured Mandalay, 'second city and former capital of Burma (5). This seems not to have been confirmed by official British sources yet; however

It was stated in authoritative circles in London yesterday that with Lashio already in enemy hands, it would not be worth while suffering great losses to defend Mandalay.

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This post is part of an experiment in post-blogging the Battle of Britain, the Blitz and the Baedeker Blitz. See here for an introduction to the series.

The limits of play

[Cross-posted at Cliopatria.]

Earlier this year I was tutor for a subject which explored the idea of genre, using books, films and plays about war for this purpose. One of the texts we read was Primo Levi's account of his time in Auschwitz, If This Is A Man. One of the sections I found most interesting was Levi's lengthy account of the camp's internal, unofficial economy, which used 'prize-coupons' (sometimes given as a reward, exchangeable for Mahorca, a kind of tobacco) as currency, which could be used to buy things like shirts or extra rations of bread. Prisoners (or 'Häftlinge') would try to think up new ways to get coupons which could ultimately help them survive even a little longer. All the trading in prize-coupons going on meant that their value fluctuated 'in strict obedience to the laws of classical economics'.
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War games: deja vu edition

Compare and contrast. The Daily Mail in 2007:

During the dark days of the Second World War, British children passed the time with marbles, hopscotch, tiddlywinks and, for a lucky few, a Monopoly set.

But over in Germany, the amusements were far less innocent.

In one version of bagatelle named Bombers over England, children as young as four were encouraged to blow up settlements by firing a spring-driven ball on to a board featuring a map of Britain and the tip of Northern Europe.

Players were awarded a maximum 100 points for landing on London, while Liverpool was worth 40.

And the Daily Mail in 2010:

British children of the time were playing marbles and hidding [sic] in air raid shelters.

But for youngsters under the Third Reich, this board game was invented to teach them the tactics of warfare – against a British foe.

The war time amusement, Adlers Luftverteidigungs spiel, which translates as the Eagle Air Defence Game, involves two or more players attacking enemy positions on a geographically illustrated board while defending friendly territory.

The supposed contrast between pacifist British kids and militarist German kids is as silly now as it was then. Apparently the Daily Mail hasn't learned anything in the interim. (I checked to see if the same person was responsible for both, but the new article is credited to the improbably-named "DAILY MAIL REPORTER".) The only difference is in the quality of the comments: last time they took the writer to task for his foolishness, now they're almost spEak You're bRanes-worthy.

No doubt there were differences between British and German games of the period — it's hard to imagine any British equivalent of the 1936 game Juden Raus, where the aim is to force the Jews in your town to emigrate to Palestine — but simplistic dichotomies (as the Daily Mail seems to be fond of) are not going to help us understand what they were.

Acquisitions

Joseph Miranda. First Battle of Britain. Decision Games, 2009. A wargame, not a book, included with Strategy & Tactics 255. The German air offensive against Britain in 1917 and 1918. The German player raids British cities and tries to damage civilian morale; the British player tries to intercept the raiders and bomb their aerodromes. It's a long, long time since I've bought a copy of S&T, and I try to avoid buying wargames because I never seem to actually play them, but I couldn't resist in this case, given the subject matter!

Robin Prior. Gallipoli: The End of the Myth. Sydney: UNSW Press, 2009. As noted in comments! I doubt it will actually end the myth, as far as Australia is concerned, because it doesn't seemed to be aimed at the Gallipoli story as Australians understand it. Rather, it's aimed at other historians who have argued that the Dardanelles campaign was a good idea badly executed.

Yuki Tanaka and Marilyn B. Young, eds. Bombing Civilians: A Twentieth Century History. New York and London: The New Press, 2009. A collection of essays on subjects ranging from British air control in Iraq to the present-day legal questions surrounding the bombing of civilians. Most interesting to me is probably the one by Tetsuo Maeda on the bombing of Chungking (Chongqing) between 1938 and 1943, since it's hard to find much in English on strategic bombing by Japan. I think I actually did a double-take when I turned to the list of contributors and saw that three of them were people from my own university I'd never heard of! That they're philosophers and lawyers only partly excuses this …

A strange game

WarGames

This week is the 25th anniversary of the Australian cinematic release of WarGames, which is mainly significant because I missed the anniversary of the US release a few weeks ago! There were a few retrospectives floating about then, which focused on the movie's importance as an early popularisation of the hacking and phreaking subcultures, and its influence on adolescent computer geeks (which is admittedly where most of the fun derives from). Instead, I want to look at the wargames in WarGames, and the ideas about nuclear strategy which it imparted to its young Gen X audience. Well, I have no hard figures about any influence it might have had, but I was probably just about a teenager when I first saw it, and it certainly helped form my ideas about nuclear warfare. (Though it also inspired me to try coding a Joshua simulator on the C64 … I didn't get very far!) Warning: spoilers follow.
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MONIAC and the warfare state

Via Old is the New New, MONIAC, the MOnetary National Income Automatic Computer: an analogue hydraulic computer designed by A. W. Phillips, a New Zealander, while a student at the LSE in 1949. The prototype was apparently built out of spare Lancaster parts. And there's one on display at the University of Melbourne, otherwise known as 'my uni', so obviously I had to go and have a look at it!

MONIAC

The MONIAC is currently on the 1st floor of the Economics and Commerce building (on the Parkville campus, off Professors Walk), just opposite the lifts, if anyone wants to visit (though it will probably move to the new building on Berkeley St when that's finished). It's a bit over 6 feet high. The bit of paper stuck to the door reads:

MONIAC stands for:
Monetary National Income Analogue Computer

The MONIAC is a hydraulic model of the economy which was used originally in the teaching of economies. Today, econometric modelling is undertaken in modern Research Computer Laboratories. Visit the Commerce Research Laboratory on this floor to compare the vastly changed environment for teaching and research.

The MONIAC was designed by A. W. Phillips, (an engineer turned economist of "Phillips Curve" fame) who constructed a working model of the Keynesian System utilising coloured water (representing incomes, expenditures, etc) flowing through pipes.

Only 3 or 4 models were built and this is the only known model in Australia. A working model is located in London. The cost of restoring this MONIAC to working has been quoted in the vicinity of $40,000+!

BY THE WAY:

The "Computer" had a reputation for leaking during demonstration!

Could this be the origin of terms used a great deal by Keynesian Economists namely, "Injections" and "Leakages"?

Expressions of interest in contributing to the restoration may be made to the Dean of the Faculty of Economics and Commerce.

However, Wikipedia says that there were 12 to 14 units made. MONIAC caused a sensation at the time (at least among economists!), and was lampooned in Punch. His creation probably helped put Phillips on the fast-track to a full professorship.

The working model in London would be one that's at the Science Museum; there's another at Cambridge, and the original prototype is being restored at Leeds.

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The Raider

Yet another British war game to add to the pile, this one from 1922: The Raider.

A copy of a new game called "The Raider" has been received from Enstone and Lilienfeld, of 47, Berners Street, W.1. The game consists of a large sheet divided into squares, the whole showing a view of a battle-front seen from the air. The game is played with miniature attacking and defending aircraft, and is further complicated by machine gun and shrapnel barrage, contrary winds and failing engines. Moves are made by throwing dice, the object being for the attacking force — 3 in number — to reach and bomb a village and return intact.

The defending force is 9 in number, and these take off from two different aerodromes. The game, which was invented by an officer of the R.A.F., is so designed that experience in the gentle art of scrapping in the air is of considerable value to the players. The price is 5s. net.

Incidentally, Messrs Enstone and Lilienfeld, by whom the game is made and marketed, are ex-officers of the R.A.F., and they have besides a most amazing selection of "Brainwave" games and implements with which to pass the time amusingly.

This is rather interesting, especially given the timing: about 5 weeks after P. R. C. Groves popularised the knock-out blow in a series of articles The Times. I think you could just about knock together a boardgame in that time; on the other hand, Messrs Enstone and Lilienfeld might have working on it for some time and it may just be a coincidence. The object is to bomb (or defend) a village, which could be considered a civilian target, though given that the map is described as a 'battle-front' I'd say it's more likely that it's being attacked to support ground operations. The defenders out-number the attackers by three to one, which seems unusual in these sorts of games: normally the forces are quite symmetrical. It suggests a "bomber will always get through" mentality, but it could also just as easily be the result of the way the game is set up (for example, perhaps the defending player gets to choose where their aerodromes are, but does so before the attacker: they would then be at a severe disadvantage unless they had more units to play with). And the suggestion that the game is 'so designed that experience in the gentle art of scrapping in the air is of considerable value to the players' implies that the rules allow the possibility for aerial manoeuvring and are in some sense intended to be "realistic" rather than abstract (as do the rules about AA, wind and engine failure), though I wonder how that works given that movement is said to be based on die rolls.

Google seems not to know about The Raider so presumably it wasn't a big seller, despite the Aeroplane's best efforts.