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・ Tactical Assault Camouflage
・ Tactical assault group
・ Tactical asset allocation
・ Tactical Atomic Demolition Munition
・ Tactical Automated Security System
・ Tactical ballistic missile
・ Tactical beacon
・ Tactical bombing
・ Tactical communications
・ Tactical communications system
・ Tactical Communications Wing RAF
・ Tactical Control System
・ Tactical crew
・ Tactical data information link–A
・ Tactical Data Link
Tactical decision game
・ Tactical designator
・ Tactical development on the Western Front in 1917
・ Tactical diameter
・ Tactical Divers Group
・ Tactical Emergency Medical Services
・ Tactical engagement simulation
・ Tactical event
・ Tactical Force
・ Tactical formation
・ Tactical frivolity
・ Tactical Ground Intercept Facility
・ Tactical High Energy Laser
・ Tactical ignoring
・ Tactical Imagery-Intelligence Wing


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Tactical decision game : ウィキペディア英語版
Tactical decision game

A tactical decision game is a decision game that puts students in the role of the commander of a tactical unit who is faced with a challenging problem. While most tactical decision games depict problems faced by the commanders of military units, 〔 〕 a growing number deal with the situations of types dealt with by police and firefighting organizations .
The tactical decision game is known by a variety of names. These include ''map problem'', ''tactical problem'', ''one-step war game'', and ''tactical decision exercise''.
Like other types of decision games, tactical decision games may either be historical or fictional. If the scenario is based entirely upon a reliable historical narrative, a tactical decision game is also a ''decision-forcing case''. (Such an exercise may also be called an ''historical map problem''.) However, if any of the elements in the scenario of a tactical decision game is fictional, then the exercise is a kind of ''fictional decision game''.
==Tactical Decision Games Before 1800==

In Chapter 14 of ''The Prince'', Niccolò Machiavelli tells the story of the Greek general Philopoemon, who made extensive use of tactical decision games.
“Philopoemon, Prince of the Achaeans, among other praises which writers have bestowed on him, is commended because in time of peace he never had anything in his mind but the rules of war; and when he was in the country with friends, he often stopped and reasoned with them: “If the enemy should be upon that hill, and we should find ourselves here with our army, with whom would be the advantage? How should one best advance to meet him, keeping the ranks? If we should wish to re-treat, how ought we to set about it? If they should retreat, how ought we to pursue?” And he would set forth to them, as he went, all the chances that could befall an army; he would listen to their opinion and state his, confirming it with reasons, so that by these continual discussions there could never arise, in time of war, any unexpected circumstances that he could deal with.”


抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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