Games & Strategy
Wargames built as scientific instruments — each one a contest with a measurable outcome.
The Asymmetry
The attacker needs one way in. The defender has to hold every door.
In cyberspace the defender protects every vector while the attacker chooses one. False narratives spread faster than corrections. Exploitation costs less than resilience. Across every domain we model, the balance tips the same way — and the games are designed to surface it, measure it, and expose it.
The Suite
MINDSPACE
Cognitive Warfare
Designed by Dr. Ali Kocho-Williams
Four asymmetric factions contest a population’s attention, trust, and resilience — built on the DISARM influence-operations taxonomy.
Attacker-dominant — three attack surfaces, one defender covering all.
INFOSPHERE
Influence · Belief Spread
Designed by Dr. Ali Kocho-Williams
One player seeds disinformation, the other contains it — over validated models of how beliefs spread through social contact.
Spreader wins — reproducible across play conditions, matching the literature.
CyberWar
Network Intrusion
Designed by Dr. Ali Kocho-Williams
AI agents attack and defend a network — probing, moving laterally, patching — configured on MITRE ATT&CK concepts.
Attacker-dominant — measured success rates, detection windows, failure modes.
Cog & Capital
Behavioral · AI Advisors
Designed by Dr. Ali Kocho-Williams
Victorian industrialists compete for market dominance while AI-powered advisors shape their decisions.
Open question — how AI-mediated advice changes human strategy.
The Great Awakening
AI-Adjudicated Geopolitical Crisis
Designed by Dr. Ali Kocho-Williams
Five factions submit orders in plain English; an AI Oracle reads the situation and decides what happens, in narrative form — no action menus, no probability tables.
Research frontier — what AI adjudication can and cannot do reliably: consistency, creative play, escalation, balance.
Wargames as scientific instruments
A simulation grounded in a verified model produces observations you can analyze, compare, and publish. Players take asymmetric roles; AI agents execute strategies; the games generate outcome data. That data feeds academic research.
The suite’s central claim — that attackers hold structural advantages that persist across domains, and that those advantages come from how defense obligations are distributed rather than attacker ingenuity — is tested domain by domain.
These games grew out of a Clarkson course where students learn history — from the Berlin Airlift to Cold War nuclear rivalry — by playing wargames and designing their own.
Dr. Ali Kocho-Williams built the course and its game library through Clarkson’s President’s Challenge for Faculty. Student teams have produced functional game prototypes that drew interest from commercial publishers, and the class launched its own podcast, “Playing with the Past.”
Read the Clarkson feature →Deploy in your course or workshop
All games are browser-based, require no installation, and run on any device — suitable for security studies, information warfare, and cognitive science courses, practitioner workshops, and public engagement.
Faculty Lead — Alastair “Ali” Kocho-Williams
Arts, Culture & Technology · Humanities & Social Sciences
Clarkson AI Institute — prototype draft, not yet published