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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

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id title category status canonical_id aliases duplicate_of source_trust_level confidence_score verification_status tags raw_sources last_reinforced github_commit tech_stack
wiki-2026-0508-nuclear-deterrence-models Nuclear Deterrence Models 10_Wiki/Topics verified self
Deterrence Theory
MAD
Nuclear Strategy
none A 0.9 applied
game-design
game-theory
strategy
geopolitics
simulation
2026-05-10 pending
language framework
game-theory strategic-modeling

Nuclear Deterrence Models

매 한 줄

"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.

매 핵심

매 Foundational Models

  • MAD (Mutually Assured Destruction): 매 second-strike survivability 매 first strike 의 deters.
  • Massive Retaliation (Dulles, 1954): 매 any aggression 매 maximum response.
  • Flexible Response (Kennedy): 매 graduated escalation — match 의 force level.
  • Counterforce vs Countervalue: 매 military targets 의 vs population/cities.

매 Game-Theoretic Lens

  • Chicken / Hawk-Dove: 매 brinkmanship — 매 first 의 swerve 의 lose.
  • Schelling 의 Focal Points: 매 tacit coordination 매 escalation 의 around.
  • Credible commitment: 매 burn-the-boats — 매 retreat option 의 remove.
  • Signaling cost: 매 expensive signals (mobilization) 매 cheap talk 의 outweigh.

매 응용

  1. 4X game design — diplomacy systems (Civilization VI/VII nuclear units).
  2. Wargame simulation — Plan A, Sigma war games (Pentagon, RAND).
  3. Geopolitical training — Foreign Service simulations.

💻 패턴

MAD payoff matrix

// Row = US strategy, Col = USSR strategy. Values: [US payoff, USSR payoff]
const madMatrix = {
  cooperate_cooperate: [3, 3],
  cooperate_strike: [-100, 1],
  strike_cooperate: [1, -100],
  strike_strike: [-100, -100],
} as const;

function nashCheck(strategy: keyof typeof madMatrix): boolean {
  // 매 strike_strike 의 not 매 deviating cooperate 의 worse
  return false; // mutual cooperation 매 not Nash 의 single-shot, repeated game 매 stable
}

Second-strike survivability

interface Arsenal {
  silos: number;
  submarines: number;
  bombers: number;
  silos_survival: number;     // ~0.05
  sub_survival: number;       // ~0.95
  bomber_survival: number;    // ~0.30
}

function expectedRetaliation(a: Arsenal, warheadsPerPlatform: number): number {
  return (
    a.silos * a.silos_survival +
    a.submarines * a.sub_survival +
    a.bombers * a.bomber_survival
  ) * warheadsPerPlatform;
}

function isMADStable(us: Arsenal, ussr: Arsenal, warheads: number, threshold = 200): boolean {
  return (
    expectedRetaliation(us, warheads) > threshold &&
    expectedRetaliation(ussr, warheads) > threshold
  );
}

Escalation ladder (Kahn)

const ESCALATION_LADDER = [
  { rung: 1,  name: 'Crisis declaration', kineticForce: false },
  { rung: 5,  name: 'Show of force', kineticForce: false },
  { rung: 10, name: 'Conventional war', kineticForce: true },
  { rung: 15, name: 'Tactical nuclear', kineticForce: true },
  { rung: 20, name: 'Strategic limited strike', kineticForce: true },
  { rung: 44, name: 'Spasm war (full exchange)', kineticForce: true },
];

function escalate(current: number, signal: 'firm' | 'reciprocate' | 'deescalate'): number {
  if (signal === 'firm') return Math.min(44, current + 2);
  if (signal === 'reciprocate') return current;
  return Math.max(1, current - 3);
}

Brinkmanship simulation (Chicken)

interface Player { resolve: number; rationality: number; }

function chickenOutcome(a: Player, b: Player): 'a_yields' | 'b_yields' | 'crash' {
  // 매 brinkmanship — both swerve 의 mutual benefit, 매 neither swerve 의 catastrophe
  const aYieldP = 1 - a.resolve;
  const bYieldP = 1 - b.resolve;
  const r = Math.random();
  if (r < aYieldP * (1 - bYieldP)) return 'a_yields';
  if (r < aYieldP * (1 - bYieldP) + bYieldP * (1 - aYieldP)) return 'b_yields';
  if (r < aYieldP * (1 - bYieldP) + bYieldP * (1 - aYieldP) + aYieldP * bYieldP) return 'a_yields';
  return 'crash';
}

Credible threat (Schelling commitment device)

class Commitment {
  // 매 retreat 의 cost 의 raise 하여 매 threat 의 credible 의 make
  constructor(
    public publicAnnouncement: boolean,
    public alliancesAtStake: number,
    public sunkInvestment: number,
  ) {}

  credibility(): number {
    return (
      (this.publicAnnouncement ? 0.4 : 0) +
      Math.min(0.4, this.alliancesAtStake * 0.1) +
      Math.min(0.2, this.sunkInvestment / 1e9 * 0.05)
    );
  }
}

매 결정 기준

상황 Approach
Symmetric superpowers MAD + arms control treaties
Asymmetric (one weak) Flexible response + extended deterrence
Multiparty (3+ nuclear states) Stability erosion — 매 stochastic escalation risk
Game design (4X / wargame) Schelling-flavored mechanics — credible-threat units, escalation tracker

기본값: MAD model 의 baseline + flexible response 의 layered nuance.

🔗 Graph

🤖 LLM 활용

언제: Wargame scenario drafting, doctrine summary, simulation NPC rhetoric generation. 언제 X: Real-world policy advice, classified-domain reasoning, live crisis decision support.

안티패턴

  • Single-strategy doctrine: 매 only-massive-retaliation 매 small-conflict 매 incredible.
  • Ignoring second-strike: 매 silo-only arsenal 매 vulnerable, MAD 의 collapse.
  • Cheap-talk threats: 매 cost-free threats 매 not credible — game-theoretic noise.
  • Ladder collapse: 매 step-skipping 매 stability 의 destroy.

🧪 검증 / 중복

  • Verified (Schelling "Strategy of Conflict", Kahn "On Escalation", Princeton SGS Plan A 2019, RAND deterrence literature 2020-2024).
  • 신뢰도 A.

🕓 Changelog

날짜 변경
2026-05-08 Phase 1
2026-05-10 Manual cleanup — MAD, escalation ladder, credible commitment patterns