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No One Wins in Nuclear War: Social Simulations of High-stakes Military Decision-making

AI
Security
Wargaming
social simulation
A social-simulation environment for high-stakes military decision-making, built on a deterministic, replay-validated rules engine and instantiated with the card game Nuclear War.
Authors

Glenn Matlin

Isaac Song

Anthony Wen-Ming Zang

Mark Riedl

Published

August 8, 2026

Publication

No One Wins in Nuclear War: Social Simulations of High-stakes Military Decision-making

A social-simulation environment for studying how organizations make high-stakes decisions, built on a deterministic, replay-validated rules engine and using wargames as the vehicle.

Accepted

August 2026

Authors

Glenn Matlin, Isaac Song†, Anthony Wen-Ming Zang†, Mark Riedl († equal contribution)

Venue

Social Simulation with LLMs: Fidelity in Applications Workshop at COLM 2026

All Publications

Abstract

WOPR is a social-simulation environment for studying how organizations make high-stakes decisions, built on a deterministic, replay-validated rules engine and using wargames as the vehicle. We instantiate it first with the published card game Nuclear War, traced against its published rules. We start with military decision-making because of its safety implications and because it needs further study, but the design is not specific to it: the decision-point contract that exposes the engine to agents is reusable across verifiable rule systems. Existing social-simulation work emphasizes persona fidelity and synthetic opinion, but lacks a verifiable rules engine with replay-checkable mechanics and private-channel negotiation. WOPR supplies that engine, and its contract makes every strategic choice an explicit agent decision. The method is agnostic to social-simulation frameworks; we adopt Concordia as the default harness for driving the game. On the same engine, WOPR layers a four-rung press ladder from silence to private single-recipient channels with structured commitments, and instantiates each faction as a collective command-and-control system rather than a single agent. We make all code, example configurations, and replay data publicly available at github.com/eilab-gt/wopr.

At a Glance

  • A deterministic, replay-validated rules engine traced against the published card game Nuclear War
  • A decision-point contract that makes every strategic choice an explicit agent decision, reusable across verifiable rule systems
  • A four-rung press ladder from silence to private single-recipient channels with structured commitments
  • Each faction modeled as a collective command-and-control system rather than a single agent

Cite This Paper

BibTeX
@inproceedings{matlin2026nuclearwar,
  title     = {No One Wins in Nuclear War: Social Simulations of High-stakes Military Decision-making},
  author    = {Matlin, Glenn and Song, Isaac and Zang, Anthony Wen-Ming and Riedl, Mark},
  year      = {2026},
  booktitle = {Social Simulation with LLMs: Fidelity in Applications Workshop at the 3rd Conference on Language Models (COLM)}
}

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