Showing posts with label The Trillion Credit Squadron. Show all posts
Showing posts with label The Trillion Credit Squadron. Show all posts

Sunday, 23 March 2025

Navy Fleet Design and the Lessons of (Science Fiction) the Trillion Credit Squadron Talk: 2020 by Phil Pournelle

Note also see future post: https://exiledfog.blogspot.com/2025/03/note-to-self-trillion-credit-squadron.html

I was intrigued with the following talk by former USN Commander Phil Pournelle discussing future fleet design, but drawing also on ideas from Science Fiction, games and literature. In particular work associated with the AI pioneer and Computer Scientist Doug Lenat who used a Science Fiction game (Traveller: The Trillion Credit Squadron) as part of evaluating his research tool, Eurisko. This was way back in the 1980's (see link below, note I have heard Commander Pournelle speak several time at the Connections UK Professional Wargaming Conferences, and he certainly knows his stuff and he is an enlightened professional who welcomed input from the recreational side of the hobby - at under 15 minutes, it is well worth a listen to): 

https://www.youtube.com/watch?app=desktop&v=7Z4PMcgFIGE&t=12685s

The whole conference had a "what can we learn from Science Fiction" theme to and is available online (see link below, something for me to chew on over time): 

https://cimsec.org/navycon-2020-navies-science-fiction-and-great-power-competition/

Phil confessed to having a long addiction to Science Fiction (his late father Jerry Pournelle is a Science Fiction author as he is himself), an interest which goes back to the 1980's where he played Traveller [and other game sci-fi games systems] but of particular interest to the above conference was Traveller, specifically - Traveller: The Trillion Credit squadron (aka big space fleet battles, using miniatures). Due homage was given to the late Doug Lenat who "computed" a winning TCS Competition Fleet [twice, Origins (San Mateo, California) in 1981 and 1982] using his post-doctoral computerised research engine (a sophisticated logical theorem and problem solving tool called Eurisko, an extension from his PhD work AM [Automated Mathematician], 1977). The Lenat/Eurisko duo produced a novel counterintuitive solution that went for "many smaller [75]" instead of the "few large [20]" space ships. 

Footnote Addendum (see comments from Martin Rapier and my reply): Small is a relative term, Lenat/Eurisko fleet had as its backbone 75 "Eurisko Class" ships each 11,100 tonnes (but no jump drive which saved a lot of "tonnage") so not really small "patrol craft" in the scheme of things (?) discuss, but very much cheaper in cost than say to a Battleship (I must admit I am struggling for an appropriate word to call the "big space ships" so Battleship will do - but I know it is wrong). You can have almost four Euriskos for each bespoke Battleship (there I used the word again) and "Euriskos" carried the equivalence of one big weapon each.

So, instead of the few expensive "all singing, all dancing ships of the line" dreadnought star ships (Battleships?) and some accompanying cruisers/destroyers there was a "mosquito fleet" of heavily armoured, almost immobile bit  gunboats (see below, a rather pristine looking copy of a Traveller book and Doug Lenat with his charismatic trademark smile - Lenat famously said the work was 60% Lenat and 40% Eurisko, he basically kept the machine from "going off the rails" adding additional heuristics as needed [he even showed his work (on Eurisko) to Richard Feynman, who was suitable impressed with its "almost creative power" at problem solving]):   


Lenat's research took him away from TCS and he disappeared to a remote part of the Texas dessert for forty years (which sounds rather Biblical) doing research underwritten for the most part by the USN (emerging with a product called Cyc). Meanwhile, for Phil Pournelle there were other Science Fiction Game Systems of that era to play. they also showed similar "lots of little" beating "the big" meme -  despite this not being the original Games Designer's intent. A game called O.G.R.E. getting a specific callout for the "tons of speedy hovercraft option" that so enraged the "big O.G.R.E. tankers" that the game's designer Steve Jackson created a subsequent errata to "try" and reduce, or rather moderate their "too successful" anti O.G.R.E. capability - which it has to be said, it only partially succeeded at). Where most players borrowed from the genre like Star Trek and focused on "the sexy big Enterprise" ships, Phil saw the ungodly potential of tooling up many small patrol ships with weapons to be able to take out squadrons of Star Ships when they came too "planet side close" (see below, Phil obviously enjoyed endless hours spent  in intergalactic mayhem and destruction with the occasional model-making/painting thrown in - Note: examples include both tabletop and computer games - I suggest you hear it "on tape" through Phil's own words on the YouTube link - see first link in article): 


Was there any "earth-bound" evidence of historical equivalent in "the many beating the few" .. Phil showed a USN WWII ship production data table for all naval construction. There was a trend away from the production of the sexier end [battleships, aircraft carriers and cruisers. even destroyers], to patrol -craft . These categories had a huge increase in numbers (but not necessary greater tonnage) . It was the sheer "amount" of smaller ships and "other" types, with a parallel to the many Shermans tanks beating the few but better Panther tanks on land (see below, hmm, I can see the point Phil is trying to make - but you are excluding aircraft from this assessment and other in the Pacific Theatre of Operations .. and perhaps the European Theatre of Operations working under different dynamics - the land example also has its problem, Eisenhower called the Sherman an "artillery tank" not a "main battle tank", most of the time tanks did not fight tanks but supported infantry who appreciated a nice bit of 75mm HE direct fire support to knock out that German machine gun nest that was being so troublesome):  


Interestingly Phil brings in one of his significant mentors from the USN Naval War College .. Captain Wayne Hughs .. and focuses on his salvo equations ("first effective salvo" winning a battle - ambush style in particular) and the relationship between the potential damage delivered from a small ship, especially in ambush prone littoral settings, where as Phil puts it "most people live" (see below, a footnote being appropriate force composition is essential, you don't want to have the wrong stuff in the wrong place defended by the wrong things .. and by definition leave it vulnerable to "mosquito fleets" .. yikes): 


This chart Phil used still worries me very deeply (see the picture above two and repeated below), because it is conflating all "operations of war" under one banner (akin to just computing the greatest Lanchestrian "fighting power" and saying that is "job done"). It is the interactions between the types of ships that matter too, critically so. Even in Traveller's Trillion Credit Squadron it was not just the Lanchestrian equation of force at play ["fighting power squared"] that won one Lenat/Eurisko its battles and two TCS titles. There is a hidden but very important lesson to be learned in the first Tournament Fleet Battle Final. True Lenat's Eurisko fleet fought and won the final .. but Lenat was worried because .. it faced off against a very different style of opponent. On a superficial examination, it looked like a near identical fleet [one that came from a fertile mind of a teenager without the aid of vast PDP computer time from a university - so true respect to him (who he was and what became of him I know not)]. Yet .. Lenat sighed in relief .. the opponent's fleet was not exactly the same  as his. On the surface in one aspect it actually looked better, its Lanchestrian Fighting Power was higher, as it had more or slightly more powerful little fighting ships - its composition is sadly lost in the deeps of time, we only know of Eurisko's fleet listing). What am I getting at? 
Lenat/Eurisko did not win by a random chance (rolling good dice) despite starting teh battle at a slight disadvantage in Lanchastrian Fighting Power strength. Yes, read that again. My conjecture is that Lenat/Eurisko's fleet actually looked a weaker fleet! We can imply that the other fleet was in fact stronger because, Lenat has spent "points/tonnage" on non-Eurisko class ships. The question is "why"? Wasting points like that would lose battles by reducing your fleet's Lanchestrian Fighting Value? [If this is incorrect it is my bad, but I think it holds water!] But it had teh opposite effect. 
Lenat's Eurisko Fleet won because it had other "minor part" players that critically turned the tide of battle for him. The special ship in the first final was a "life boat" or "defensive shield" which if deployed correctly shielded the fleet from further damage. So, when the fleet was being beaten (yes "when", not "if" - assume during the course of the battle your fleet can be "placed in a losing situation" bu gos play from teh other side). This "shield" allowed the Lenat/Eurisko fleet to retire behind a shield and rebuild a badly damaged fleet in "game-battle time" (not campaign time) and then be ready to "go again". Yes, Lenat/Eurisko had a "repair ship" capability too. The nameless teenager's fleet was based on one good idea and over optimised for it - but Lenat had revised and refined his ideas further, by a proces that was effectively "Red Teaming". Eevry potential fleet solution was tested against "all other potential fleets he could think of" - rigorous and diverse testing. 
He analysed his losses as much as his victories. When Eurisko was fighting Eurisko in a multiple simulation this was a hard thing "not to do" - you see the reason for your loses as well as your wins).
Despite a small loss in the optimal fighting strength, Lenat deliberately incorporated other ships types in the Lenat/Eurisko for special vital roles", for example such as a "lifeboat killer" that were never used in most competition play to my knowledge, but needed to be included for "completeness". That is to say  to be called upon if needed - their role was a  contingency against a certain type of fleet turning up (see below, look again at the chart, the "chart" hides many interactions that run deep about the historical period. Be careful what you wish for based purely on a surface reading of the chart - you need to understand the history (and I know Phil certainly does, he has the sea legs and been tutored in teh ways of the US Naval War College); his "good enough and in sufficient quantity" meme is very valid. In fact it sounds like the USN C-in-C  Admiral King said in 1942,  when he wanted an "offensive spirit" to emerge from teh USN in 1942, now and not next year. True there were plenty of ships destined to come online 43/44 but they could all be lost if they came onto a  chess board set up for failure [to their collective credit Admirals "King-Nimitz-Spruance-Fletcher-Halsey" got the victories of Midway and Guadalcanal under their belt, despite the "Europe First" soldier friendly camp in the Supreme Allied High Command holding sway]):   


Coming back to ship specifics, your ability as a ship to survive damage only slowly increases with size/tonnage, but the ability to inflict damage is not so constrained .. firing more missiles is cheaper. Phil highlighted an interesting dilemma for those living and working in ships in the "missile age" (see below, the bigger the ship the easier you are to be found and hit .. hmm .. what is the optimum size to be, or "how many small but expendable ships is best" - it circles back to Lenat and the question he was trying to answer, what is the best fleet composition to have?): 


What does this mean for shipbuilders and navies? The Death Star dilemma ... which implies a navy must have enough ships as to not get too precious about losing one of them, because if that is not the case and you are too precious about your ships, your follow-on actions, albeit well intended, are naturally going to try and make the ships "better defended". This will actually make them even more precious to you, so paradoxically you cannot risk them where they are needed. They will be a bigger resource grab on your budget and more paradoxically a better target for hostile powers to sink and really hurt you. Care for your ships but they are to be used. Tonnage however is subject to the law of decreasing returns on protection levels (see below, in the end a "Death Star" is created and we all know how this ends, as it becomes something the Empire simply cannot afford to lose - but will. Footnote: "Use the Force Luke" .. but remember Luke has to hit a very small spot and got one shot at it - not easy but not impossible): 


Alternatives? There is the "Shell Game". Can you find the target like finding a pea under a walnut shell, you are never quite sure what is under each shell so to be sure you have to hit everything which is beyond your offensive (first strike) resource capability  This benefits lots of small craft over few of the large (see below, just like the proposed MX ICBM deliver system of the 1980's - it impossible to hit the American ICBM missile with 100% certainty [and therefore stop a retaliatory attack]. All by just adding a few more possible launching sites - the MX ICBM  is listed as a reason why the (First) Cold War ended, as economically the Soviets could not afford the logical counter to it, which was a lot more expensive offensive first strike missiles): 


But are .. you putting a best case scenario forward for the "little guys". I mean a "heavy sea" can swamp them right? But as time goes on they are getting better. You can cram them with missiles and when the conditions are favourable they are devasting, like Landsknecht Doppelsoldners they have "their day", a gad-fly brief summer day, whose life is gone in a flicker of the eye (see below, life would be certainly exciting to say the least on one of these in a combat zone):  


But how can these "little ones" travel and victual? (see below, there is always a larger "mother" to hand", which can cross the Pacific and Atlantic Oceans, dropping off their charges and stay around to supply): 


There is also stuff that is just living on the drawing board or virtual reality simulation today (see below, the student projects of today, are by graduation tomorrow's naval craft living and breathing in the water [for example The Minuteman Missile Corvette Concept Ship]): 


Sometime the "little guys" are .. not so little (see below, an Ambassador Class Missile Corvette is not a speedboat or experimental catamaran - it can cruise quite long distances and packs a punch): 


But if needs must [Minuteman Corvettes] can be transported piggy-back style (see below, that is "one heavy ass" lifter of a ship - something of that type of 'thing' brought back a Type 42 Royal Navy Destroyer all the way home (UK) from an embarrassing "holed below the waterline" incident in the southern hemisphere): 


Therefore we are now back to the Trillion Credit Squadron (TCS) situation again, as a Lenat/Eurisko produced a "tug carried fleet". Eurisko Class ships got to places by using drop tanks. Once there in the battle they were immobile gun and missile platforms until the battle finished, rotating and tactical thrusts to position line of sight was all that was needed. See what happens when you tap into the genre of science fiction gaming, played in a way you it "dares you to think in the art of the possible, even if that is highly unconventional" and then see "if it is plausible within the rules of the game". There was an interesting interlude when a man called Doug came into town with an interesting horse called Eurisko that could "run fast". Lenat was prepared to follow the answer to the end with an unconventional answer to the TCS Fleet Problem (risking mockery from his academics peers, by playing games). The fleet problem is there, waiting for more innovative answers. However I think the last word should be left with Mr Jerry Pornelle, Phil's late father who obviously encouraged and inspired his son to be curious and imaginative, an author of works of Science Fiction in there own right (see below, "total respect" and I am going to look forward to reading them!):   


Afterall who does not want to hear a good story, best wishes to you all and thanks to you for reading if you have got this far!

Trillion Credit backlink: 

Footnote: 
Legend has it, as written in his own words, Douglas Lenat was asked not to enter the the Origiins TCS Tournament in 1983. If he did organisers said they would just cancel the event. So Eurisko didn't enter, it retired undefeated, with the honorary rank of Admiral. Sadly I think we were all the lesser for that as who knows, Lenat never said a fleet devised by Eurisko could not be defeated, after all in its training - Eurisko was always trying to defeat itself as well as everybody else it knew of.   

Tuesday, 6 August 2024

An AI Book from "Way, Way" Past (1986) and The Trillion Credit Squadron

What is there to learn from an old book? A book that is little more than an old technology review at that. A book that is a snapshot of the state of the art of Artificial Intelligence in 1986 (or rather a book published in 1986 about the state of the art circa 1984 - the publishing cycle was much longer to get to print then)? Technology was still pre-Internet. A "US based" state of the art, so Europe (where I studied in 1986-1991, BSc and MSc) in effect would have an information lag of two to three years to catch up. It was a time when the US was running scared of the Japanese Fifth Generation Computing initiative and the US Congress acted to mobilises "a whole of" US academic and industry sector response to what was perceived as an existential threat. Does that sound familiar? So familiar as what happened next was an AI Winter (the second) because of the stinging nettles of over inflated hype and unrealistic market  expectations. That was a winter I was caught up in as a graduate student, but took it on the chin and just bumbled off into mainstream commercial computing. 

The book is fascinating as it illuminates characters and personalities but shows the still unfulfilled dreams of Artificial Intelligence, from the mouths of the original pioneers who were at, or were taught by the delegates of the infamous 1956 Dartmouth Conference. Marvin Minsky's goal of that summer camp being to crack significant fields of AI (which still as to this day remain uncracked) within six weeks .. the craziness and the optimism of it. The field of Artificial Intelligence (although nobody was readily recognising it as a "field" in its own right at the time) was all things to all men, half the delegates did not even like the title. 

Marvin Minsky passed away in 2017. Late on in life, when asked of what he thought of today's take on AI, he remarked, "We seemed to be closer to success in the 1970's", which I think is a reflection on how much we have learned, that there is still so much yet to be learned, including many more "unknown unknowns". The book is called "Machinery of the Mind, Inside the new science of artificial intelligence" and I wish I could have somehow read it thirty four years ago (see below, written by George Jonson, who was given the chance to mingle with the AI scientists through means of an Alicia Patterson Foundation journalism fellowship in 1984):

Note: I have literally destroyed the book in act of reading it [sins of my marker pen highlighting and scribbling quick annotations (filling in with hindsight developments to know to have happened next) and there is also the age of the binding - the glue cracking as I turned its pages].


It is a good book, as it tells you as much about the "people" as the "things" they were trying to create and I learned a lot of stuff I had never dreamed of was actually happening, cool stuff. The funny, the bizarre and the quite, quite sad. There were many winners and losers, famous names galore from the annals of AI. There was also a tie into one of my long running science fiction wargaming projects, that of replicating Traveller's "The Trillion Credit Squadron" scenario, with Eurisko and Douglas Lenat's original fleet (Douglas Lenat sadly passed away in 2023). I came across the book because of an oblique reference to Douglas Lenat and TCS. 

The book stands for me as snapshot of an optimistic point in time, just before the cusp of the Second AI Winter (tied with the ultimate failure of the Japanese Fifth Generation Computing initiative and the political thawing of the Cold War). It is unbridled optimism, a freeze-pane of potential all the academic aspirational hopes, which had evaporated by 1991 but I still loved reading it.

Footnote: The original book cost $10 in 1986, a princely some forty years ago. I picked it up as a "second hand" book" from an internet shop, that shipped it six thousand miles for less that it's original price. In 1986 I would not have been able to afford the purchase, in 2024 it is less than the price of a coffee and a cake in a high street franchise shop.

Wednesday, 27 September 2023

Plastic Soldier Company (PSC) Red Alert - Spaceship Bundle Pack

Plastic Soldier Company (PSC) made me another offer I could not refuse. 168 hard plastic space ships (admittedly of two types - "cruisers" [72] or "freighters" [96]) for a tenner (and six fifty for P&P because it is so heavy) .. so I bought two packs (same P&P), thinking this is the Red Alert (as this is the game the components originate from) "space ship offer" to end all "space ship offers"! What is not to like. Wow, I think it was the heaviest "toy" arrival to my door though, seeing the poor DPS delivery man struggle up my path to my door with a solid pack of plastic (see below, toys and toys galore - now to find a use for them!):  


But to what use these beauties for? The Trillion Credit Squadron (Traveller and Classic Traveller scenario) comes to mind (quantity wise  - you really need a lot of ships) but Billion Suns also looms large for a quick, quick win. The appealing aspect of this kit is that there is great potential for customisation with 'odds and ends' items from the "spares box" plus ubiquitous bits of generic plastic card!

Watch skies and watch this space for more updates ...

Tuesday, 24 January 2023

Space Jamming to Star Man .. PSC Freighters Grab Bag - Painting Description

It all started with a "Grab Bag" special offer (thirty two space ships for a tenner) from the Plastic Soldier Company (PSC) for their excess Red Alert "Freighters" - as in freighter class space ships, but as space ships go they were nice models and incredibly so, so cheap is seemed crazy not to buy one, nay two bags. What does one do with sixty four space ships - technically without guns, but I think you have to use your imagination in Sci-Fi and pretend they "have what they need". In fact the support stands to base the fleet cost more than the ships of the fleet (see below, plastic crack, I could not resist - yes, I have little or no will power, maybe later I can figure out and tell you the "why"):  


Step one .. with no idea how to really paint them (as in a proper paint scheme of sorts) I decided to prime them with Airfix Primer Grey Acrylic (01) and follow a hunch, a Traveller style hunch, of Free Trader Beowulf - a grubby planet hopper plying his trade, trying to make that big credit deal to set him up for life in the manner of his dreams (see below, the first batch of eight of my cosmic traders - "free booter" as I call them): 


I figured they would have lots of trouble keeping their ships "clean2 with all that atmospheric burn, planet hoping through the inner solar system dust clouds and engineering burn, plus the odd bullet hole or laser burn from a pirate. At some point they would be hauling mineral loads and getting and dirty with the asteroid miners (see below, Vallejo Black Dipping Wash to the rescue, suddenly a fleet of dirty space ships): 



By this time I had come across a simple painting formula to try: 
  • Vallejo Game Colour "Off White" for the top half of the freighter
  • Vallejo Game Colour  "Bone White" for the bottom half of the freighter
  • Vallejo Game Colour "Gun Metal" for engine and exhaust parts on the freighter
Note: I took care with the above to leave black lines coming through the panelling, this is where I fell in love with the rugged, chunky design of the ships that played to shade and highlight!
  • Vallejo Brown Dipping Wash along the black lines of the panelling to bring out a grubby feel and depth, and cover the Gun Metal engine parts to make it rosy
The result was just as intended but just a little too grubby for teh final finish (see below, even Beowulf would get the cleaning droids for a spring clean if he got this dirty!): 


Highlight time: 
  • Highlight "White" areas with the base colour ("Off White" or "Bone" White respectively) 
  • Highlight "Gun Metal" area to "Silver"
Yes, good enough, anything else would be silly (see below, my Free Trader awaits adventure): 


When you have done one, then it is just as easy to do two (see below, the advantage of the simple paint scheme, was that it could be turned into a factory production line): 


The budding space commercial space empire takes a trip through the fruit bowl system and basks in the fading sunlight from a Red Dwarf (see below, but beware danger can strike from any quarter, unannounced):


So best paint some more in case you run into losses (see below, simple paint scheme begs a simple production system - one ship at a time as I am getting into a rhythm and getting to know the peculiarities and wrinkles of the model - but the more I paint it, the more I like it): 


The fleet burgeons to three active "freighters of the line" (see below, I have not yet got to the point of naming them yet, but I am getting attached to them and thinking of possible rile systems such a Billion Suns to use them with, as well as Traveller!) 


Half way through (aka four done) my initial batch of eight which were to be my 'proof of concept' that I can be 'bothered' painting the ships in this way (see below, each one is getting slightly faster to do which is a good sign):   


To get from four to six, I did two at a time and to be honest was more frustrated that pleased. There was a certain satisfaction of doing one and moving onto another, that was not "doubled" by finishing two at the same time. As it is partially about enjoyment of the painting journey, as opposed to just painting them for gawd sake, I reverted back to one at a time for seven and eight (see below, but I think they do look grand "en masse"):   


Starting the "last one" of the "initial batch" - I an finally seeing the light at the end of the tunnel. Even though it is really the first stop on a journey of many (see below, the squadron celebrations are about to begin): 


At last I can rest my weary brush hand, the "trading" squadron is assembled in quite a beguiling formation (see below, I know they are specifically not warships by design but I think they have a "we mean business" look and feel to them): 


What do you do with old Xmas tangerine boxes? Why you fill them with the first painted batch of transports alongside a primed and washed second batch (see below, remember that this is half of one "grab bag" and I bought two, of which I have only painted a quarter in total - not a quick project):  


Hmm, but what do you think I have in mind in the long term? If I said the Trillion Dollar Squadron would you be any the wiser or at all interested?