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177 lines
6.3 KiB
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177 lines
6.3 KiB
Markdown
---
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id: wiki-2026-0508-nuclear-deterrence-models
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title: Nuclear Deterrence Models
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Deterrence Theory, MAD, Nuclear Strategy]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [game-design, game-theory, strategy, geopolitics, simulation]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: game-theory
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framework: strategic-modeling
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---
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# Nuclear Deterrence Models
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## 매 한 줄
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> **"매 first strike 의 cost 의 retaliatory 의 unbearable 의 make → 매 attack 의 prevent"**. Nuclear deterrence 매 game-theoretic equilibrium 의 family — Mutually Assured Destruction (MAD), credible-threat signaling, escalation ladders. 매 Cold War-era foundation 의 modern simulations (Plan A by Princeton, ICONS) + 4X game design (Civilization, Hearts of Iron) 의 informs.
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## 매 핵심
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### 매 Foundational Models
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- **MAD (Mutually Assured Destruction)**: 매 second-strike survivability 매 first strike 의 deters.
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- **Massive Retaliation (Dulles, 1954)**: 매 any aggression 매 maximum response.
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- **Flexible Response (Kennedy)**: 매 graduated escalation — match 의 force level.
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- **Counterforce vs Countervalue**: 매 military targets 의 vs population/cities.
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### 매 Game-Theoretic Lens
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- **Chicken / Hawk-Dove**: 매 brinkmanship — 매 first 의 swerve 의 lose.
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- **Schelling 의 Focal Points**: 매 tacit coordination 매 escalation 의 around.
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- **Credible commitment**: 매 burn-the-boats — 매 retreat option 의 remove.
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- **Signaling cost**: 매 expensive signals (mobilization) 매 cheap talk 의 outweigh.
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### 매 응용
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1. 4X game design — diplomacy systems (Civilization VI/VII nuclear units).
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2. Wargame simulation — Plan A, Sigma war games (Pentagon, RAND).
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3. Geopolitical training — Foreign Service simulations.
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## 💻 패턴
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### MAD payoff matrix
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```typescript
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// Row = US strategy, Col = USSR strategy. Values: [US payoff, USSR payoff]
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const madMatrix = {
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cooperate_cooperate: [3, 3],
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cooperate_strike: [-100, 1],
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strike_cooperate: [1, -100],
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strike_strike: [-100, -100],
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} as const;
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function nashCheck(strategy: keyof typeof madMatrix): boolean {
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// 매 strike_strike 의 not 매 deviating cooperate 의 worse
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return false; // mutual cooperation 매 not Nash 의 single-shot, repeated game 매 stable
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}
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```
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### Second-strike survivability
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```typescript
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interface Arsenal {
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silos: number;
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submarines: number;
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bombers: number;
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silos_survival: number; // ~0.05
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sub_survival: number; // ~0.95
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bomber_survival: number; // ~0.30
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}
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function expectedRetaliation(a: Arsenal, warheadsPerPlatform: number): number {
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return (
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a.silos * a.silos_survival +
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a.submarines * a.sub_survival +
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a.bombers * a.bomber_survival
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) * warheadsPerPlatform;
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}
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function isMADStable(us: Arsenal, ussr: Arsenal, warheads: number, threshold = 200): boolean {
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return (
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expectedRetaliation(us, warheads) > threshold &&
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expectedRetaliation(ussr, warheads) > threshold
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);
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}
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```
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### Escalation ladder (Kahn)
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```typescript
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const ESCALATION_LADDER = [
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{ rung: 1, name: 'Crisis declaration', kineticForce: false },
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{ rung: 5, name: 'Show of force', kineticForce: false },
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{ rung: 10, name: 'Conventional war', kineticForce: true },
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{ rung: 15, name: 'Tactical nuclear', kineticForce: true },
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{ rung: 20, name: 'Strategic limited strike', kineticForce: true },
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{ rung: 44, name: 'Spasm war (full exchange)', kineticForce: true },
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];
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function escalate(current: number, signal: 'firm' | 'reciprocate' | 'deescalate'): number {
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if (signal === 'firm') return Math.min(44, current + 2);
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if (signal === 'reciprocate') return current;
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return Math.max(1, current - 3);
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}
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```
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### Brinkmanship simulation (Chicken)
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```typescript
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interface Player { resolve: number; rationality: number; }
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function chickenOutcome(a: Player, b: Player): 'a_yields' | 'b_yields' | 'crash' {
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// 매 brinkmanship — both swerve 의 mutual benefit, 매 neither swerve 의 catastrophe
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const aYieldP = 1 - a.resolve;
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const bYieldP = 1 - b.resolve;
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const r = Math.random();
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if (r < aYieldP * (1 - bYieldP)) return 'a_yields';
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if (r < aYieldP * (1 - bYieldP) + bYieldP * (1 - aYieldP)) return 'b_yields';
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if (r < aYieldP * (1 - bYieldP) + bYieldP * (1 - aYieldP) + aYieldP * bYieldP) return 'a_yields';
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return 'crash';
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}
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```
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### Credible threat (Schelling commitment device)
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```typescript
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class Commitment {
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// 매 retreat 의 cost 의 raise 하여 매 threat 의 credible 의 make
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constructor(
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public publicAnnouncement: boolean,
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public alliancesAtStake: number,
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public sunkInvestment: number,
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) {}
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credibility(): number {
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return (
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(this.publicAnnouncement ? 0.4 : 0) +
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Math.min(0.4, this.alliancesAtStake * 0.1) +
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Math.min(0.2, this.sunkInvestment / 1e9 * 0.05)
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);
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}
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| Symmetric superpowers | MAD + arms control treaties |
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| Asymmetric (one weak) | Flexible response + extended deterrence |
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| Multiparty (3+ nuclear states) | Stability erosion — 매 stochastic escalation risk |
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| Game design (4X / wargame) | Schelling-flavored mechanics — credible-threat units, escalation tracker |
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**기본값**: MAD model 의 baseline + flexible response 의 layered nuance.
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## 🔗 Graph
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- 변형: [[MAD]]
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- Adjacent: [[Algorithmic Rhetoric]] · [[Alliance (동맹)]] · [[4X 시스템 (4X System)]]
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## 🤖 LLM 활용
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**언제**: Wargame scenario drafting, doctrine summary, simulation NPC rhetoric generation.
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**언제 X**: Real-world policy advice, classified-domain reasoning, live crisis decision support.
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## ❌ 안티패턴
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- **Single-strategy doctrine**: 매 only-massive-retaliation 매 small-conflict 매 incredible.
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- **Ignoring second-strike**: 매 silo-only arsenal 매 vulnerable, MAD 의 collapse.
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- **Cheap-talk threats**: 매 cost-free threats 매 not credible — game-theoretic noise.
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- **Ladder collapse**: 매 step-skipping 매 stability 의 destroy.
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## 🧪 검증 / 중복
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- Verified (Schelling "Strategy of Conflict", Kahn "On Escalation", Princeton SGS Plan A 2019, RAND deterrence literature 2020-2024).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — MAD, escalation ladder, credible commitment patterns |
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