How should the war
on terrorism proceed? How will other countries respond? Since
September 11, I have watched as military and political experts
have described what we should do and what the consequences
will be. Although these forecasts sound impressive and come
with convincing arguments to support their conclusions, they
are often wrong. This is not surprising; research tells us
that experts are not good at forecasting decisions in conflict
situations. The reason is that conflicts are complex and often
involve several rounds of action and reaction. Fortunately,
there is an effective alternative: role-playing. For conflict
situations, research shows that role-playing yields the most
accurate predictions.
Kesten Green, a
colleague at Victoria
University in
New
Zealand, and I have
been studying how to make accurate predictions in conflict
situations. We presented 290 participants with descriptions of
six actual conflicts and asked them to select the most likely
decisions. The conflicts involved labor-management, commercial
and civil disputes. In five of these conflicts, we were able
to role-play the interactions. When unaided, the participants
did no better than mere chance; they were correct on 27% of
the decisions. We then asked 21 game theorists from around the
world to make predictions, reasoning that their greater
understanding of conflicts and knowledge of game theory would
produce better forecasts. Surprisingly, they were correct on
only 28% of their decisions.
When we
instructed 352 students to role-play, forecast accuracy
improved in all five situations. On average, there were 61%
correct predictions versus the 27% when similar participants
made unaided predictions. I have been involved in forecasting
since 1960 and have never before encountered a forecasting
method that produces such large improvements over other
procedures.
Role-playing can
and should be used to simulate conflicts in a realistic
manner. After receiving brief descriptions of their roles,
participants read about the situation. The partisans meet with
their confederates to discuss strategy and act out
interactions with the other parties. While encouraged to
improvise, they must always stay within their roles.
Typically, 10 independent simulations will be sufficient, but
more can be conducted if the decisions vary substantially
across simulations. Predictions are based on the frequency
with which decisions occur. For example, in our role-play of
the 1982 conflict between National Football League players and
owners, role-playing resulted in strikes 60% of the time.
There was a strike.
Interestingly,
neither instructing decision makers to think like their
opponent nor giving them information about the roles of the
parties improves accuracy. Role-playing must simulate the
complex interactions.
Militaries have
used role-playing since at least 1929. David Halberstam
described its use in the Vietnam War in The Best and the
Brightest. Unfortunately, top government officials did not
believe the conclusion from the role-playing that moderate
bombing was the worst strategy the
U.S. could follow.
Better
predictions of how other parties will respond can lead to
better decisions. For example, role-playing might have led the
United
Kingdom to accept a
1975 offer from government-backed Argentine businessmen to buy
most of the Falkland
Island resources, and
it might have helped the three Argentine generals to see how
the U.K. leaders would
respond to Argentina’s occupation of
the islands.
Our studies have
found that unaided expert judgment is generally relied upon
when analyzing conflict situations in business. Although
role-playing is seldom used in a formal way in business, we
see a great potential. For example, it was used by the
Lockheed Corporation to forecast the reactions of their major
customers to proposed changes in the design of their planes;
this allowed the company to examine various options before
making a final design decision.
Role-paying
is especially useful in that it can lead to predictions that
are not obvious to experts. Consider the case of Contact
Energy in New Zealand. Contact was formed in 1996 when the New
Zealand government transferred some of the assets of its
monopoly electricity generator to a new private sector
company. The electricity market changed again in 1999 when the
government split the residual into three new companies. In an
effort to forecast the behaviour of the competitive market for
wholesale electricity, Contact management organised
electricity trading simulations and Contact executives
role-played the managers of the rival generator companies in
various company offices. However, because decisions suggested
by the role-playing were so at odds with the beliefs held by
Contact management about how the market would behave, the
managers ignored them. The company then turned to game theory
but found the exercise unhelpful. As it later turned out, the
role-playing exercise had accurately foretold the future and
the forecast had been ignored to the company’s
detriment.
Surprises
in conflicts usually lead to unexpected and undesirable
outcomes. Role-playing can lead to wiser decisions by
providing a simple way to accurately predict how others will
respond to various actions.