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Research Articles

  • Wargaming for Competitive Statecraft

    The terms wargaming, simulations, and practica can all be used to describe similar operational exercises that are focused on providing decision support to various courses of action. Each term is used by a different audience: military (wargaming), interagency (simulation), and academe (practica).

  • Generational Differences

    Distinct characteristics, values, beliefs, attitudes, and behaviors are often associated with individuals from different generations. These differences arise from societal, cultural, technological, and economic factors that shape people’s experiences as they grow and develop. Generational

  • Efficient Fine Tuning of Large Language Models

    What are the most robust ways to incorporate new data sets into a large language model that do not truncate the breadth of data available while simultaneously allowing for complex answers and minimizing hallucinations? (16 AF/A5)

  • SOF Educational Foci

    Formal education programs for SOF practitioners are available at several different military educational institutions. There are service-specific schools as well as joint educational opportunities. Is current education and training adequate to prepare for strategic competition? Is the content,

  • Ethical Performance and Moral Injury

    The SOE and SOF hold themselves to a high standard of ethical performance. This is important not only to preserve the trust of the nation, but also to protect the force from moral injuries. How can SOF leadership best identify, address, and learn from ethical lapses? Are there metrics that can be

  • Technological Undermatch

    The ‘American way of war’ is typically used to describe the United States’ use of exquisite technology combined with limited numbers of highly trained personnel to fight its conflicts, rather than relying, as other countries sometimes do, on relatively low-technology

  • Human/Technology Interface

    The human/technology interface encompasses the ways in which humans engage with and utilize technology to enhance their capabilities, perform tasks more efficiently, and achieve desired outcomes. The interface can range from simple physical interactions, such as pressing buttons or using touch