NAVAL BATTLE WORLD
THE WORLD
NAVAL BATTLE WORLD IS A STRUCTURED STRATEGIC SEARCH AND INFERENCE ENVIRONMENT BUILT AROUND HIDDEN POSITIONING, INCOMPLETE INFORMATION, SEQUENTIAL TARGETING, PATTERN DETECTION, MEMORY, ANTICIPATION, DEFENSIVE PLACEMENT AND ADAPTIVE RESPONSE.
IT IS NOT SIMPLY A SERIES OF COORDINATE GUESSES.
IT IS A REPEATABLE GOMI ENVIRONMENT IN WHICH PARTICIPANTS PLACE ASSETS UNDER DEFINED CONDITIONS, SEARCH FOR HIDDEN OPPOSING POSITIONS, RECEIVE PARTIAL FEEDBACK, UPDATE EXPECTATIONS AND RETURN TO THE NEXT DECISION WITH A CHANGING INFORMATION STATE.
THE WORLD CHAMBER PROVIDES THE EXPERIENCE.
THE SCIENTIFIC INQUIRY / STUDY PLATFORM IDENTIFIES WHAT MAY BECOME OBSERVABLE AND STUDYABLE.
THE LEARNING ANNEX / LINK MAP PROVIDES THE LARGER INFORMATION SYSTEM SURROUNDING THE WORLD.
TOGETHER, THEY CREATE ONE CONNECTED NAVAL BATTLE WORLD.
WHY NAVAL BATTLE WORLD IS PART OF GOMI
NAVAL BATTLE PROVIDES A CLEAR HIDDEN-INFORMATION DECISION ENVIRONMENT.
A PARTICIPANT MUST CHOOSE WHERE TO SEARCH WITHOUT KNOWING THE COMPLETE OPPOSING POSITION, INTERPRET PARTIAL FEEDBACK, REMEMBER PRIOR SEARCHES, RECOGNIZE POSSIBLE PATTERNS AND DECIDE WHETHER TO CONTINUE OR CHANGE STRATEGY.
NO PARTICIPANT IS REQUIRED TO SEARCH, INFER, REMEMBER, PLACE OR ADAPT IN THE SAME WAY.
THAT IS PRECISELY WHAT MAKES THE WORLD USEFUL.
UNDER THE SAME DEFINED CONDITIONS, DIFFERENCES IN ATTENTION, SEARCH, MEMORY, INFERENCE, SPATIAL REASONING, STRATEGY, RISK AND ADAPTATION CAN BECOME VISIBLE.
REPEATED PARTICIPATION CAN THEN PROVIDE ANOTHER QUESTION:
WHAT CHANGES AFTER EXPERIENCE, REVIEW AND LEARNING HAVE OCCURRED?
NAVAL BATTLE WORLD THEREFORE COMBINES:
THE KNOWLEDGE AND RESOURCE LAYER MAY CONTINUE EXPANDING.
THE UNDERLYING GOMI CONDITIONS DO NOT HAVE TO.
THE NAVAL BATTLE WORLD METHOD
NAVAL BATTLE WORLD OPERATES AS A DIRECT-METHOD WORLD WITHIN THE GOMI METHODOLOGY.
HIDDEN PLACEMENT STATE
- PARTICIPANTS PLACE NAVAL ASSETS UNDER THE DEFINED NAVAL BATTLE WORLD RULES BEFORE SEARCH BEGINS.
- THE OPPONENT DOES NOT RECEIVE COMPLETE INFORMATION ABOUT THOSE POSITIONS.
- THIS CREATES THE INITIAL HIDDEN-STATE ENVIRONMENT FROM WHICH SEARCH, INFERENCE AND DEFENSIVE PLACEMENT CAN BE OBSERVED.
SEARCH / TARGETING STATE
- PARTICIPANTS SELECT TARGET LOCATIONS UNDER THE SAME DEFINED CONDITIONS.
- EACH TARGETING DECISION CAN BE RECORDED AS A SPECIFIC CHOICE AT A SPECIFIC MOMENT.
- THE SEQUENCE OF TARGETS CAN SHOW HOW A PARTICIPANT SEARCHES A SPACE WHEN IMPORTANT INFORMATION IS HIDDEN.
FEEDBACK / UPDATE STATE
- THE WORLD RETURNS THE DEFINED PARTIAL FEEDBACK ASSOCIATED WITH THE TARGETING DECISION.
- PARTICIPANTS MAY USE THAT INFORMATION TO UPDATE EXPECTATIONS ABOUT POSSIBLE OPPOSING POSITIONS.
- HITS, MISSES AND OTHER RULE-DEFINED OUTCOMES CAN BECOME PART OF THE NEXT DECISION STATE WITHOUT REVEALING MORE INFORMATION THAN THE WORLD'S RULES ALLOW.
ADAPTATION / NEXT DECISION
- THE PARTICIPANT RETURNS TO THE SEARCH ENVIRONMENT WITH AN UPDATED RECORD OF PRIOR CHOICES AND FEEDBACK.
- SEARCH PATTERNS, MEMORY, INFERENCE, TARGET SEQUENCING, DEFENSIVE PLACEMENT AND RISK CAN THEREFORE DEVELOP ACROSS THE SAME GAME.
- REPEATED GAMES CREATE A LONGER-HORIZON RECORD OF HOW STRATEGIES CHANGE AFTER EXPERIENCE, REVIEW AND LEARNING.
HISTORY OF NAVAL WARFARE
NAVAL BATTLE WORLD CAN OPEN INTO THE MUCH LARGER HISTORY OF HUMAN DECISION-MAKING AT SEA.
PARTICIPANTS MAY EXPLORE SHIPS, FLEETS, CONVOYS, SUBMARINES, DETECTION, COMMUNICATION, LOGISTICS, COMMAND, TECHNOLOGY, STRATEGY AND MAJOR NAVAL CAMPAIGNS ACROSS DIFFERENT PERIODS.
THE PURPOSE IS NOT TO CLAIM THAT A GRID-BASED SEARCH WORLD REPRODUCES REAL NAVAL WARFARE.
IT PROVIDES AN ACCESSIBLE DECISION ENVIRONMENT THAT CAN LEAD OUTWARD TO THE HISTORY, TECHNOLOGY AND STRATEGIC PROBLEMS OF OPERATIONS AT SEA.
RULES / HOW NAVAL BATTLE WORLD FUNCTIONS
NAVAL BATTLE WORLD IS A DIRECT-METHOD WORLD.
ITS OWN DEFINED RULES AND CONDITIONS ARE THE AUTHORITY FOR GOMI PLAY.
THE CORE ENVIRONMENT INVOLVES HIDDEN NAVAL-ASSET PLACEMENT, REPEATED TARGETING DECISIONS, PARTIAL FEEDBACK, SEARCH, INFERENCE AND ADAPTATION UNDER FIXED CONDITIONS.
THE FINAL GOMI RULE RECORD CAN BE LINKED DIRECTLY INTO THIS SECTION DURING FINAL ASSEMBLY.
EXTERNAL COMMERCIAL NAVAL-SEARCH GAMES MAY BE USED AS REFERENCE OR COMPARATIVE LEARNING MATERIAL, BUT THEY DO NOT AUTOMATICALLY DEFINE GOMI'S RULES.
NAVAL HISTORY / ARCHIVES / PRIMARY SOURCES
NAVAL KNOWLEDGE DOES NOT HAVE TO STOP AT SUMMARIES.
PARTICIPANTS, STUDENTS, TEACHERS AND RESEARCHERS MAY MOVE FROM A QUESTION INTO OFFICIAL HISTORIES, SHIP RECORDS, PHOTOGRAPHS, MAPS, ARTIFACTS, OPERATIONAL RECORDS, ORAL HISTORIES AND MUSEUM COLLECTIONS.
THIS CREATES A DIRECT PATHWAY:
QUESTION → HISTORY → RECORD → EVIDENCE → DEEPER STUDY
SEARCH / TARGETING / INFERENCE
NAVAL BATTLE WORLD MAKES SEARCH BEHAVIOUR VISIBLE.
A PARTICIPANT MUST DECIDE WHERE TO LOOK NEXT WITHOUT COMPLETE INFORMATION ABOUT THE HIDDEN STATE.
THAT CREATES LEARNING PATHWAYS INTO SEARCH THEORY, TARGET SELECTION, CONDITIONAL REASONING, INFORMATION VALUE, EXPLORATION, EXPLOITATION AND THE USE OF PARTIAL EVIDENCE.
THE SAME BASIC QUESTION CAN BE ASKED REPEATEDLY:
WHAT SHOULD I SEARCH NEXT, GIVEN WHAT I CURRENTLY KNOW?
PROBABILITY / SPATIAL REASONING
GRID-BASED SEARCH NATURALLY CONNECTS TO PROBABILITY, COUNTING, CONDITIONAL INFORMATION, SPATIAL RELATIONSHIPS AND UPDATING BELIEFS AFTER NEW EVIDENCE.
THE LEARNING ANNEX MAY CONNECT PARTICIPANTS TO MATERIAL ON:
PROBABILITY → CONDITIONAL PROBABILITY → BAYESIAN INFERENCE → SPATIAL SEARCH → DECISION UNDER UNCERTAINTY
THE PURPOSE IS NOT TO REQUIRE FORMAL MATHEMATICS FOR EVERY PLAYER.
IT IS TO PROVIDE A PATHWAY FOR THOSE WHO WANT TO UNDERSTAND THE MATHEMATICAL STRUCTURE BEHIND SEARCH AND UNCERTAINTY.
OPERATIONS RESEARCH / DECISION SCIENCE
NAVAL BATTLE WORLD CAN LEAD INTO THE FORMAL STUDY OF HOW LIMITED RESOURCES, UNCERTAINTY, SEARCH, SEQUENCING AND OBJECTIVES ARE ANALYZED.
OPERATIONS RESEARCH PROVIDES METHODS FOR MODELING COMPLEX DECISION PROBLEMS AND COMPARING POSSIBLE COURSES OF ACTION.
THE GOMI WORLD REMAINS A SIMPLE, ACCESSIBLE ENVIRONMENT.
THE ANNEX CAN OPEN THE DOOR TO THE MUCH DEEPER MATHEMATICAL AND PROFESSIONAL DISCIPLINES THAT STUDY RELATED DECISION PROBLEMS.
NAVAL STRATEGY / TACTICS / DECISION HISTORY
THE WORLD MAY ALSO LEAD OUTWARD TO STRATEGIC THINKING ABOUT POSITION, CONCENTRATION, DISPERSION, SURPRISE, INFORMATION, FORCE PROTECTION, TIMING AND THE RELATIONSHIP BETWEEN LOCAL DECISIONS AND LARGER OBJECTIVES.
REAL NAVAL STRATEGY IS FAR MORE COMPLEX THAN NAVAL BATTLE WORLD.
THAT DISTINCTION SHOULD REMAIN CLEAR.
THE VALUE OF THE ANNEX IS THAT A SIMPLE DECISION ENVIRONMENT CAN BECOME A DOORWAY INTO SERIOUS HISTORICAL AND STRATEGIC STUDY.
SHIPS / TECHNOLOGY / DETECTION SYSTEMS
NAVAL SEARCH HAS ALWAYS BEEN SHAPED BY TECHNOLOGY.
PARTICIPANTS MAY EXPLORE HOW SHIPS, SUBMARINES, RADAR, SONAR, AIRCRAFT, COMMUNICATION SYSTEMS, NAVIGATION, SENSORS AND DATA SYSTEMS CHANGED WHAT COULD BE DETECTED, WHEN IT COULD BE DETECTED AND HOW COMMANDERS COULD RESPOND.
THIS CREATES ANOTHER PATHWAY:
HIDDEN POSITION → DETECTION TECHNOLOGY → INFORMATION → DECISION → ACTION
HUMAN FACTORS / ATTENTION / PERCEPTION
NAVAL BATTLE WORLD ALSO PROVIDES A SIMPLE ENVIRONMENT FOR THINKING ABOUT THE HUMAN SIDE OF INFORMATION USE.
PARTICIPANTS MUST NOTICE PRIOR FEEDBACK, REMEMBER SEARCH HISTORY, AVOID DUPLICATION, INTERPRET PATTERNS, MANAGE ATTENTION AND DECIDE WHEN TO CHANGE STRATEGY.
THE ANNEX MAY THEREFORE CONNECT THE WORLD TO LEARNING ABOUT HUMAN FACTORS, COGNITIVE LOAD, PERCEPTION, MEMORY, INTERFACE DESIGN AND DECISION SUPPORT.
ARTIFICIAL INTELLIGENCE / COMPUTATIONAL SEARCH
THE SAME HIDDEN-INFORMATION SEARCH ENVIRONMENT CAN ALSO BE USEFUL FOR HUMAN-TO-AI AND AI-TO-AI COMPARISON WHERE THOSE FORMATS ARE ACTIVE.
AI SYSTEMS MAY BE COMPARED ON TARGET SELECTION, SEARCH EFFICIENCY, INFERENCE, MEMORY, ADAPTATION, ERROR PATTERNS AND CHANGES AFTER REPEATED EXPERIENCE.
THE PURPOSE IS NOT TO CLAIM THAT PERFORMANCE IN NAVAL BATTLE WORLD REPRESENTS GENERAL INTELLIGENCE.
IT PROVIDES ONE DEFINED ENVIRONMENT IN WHICH SPECIFIC SEARCH AND DECISION BEHAVIOURS CAN BE MEASURED.
LESSONS / EDUCATION / LEARNING
A NEW PARTICIPANT MAY NEED MORE THAN A RULE DESCRIPTION.
THE LEARNING ANNEX MAY CONNECT TO MATERIAL ON GRID REASONING, PROBABILITY, SEARCH STRATEGY, MEMORY, PATTERN RECOGNITION, NAVAL HISTORY, SHIPS, DETECTION AND DECISION SCIENCE.
THE PURPOSE IS NOT TO ESTABLISH ONE ORTHODOX SEARCH STRATEGY.
IT IS TO MAKE MULTIPLE LEARNING PATHWAYS FINDABLE AND ALLOW PARTICIPANTS TO RETURN TO THE SAME WORLD AFTER LEARNING.
VIDEO / AUDIO / MULTIMEDIA
LEARNING DOES NOT HAVE TO OCCUR ONLY THROUGH TEXT.
THE NAVAL BATTLE WORLD LEARNING ANNEX MAY LINK TO DOCUMENTARIES, HISTORICAL FOOTAGE, MUSEUM PRESENTATIONS, SHIP TOURS, LECTURES, MAP ANIMATIONS, PROBABILITY LESSONS, STRATEGY EXPLANATIONS AND OTHER MULTIMEDIA MATERIAL WHERE THE SOURCE IS RELEVANT AND ATTRIBUTED.
MULTIMEDIA CAN BE ESPECIALLY USEFUL FOR SHOWING HOW INFORMATION, POSITION AND TECHNOLOGY CHANGE A DECISION ENVIRONMENT OVER TIME.
BOOKS / PUBLICATIONS / FURTHER READING
THE NAVAL BATTLE KNOWLEDGE ECOSYSTEM MAY INCLUDE NAVAL HISTORIES, BIOGRAPHIES, CAMPAIGN STUDIES, STRATEGY TEXTS, OPERATIONS-RESEARCH MATERIAL, PROBABILITY TEXTS, HUMAN-FACTORS RESEARCH, TECHNOLOGY HISTORIES AND ACADEMIC PUBLICATIONS.
GOMI DOES NOT NEED TO REPRODUCE THOSE WORKS TO MAKE THEM PART OF A LEARNING PATHWAY.
THE PURPOSE OF THE ANNEX IS TO HELP SOMEONE FIND THE KNOWLEDGE, IDENTIFY ITS SOURCE AND DECIDE HOW DEEPLY THEY WANT TO EXPLORE IT.
LEARNING STRATEGY / IMPROVEMENT
NAVAL BATTLE WORLD CAN PROVIDE PATHWAYS CONCERNED WITH HOW TO IMPROVE, NOT ONLY HOW TO PLAY.
A PARTICIPANT MAY EXPLORE SEARCH PATTERNS, PROBABILITY, TARGET SEQUENCING, MEMORY, SPATIAL REASONING, PATTERN RECOGNITION, RISK, DEFENSIVE PLACEMENT, REVIEW, SELF-TESTING, REPLAY AND REPEATED PRACTICE.
THE PURPOSE IS NOT TO ESTABLISH ONE MANDATORY STRATEGY.
DIFFERENT PARTICIPANTS MAY SEARCH DIFFERENTLY.
NAVAL BATTLE WORLD PROVIDES THE COMMON DECISION ENVIRONMENT IN WHICH THOSE DIFFERENCES CAN BE OBSERVED.
RESEARCH PATHWAY
RESEARCHERS MAY MOVE BEYOND PLAYER-FACING MATERIAL INTO DECISION SCIENCE, COGNITIVE PSYCHOLOGY, VISUAL SEARCH, MEMORY, SPATIAL REASONING, PATTERN RECOGNITION, GAME THEORY, OPERATIONS RESEARCH, HUMAN FACTORS, INFORMATION SCIENCE, ARTIFICIAL INTELLIGENCE, DATA SCIENCE AND LONGITUDINAL GOMI OBSERVATIONS WHERE ACCESS IS APPROPRIATE.
THE SCIENTIFIC INQUIRY / STUDY PLATFORM IDENTIFIES POSSIBLE AREAS OF INQUIRY.
THE LINK MAP IDENTIFIES PLACES WHERE THE UNDERLYING HISTORY, MATHEMATICS, SEARCH THEORY, DECISION METHODS AND EVIDENCE MAY BE EXPLORED.
THEY ARE RELATED FUNCTIONS, BUT THEY ARE NOT DUPLICATES.
ORGANIZATIONS / CLUBS / GROUPS / PROVIDERS
THE NAVAL BATTLE WORLD INFORMATION SYSTEM MAY LATER INCLUDE VOLUNTARY LISTINGS OR LINKS FOR MUSEUMS, NAVAL-HISTORY ORGANIZATIONS, UNIVERSITIES, RESEARCH GROUPS, MATHEMATICS EDUCATORS, GAME GROUPS, TEACHERS, COMMENTATORS, HUMAN-FACTORS RESEARCHERS, AI LABORATORIES AND OTHER APPROPRIATE PROVIDERS.
A LISTING DOES NOT AUTOMATICALLY MEAN GOMI ENDORSES THE ORGANIZATION, PERSON, OPINION, SERVICE OR MATERIAL.
IT MEANS THE RESOURCE HAS BEEN CONNECTED TO AN APPROPRIATE INFORMATION PATHWAY.
PEOPLE SEEKING TO LEARN
A PARTICIPANT MAY USE NAVAL BATTLE WORLD SIMPLY BECAUSE THEY WANT TO UNDERSTAND SEARCH, STRATEGY, PROBABILITY, NAVAL HISTORY OR THE GAME ENVIRONMENT BETTER.
THEY DO NOT HAVE TO BE A MATHEMATICIAN, HISTORIAN, RESEARCHER, STRATEGIST, NAVAL PROFESSIONAL, SCIENTIST OR AI SPECIALIST.
THE SAME WORLD CAN SERVE A FIRST-TIME PARTICIPANT AND A HIGHLY EXPERIENCED ONE.
THEIR KNOWLEDGE MAY DIFFER.
THEIR SEARCH STRATEGIES MAY DIFFER.
THE CONDITIONS OF THE WORLD DO NOT HAVE TO.
PEOPLE SEEKING TO TEACH
TEACHERS, EDUCATORS, HISTORIANS, MATHEMATICIANS, RESEARCHERS, MUSEUMS, UNIVERSITIES AND OTHER KNOWLEDGE PROVIDERS MAY USE THE LEARNING ANNEX AS A ROUTE INTO MATERIAL RELEVANT TO NAVAL BATTLE WORLD.
WHERE APPROPRIATE, OUTSIDE PROVIDERS MAY CONTRIBUTE OR MAINTAIN THEIR OWN CLEARLY ATTRIBUTED MATERIAL.
GOMI DOES NOT NEED TO BECOME THE AUTHOR OF EVERY HISTORY LESSON, PROBABILITY EXPLANATION, STRATEGY ARTICLE OR RESEARCH PAPER.
IT CREATES THE STRUCTURE THROUGH WHICH RELEVANT KNOWLEDGE CAN BE FOUND.
INFORMATION INTEGRITY
NAVAL BATTLE WORLD IS DESIGNED AS AN OPEN-ENDED INFORMATION SYSTEM SURROUNDING AN INVARIANT CORE.
THE WORLD METHOD CAN REMAIN FIXED.
THE KNOWLEDGE CAN CONTINUE GROWING.
NEW SOURCES, ARTICLES, BOOKS, VIDEOS, RESEARCH, PROVIDERS, ORGANIZATIONS, HISTORICAL RECORDS, MATHEMATICAL TOOLS, LEARNING MATERIAL AND FIELDS OF INQUIRY MAY BE ADDED LATER WITHOUT RECONSTRUCTING NAVAL BATTLE WORLD.
GOMI CONTROLS THE WORLD STRUCTURE, DECISION CONDITIONS, PRESENTATION METHODOLOGY, MEASUREMENT STRUCTURE, ATTRIBUTION STRUCTURE AND CONNECTION TO THE LARGER GOMI SYSTEM.
EXTERNAL PROVIDERS CONTROL THEIR OWN ATTRIBUTED MATERIAL.
REFERENCES TO COMMERCIAL GAMES OR TRADEMARKED MATERIAL ARE EXTERNAL LEARNING OR COMPARATIVE REFERENCES ONLY UNLESS A SEPARATE RIGHTS OR PROVIDER ARRANGEMENT EXPRESSLY STATES OTHERWISE.
SOURCE AND LINK PRINCIPLE
THE LEARNING ANNEX:
ORGANIZES.
INDEXES.
CONNECTS.
IT DOES NOT AUTOMATICALLY:
APPROVE.
CERTIFY.
ADJUDICATE.
ENDORSE.
EXTERNAL INFORMATION MAY CHANGE.
EXTERNAL WEBSITES MAY CHANGE.
STRATEGY OPINIONS MAY DIFFER.
RESEARCH MAY DEVELOP.
NEW EVIDENCE OR ANALYSIS MAY BECOME AVAILABLE.
WHERE POSSIBLE, THE PARTICIPANT SHOULD BE ABLE TO MOVE OUTWARD TO THE UNDERLYING SOURCE AND EVALUATE THE MATERIAL DIRECTLY.
THE NAVAL BATTLE WORLD INFORMATION PATH
THE LARGER GOMI CONNECTION
NAVAL BATTLE WORLD IS ONE ESTABLISHED WORLD WITHIN THE PERMANENT 14-WORLD GOMI CORE.
ITS LEARNING ANNEX USES THE SAME INVARIANT LEARNING-ANNEX CHASSIS ESTABLISHED BY CANADIAN WORLD:
THE SUBJECTS CHANGE.
THE ARCHITECTURE DOES NOT HAVE TO.
NAVAL BATTLE WORLD
THE ENVIRONMENT STAYS STABLE.
THE KNOWLEDGE CAN KEEP EXPANDING.
THE PARTICIPANTS MAKE THE CHOICES.
GOMI RECORDS WHAT HAPPENED.
GOOD FOR ONE, GOOD FOR ALL.