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<p>The objective of this thesis is to design, conduct, and analyze a command, control, and communications conflict simulation to investigate the effects of differing types and quantities of information delay on mission outcomes using the computer simulation game Tactical Tic-Tac-Toe (T4). Three different types of delay were compared: tactical, area, and communications. Each type of delay was delayed from zero to nine moves. The results indicate that tactical delay had the greatest effect on mission outcome. Area delay had less of an impact. Communications delay had the least effect. Contrary to predictions, within each type of delay, different levels of delay did not significantly effect mission outcomes. This may be attributed to the high variability of the game scores. Generally, tactical and area delays showed less mission impact at lower levels of delay, however communications delay indicated no trend in mission outcome at different levels of delay.
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<br>Subjects: C3; Command, Control and Communication; Tactical Tic-Tac-Toe; T4; Information delay; Simulation; Experiments</div>
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Richardson, Jeffrey S.</div>
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