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    MODELLING & SIMULATION HYBRID WARFARE Researches, Models and Tools for Hybrid Warfare and Population Simulation

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    The Hybrid Warfare phenomena, which is the subject of the current research, has been framed by the work of Professor Agostino Bruzzone (University of Genoa) and Professor Erdal Cayirci (University of Stavanger), that in June 2016 created in order to inquiry the subject a dedicated Exploratory Team, which was endorsed by NATO Modelling & Simulation Group (a panel of the NATO Science & Technology organization) and established with the participation as well of the author. The author brought his personal contribution within the ET43 by introducing meaningful insights coming from the lecture of \u201cFight by the minutes: Time and the Art of War (1994)\u201d, written by Lieutenant Colonel US Army (Rtd.) Robert Leonhard; in such work, Leonhard extensively developed the concept that \u201cTime\u201d, rather than geometry of the battlefield and/or firepower, is the critical factor to tackle in military operations and by extension in Hybrid Warfare. The critical reflection about the time - both in its quantitative and qualitative dimension - in a hybrid confrontation it is addressed and studied inside SIMCJOH, a software built around challenges that imposes literally to \u201cFight by the minutes\u201d, echoing the core concept expressed in the eponymous work. Hybrid Warfare \u2013 which, by definition and purpose, aims to keep the military commitment of both aggressor and defender at the lowest - can gain enormous profit by employing a wide variety of non-military tools, turning them into a weapon, as in the case of the phenomena of \u201cweaponization of mass migrations\u201d, as it is examined in the \u201cDies Irae\u201d simulation architecture. Currently, since migration it is a very sensitive and divisive issue among the public opinions of many European countries, cynically leveraging on a humanitarian emergency caused by an exogenous, inducted migration, could result in a high level of political and social destabilization, which indeed favours the concurrent actions carried on by other hybrid tools. Other kind of disruption however, are already available in the arsenal of Hybrid Warfare, such cyber threats, information campaigns lead by troll factories for the diffusion of fake/altered news, etc. From this perspective the author examines how the TREX (Threat network simulation for REactive eXperience) simulator is able to offer insights about a hybrid scenario characterized by an intense level of social disruption, brought by cyber-attacks and systemic faking of news. Furthermore, the rising discipline of \u201cStrategic Engineering\u201d, as envisaged by Professor Agostino Bruzzone, when matched with the operational requirements to fulfil in order to counter Hybrid Threats, it brings another innovative, as much as powerful tool, into the professional luggage of the military and the civilian employed in Defence and Homeland security sectors. Hybrid is not the New War. What is new is brought by globalization paired with the transition to the information age and rising geopolitical tensions, which have put new emphasis on hybrid hostilities that manifest themselves in a contemporary way. Hybrid Warfare is a deliberate choice of an aggressor. While militarily weak nations can resort to it in order to re-balance the odds, instead military strong nations appreciate its inherent effectiveness coupled with the denial of direct responsibility, thus circumventing the rules of the International Community (IC). In order to be successful, Hybrid Warfare should consist of a highly coordinated, sapient mix of diverse and dynamic combination of regular forces, irregular forces (even criminal elements), cyber disruption etc. all in order to achieve effects across the entire DIMEFIL/PMESII_PT spectrum. However, the owner of the strategy, i.e. the aggressor, by keeping the threshold of impunity as high as possible and decreasing the willingness of the defender, can maintain his Hybrid Warfare at a diplomatically feasible level; so the model of the capacity, willingness and threshold, as proposed by Cayirci, Bruzzone and Gunneriusson (2016), remains critical to comprehend Hybrid Warfare. Its dynamicity is able to capture the evanescent, blurring line between Hybrid Warfare and Conventional Warfare. In such contest time is the critical factor: this because it is hard to foreseen for the aggressor how long he can keep up with such strategy without risking either the retaliation from the International Community or the depletion of resources across its own DIMEFIL/PMESII_PT spectrum. Similar discourse affects the defender: if he isn\u2019t able to cope with Hybrid Threats (i.e. taking no action), time works against him; if he is, he can start to develop counter narrative and address physical countermeasures. However, this can lead, in the medium long period, to an unforeseen (both for the attacker and the defender) escalation into a large, conventional, armed conflict. The performance of operations that required more than kinetic effects drove the development of DIMEFIL/PMESII_PT models and in turn this drive the development of Human Social Culture Behavior Modelling (HCSB), which should stand at the core of the Hybrid Warfare modelling and simulation efforts. Multi Layers models are fundamental to evaluate Strategies and Support Decisions: currently there are favourable conditions to implement models of Hybrid Warfare, such as Dies Irae, SIMCJOH and TREX, in order to further develop tools and war-games for studying new tactics, execute collective training and to support decisions making and analysis planning. The proposed approach is based on the idea to create a mosaic made by HLA interoperable simulators able to be combined as tiles to cover an extensive part of the Hybrid Warfare, giving the users an interactive and intuitive environment based on the \u201cModelling interoperable Simulation and Serious Game\u201d (MS2G) approach. From this point of view, the impressive capabilities achieved by IA-CGF in human behavior modeling to support population simulation as well as their native HLA structure, suggests to adopt them as core engine in this application field. However, it necessary to highlight that, when modelling DIMEFIL/PMESII_PT domains, the researcher has to be aware of the bias introduced by the fact that especially Political and Social \u201cscience\u201d are accompanied and built around value judgement. From this perspective, the models proposed by Cayirci, Bruzzone, Guinnarson (2016) and by Balaban & Mileniczek (2018) are indeed a courageous tentative to import, into the domain of particularly poorly understood phenomena (social, politics, and to a lesser degree economics - Hartley, 2016), the mathematical and statistical instruments and the methodologies employed by the pure, hard sciences. Nevertheless, just using the instruments and the methodology of the hard sciences it is not enough to obtain the objectivity, and is such aspect the representations of Hybrid Warfare mechanics could meet their limit: this is posed by the fact that they use, as input for the equations that represents Hybrid Warfare, not physical data observed during a scientific experiment, but rather observation of the reality that assumes implicitly and explicitly a value judgment, which could lead to a biased output. Such value judgement it is subjective, and not objective like the mathematical and physical sciences; when this is not well understood and managed by the academic and the researcher, it can introduce distortions - which are unacceptable for the purpose of the Science - which could be used as well to enforce a narrative mainstream that contains a so called \u201ctruth\u201d, which lies inside the boundary of politics rather than Science. Those observations around subjectivity of social sciences vs objectivity of pure sciences, being nothing new, suggest however the need to examine the problem under a new perspective, less philosophical and more leaned toward the practical application. The suggestion that the author want make here is that the Verification and Validation process, in particular the methodology used by Professor Bruzzone in doing V&V for SIMCJOH (2016) and the one described in the Modelling & Simulation User Risk Methodology (MURM) developed by Pandolfini, Youngblood et all (2018), could be applied to evaluate if there is a bias and the extent of the it, or at least making clear the value judgment adopted in developing the DIMEFIL/PMESII_PT models. Such V&V research is however outside the scope of the present work, even though it is an offspring of it, and for such reason the author would like to make further inquiries on this particular subject in the future. Then, the theoretical discourse around Hybrid Warfare has been completed addressing the need to establish a new discipline, Strategic Engineering, very much necessary because of the current a political and economic environment which allocates diminishing resources to Defense and Homeland Security (at least in Europe). However, Strategic Engineering can successfully address its challenges when coupled with the understanding and the management of the fourth dimension of military and hybrid operations, Time. For the reasons above, and as elaborated by Leonhard and extensively discussed in the present work, addressing the concern posed by Time dimension is necessary for the success of any military or Hybrid confrontation. The SIMCJOH project, examined under the above perspective, proved that the simulator has the ability to address the fourth dimension of military and non-military confrontation. In operations, Time is the most critical factor during execution, and this was successfully transferred inside the simulator; as such, SIMCJOH can be viewed as a training tool and as well a dynamic generator of events for the MEL/MIL execution during any exercise. In conclusion, SIMCJOH Project successfully faces new challenging aspects, allowed to study and develop new simulation models in order to support decision makers, Commanders and their Staff. Finally, the question posed by Leonhard in terms of recognition of the importance of time management of military operations - nowadays Hybrid Conflict - has not been answered yet; however, the author believes that Modelling and Simulation tools and techniques can represent the safe \u201ctank\u201d where innovative and advanced scientific solutions can be tested, exploiting the advantage of doing it in a synthetic environment

    ŠšŠøŠ±ŠµŃ€Š±ŠµŠ·Š¾ŠæŠ°ŃŠ½Š¾ŃŃ‚ŃŒ Š² Š¾Š±Ń€Š°Š·Š¾Š²Š°Ń‚ŠµŠ»ŃŒŠ½Ń‹Ń… сŠµŃ‚ŃŃ…

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    The paper discusses the possible impact of digital space on a human, as well as human-related directions in cyber-security analysis in the education: levels of cyber-security, social engineering role in cyber-security of education, ā€œcognitive vaccinationā€. ā€œA Humanā€ is considered in general meaning, mainly as a learner. The analysis is provided on the basis of experience of hybrid war in Ukraine that have demonstrated the change of the target of military operations from military personnel and critical infrastructure to a human in general. Young people are the vulnerable group that can be the main goal of cognitive operations in long-term perspective, and they are the weakest link of the System.Š£ стŠ°Ń‚Ń‚Ń– Š¾Š±Š³Š¾Š²Š¾Ń€ŃŽŃ”Ń‚ŃŒŃŃ Š¼Š¾Š¶Š»ŠøŠ²ŠøŠ¹ Š²ŠæŠ»ŠøŠ² цŠøфрŠ¾Š²Š¾Š³Š¾ ŠæрŠ¾ŃŃ‚Š¾Ń€Ńƒ Š½Š° Š»ŃŽŠ“ŠøŠ½Ńƒ, Š° тŠ°ŠŗŠ¾Š¶ ŠæŠ¾Š²'яŠ·Š°Š½Ń– Š· Š»ŃŽŠ“ŠøŠ½Š¾ŃŽ Š½Š°ŠæряŠ¼ŠŗŠø ŠŗіŠ±ŠµŃ€Š±ŠµŠ·ŠæŠµŠŗŠø Š² Š¾ŃŠ²Ń–Ń‚Ń–: ріŠ²Š½Ń– ŠŗіŠ±ŠµŃ€Š±ŠµŠ·ŠæŠµŠŗŠø, рŠ¾Š»ŃŒ сŠ¾Ń†Ń–Š°Š»ŃŒŠ½Š¾Š³Š¾ іŠ½Š¶ŠøŠ½Ń–Ń€ŠøŠ½Š³Ńƒ Š² ŠŗіŠ±ŠµŃ€Š±ŠµŠ·ŠæŠµŃ†Ń– Š¾ŃŠ²Ń–Ń‚Šø, Ā«ŠŗŠ¾Š³Š½Ń–Ń‚ŠøŠ²Š½Š° Š²Š°ŠŗцŠøŠ½Š°Ń†Ń–яĀ». Ā«Š›ŃŽŠ“ŠøŠ½Š°Ā» рŠ¾Š·Š³Š»ŃŠ“Š°Ń”Ń‚ŃŒŃŃ Š² Š·Š°Š³Š°Š»ŃŒŠ½Š¾Š¼Ńƒ Š·Š½Š°Ń‡ŠµŠ½Š½Ń–, Š³Š¾Š»Š¾Š²Š½ŠøŠ¼ чŠøŠ½Š¾Š¼ яŠŗ тŠ°, щŠ¾ Š½Š°Š²Ń‡Š°Ń”Ń‚ŃŒŃŃ. ŠŠ½Š°Š»Ń–Š· Š½Š°Š“Š°Ń”Ń‚ŃŒŃŃ Š½Š° Š¾ŃŠ½Š¾Š²Ń– Š“Š¾ŃŠ²Ń–Š“у Š³Ń–Š±Ń€ŠøŠ“Š½Š¾Ń— Š²Ń–Š¹Š½Šø Š² Š£ŠŗрŠ°Ń—Š½Ń–, яŠŗŠ° ŠæрŠ¾Š“ŠµŠ¼Š¾Š½ŃŃ‚Ń€ŃƒŠ²Š°Š»Š° Š·Š¼Ń–Š½Ńƒ ціŠ»ŠµŠ¹ Š²Ń–Š¹ŃŃŒŠŗŠ¾Š²Šøх Š¾ŠæŠµŃ€Š°Ń†Ń–Š¹ Š· Š²Ń–Š¹ŃŃŒŠŗŠ¾Š²Š¾ŃŠ»ŃƒŠ¶Š±Š¾Š²Ń†Ń–Š² тŠ° ŠŗрŠøтŠøчŠ½Š¾Ń— іŠ½Ń„Ń€Š°ŃŃ‚Ń€ŃƒŠŗтурŠø Š½Š° Š»ŃŽŠ“ŠøŠ½Ńƒ Š·Š°Š³Š°Š»Š¾Š¼. ŠœŠ¾Š»Š¾Š“ь - цŠµ Š²Ń€Š°Š·Š»ŠøŠ²Š° Š³Ń€ŃƒŠæŠ°, яŠŗŠ° Š¼Š¾Š¶Šµ Š±ŃƒŃ‚Šø Š¾ŃŠ½Š¾Š²Š½Š¾ŃŽ Š¼ŠµŃ‚Š¾ŃŽ тŠ°ŠŗŠøх Š¾ŠæŠµŃ€Š°Ń†Ń–Š¹ Š² Š“Š¾Š²Š³Š¾ŃŃ‚Ń€Š¾ŠŗŠ¾Š²Ń–Š¹ ŠæŠµŃ€ŃŠæŠµŠŗтŠøŠ²Ń–, і Š²Š¾Š½Šø є Š½Š°Š¹ŃŠ»Š°Š±ŃˆŠ¾ŃŽ Š»Š°Š½ŠŗŠ¾ŃŽ сŠøстŠµŠ¼Šø.Š’ Š“Š¾ŠŗуŠ¼ŠµŠ½Ń‚Šµ Š¾Š±ŃŃƒŠ¶Š“Š°ŠµŃ‚ся Š²Š¾Š·Š¼Š¾Š¶Š½Š¾Šµ Š²Š»ŠøяŠ½ŠøŠµ цŠøфрŠ¾Š²Š¾Š³Š¾ ŠæрŠ¾ŃŃ‚Ń€Š°Š½ŃŃ‚Š²Š° Š½Š° чŠµŠ»Š¾Š²ŠµŠŗŠ°, Š° тŠ°ŠŗŠ¶Šµ сŠ²ŃŠ·Š°Š½Š½Ń‹Šµ с Š½ŠøŠ¼ Š½Š°ŠæрŠ°Š²Š»ŠµŠ½Šøя Š² Š°Š½Š°Š»ŠøŠ·Šµ ŠŗŠøŠ±ŠµŃ€Š±ŠµŠ·Š¾ŠæŠ°ŃŠ½Š¾ŃŃ‚Šø Š² Š¾Š±Ń€Š°Š·Š¾Š²Š°Š½ŠøŠø: урŠ¾Š²Š½Šø ŠŗŠøŠ±ŠµŃ€Š±ŠµŠ·Š¾ŠæŠ°ŃŠ½Š¾ŃŃ‚Šø, рŠ¾Š»ŃŒ сŠ¾Ń†ŠøŠ°Š»ŃŒŠ½Š¾Š¹ ŠøŠ½Š¶ŠµŠ½ŠµŃ€ŠøŠø Š² ŠŗŠøŠ±ŠµŃ€Š±ŠµŠ·Š¾ŠæŠ°ŃŠ½Š¾ŃŃ‚Šø Š¾Š±Ń€Š°Š·Š¾Š²Š°Š½Šøя, Ā«ŠŗŠ¾Š³Š½ŠøтŠøŠ²Š½Š°Ń Š²Š°ŠŗцŠøŠ½Š°Ń†ŠøяĀ». Ā«Š§ŠµŠ»Š¾Š²ŠµŠŗĀ» рŠ°ŃŃŠ¼Š°Ń‚Ń€ŠøŠ²Š°ŠµŃ‚ся Š² Š¾Š±Ń‰ŠµŠ¼ сŠ¼Ń‹ŃŠ»Šµ, Š² Š¾ŃŠ½Š¾Š²Š½Š¾Š¼ ŠŗŠ°Šŗ учŠµŠ½ŠøŠŗ. ŠŠ½Š°Š»ŠøŠ· ŠæрŠµŠ“стŠ°Š²Š»ŠµŠ½ Š½Š° Š¾ŃŠ½Š¾Š²Šµ Š¾ŠæытŠ° Š³ŠøŠ±Ń€ŠøŠ“Š½Š¾Š¹ Š²Š¾Š¹Š½Ń‹ Š² Š£ŠŗрŠ°ŠøŠ½Šµ, ŠŗŠ¾Ń‚Š¾Ń€Š°Ń ŠæрŠ¾Š“ŠµŠ¼Š¾Š½ŃŃ‚Ń€ŠøрŠ¾Š²Š°Š»Š° ŠøŠ·Š¼ŠµŠ½ŠµŠ½ŠøŠµ цŠµŠ»Šø Š²Š¾ŠµŠ½Š½Ń‹Ń… Š“ŠµŠ¹ŃŃ‚Š²ŠøŠ¹ с Š²Š¾ŠµŠ½Š½Š¾Š³Š¾ ŠæŠµŃ€ŃŠ¾Š½Š°Š»Š° Šø ŠŗрŠøтŠøчŠµŃŠŗŠ¾Š¹ ŠøŠ½Ń„Ń€Š°ŃŃ‚Ń€ŃƒŠŗтуры Š½Š° чŠµŠ»Š¾Š²ŠµŠŗŠ° Š² цŠµŠ»Š¾Š¼. ŠœŠ¾Š»Š¾Š“ыŠµ Š»ŃŽŠ“Šø яŠ²Š»ŃŃŽŃ‚ся уяŠ·Š²ŠøŠ¼Š¾Š¹ Š³Ń€ŃƒŠæŠæŠ¾Š¹, ŠŗŠ¾Ń‚Š¾Ń€Š°Ń Š¼Š¾Š¶ŠµŃ‚ Š±Ń‹Ń‚ŃŒ Š³Š»Š°Š²Š½Š¾Š¹ цŠµŠ»ŃŒŃŽ ŠŗŠ¾Š³Š½ŠøтŠøŠ²Š½Ń‹Ń… Š¾ŠæŠµŃ€Š°Ń†ŠøŠ¹ Š² Š“Š¾Š»Š³Š¾ŃŃ€Š¾Ń‡Š½Š¾Š¹ ŠæŠµŃ€ŃŠæŠµŠŗтŠøŠ²Šµ, Šø Š¾Š½Šø яŠ²Š»ŃŃŽŃ‚ся сŠ°Š¼Ń‹Š¼ сŠ»Š°Š±Ń‹Š¼ Š·Š²ŠµŠ½Š¾Š¼ Š”ŠøстŠµŠ¼

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Governments, Civilians, and the Evolution of Insurgency: Modeling the Early Dynamics of Insurgencies

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    This paper models the early dynamics of insurgency using an agent-based computer simulation of civilians, insurgents, and soldiers. In the simulation, insurgents choose to attack government forces, which then strike back. Such government counterattacks may result in the capture or killing of insurgents, may make nearby civilians afraid to become insurgents, but may also increase the anger of surrounding civilians if there is significant collateral damage. If civilians become angry enough, they become new insurgents. I simulate the dynamics of these interactions, focusing on the effectiveness of government forces at capturing insurgents vs. their accuracy in avoiding collateral damage. The simulations suggest that accuracy (avoidance of collateral damage) is more important for the long-term defeat of insurgency than is effectiveness at capturing insurgents in any given counterattack. There also may be a critical 'tipping point' for accuracy below which the length of insurgencies increases dramatically. The dynamics of how insurgencies grow or decline in response to various combinations of government accuracy and effectiveness illustrate the tradeoffs faced by governments in dealing with the early stages of an insurgency.Agent Based Models, Insurgency, Dynamics, Civil War

    From Social Data Mining to Forecasting Socio-Economic Crisis

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    Socio-economic data mining has a great potential in terms of gaining a better understanding of problems that our economy and society are facing, such as financial instability, shortages of resources, or conflicts. Without large-scale data mining, progress in these areas seems hard or impossible. Therefore, a suitable, distributed data mining infrastructure and research centers should be built in Europe. It also appears appropriate to build a network of Crisis Observatories. They can be imagined as laboratories devoted to the gathering and processing of enormous volumes of data on both natural systems such as the Earth and its ecosystem, as well as on human techno-socio-economic systems, so as to gain early warnings of impending events. Reality mining provides the chance to adapt more quickly and more accurately to changing situations. Further opportunities arise by individually customized services, which however should be provided in a privacy-respecting way. This requires the development of novel ICT (such as a self- organizing Web), but most likely new legal regulations and suitable institutions as well. As long as such regulations are lacking on a world-wide scale, it is in the public interest that scientists explore what can be done with the huge data available. Big data do have the potential to change or even threaten democratic societies. The same applies to sudden and large-scale failures of ICT systems. Therefore, dealing with data must be done with a large degree of responsibility and care. Self-interests of individuals, companies or institutions have limits, where the public interest is affected, and public interest is not a sufficient justification to violate human rights of individuals. Privacy is a high good, as confidentiality is, and damaging it would have serious side effects for society.Comment: 65 pages, 1 figure, Visioneer White Paper, see http://www.visioneer.ethz.c

    Thirty Years of Machine Learning: The Road to Pareto-Optimal Wireless Networks

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    Future wireless networks have a substantial potential in terms of supporting a broad range of complex compelling applications both in military and civilian fields, where the users are able to enjoy high-rate, low-latency, low-cost and reliable information services. Achieving this ambitious goal requires new radio techniques for adaptive learning and intelligent decision making because of the complex heterogeneous nature of the network structures and wireless services. Machine learning (ML) algorithms have great success in supporting big data analytics, efficient parameter estimation and interactive decision making. Hence, in this article, we review the thirty-year history of ML by elaborating on supervised learning, unsupervised learning, reinforcement learning and deep learning. Furthermore, we investigate their employment in the compelling applications of wireless networks, including heterogeneous networks (HetNets), cognitive radios (CR), Internet of things (IoT), machine to machine networks (M2M), and so on. This article aims for assisting the readers in clarifying the motivation and methodology of the various ML algorithms, so as to invoke them for hitherto unexplored services as well as scenarios of future wireless networks.Comment: 46 pages, 22 fig

    Computational Conflict Research

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    This open access book brings together a set of original studies that use cutting-edge computational methods to investigate conflict at various geographic scales and degrees of intensity and violence. Methodologically, this book covers a variety of computational approaches from text mining and machine learning to agent-based modelling and social network analysis. Empirical cases range from migration policy framing in North America and street protests in Iran to violence against civilians in Congo and food riots world-wide. Supplementary materials in the book include a comprehensive list of the datasets on conflict and dissent, as well as resources to online repositories where the annotated code and data of individual chapters can be found and where (agent-based) models can be re-produced and altered. These materials are a valuable resource for those wishing to retrace and learn from the analyses described in this volume and adapt and apply them to their own research interests. By bringing together novel research through an international team of scholars from a range of disciplines, Computational Conflict Research pioneers and maps this emerging field. The book will appeal to students, scholars, and anyone interested in the prospects of using computational social sciences to advance our understanding of conflict dynamics

    Introduction: Forecasting in peace research

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    Prediction and forecasting have now fully reached peace and conflict research. We define forecasting as predictions about unrealized outcomes given model estimates from realized data, and predictions more generally as the assignment of probability distributions to realized or unrealized outcomes. Increasingly, scholars present within- and out-of-sample prediction results in their publications and sometimes even forecasts for unrealized, future outcomes. The articles in this special issue demonstrate the ability of current approaches to forecast events of interest and contributes to the formulation of best practices for forecasting within peace research. We highlight the role of forecasting for theory evaluation and as a bridge between academics and policymakers, summarize the contributions in the special issue, and provide some thoughts on how research on forecasting in peace research should proceed. We suggest some best practices, noting the importance of theory development, interpretability of models, replicability of results, and data collection
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