In Global Peace Through The Global University System

2003 Ed. by T. Varis, T. Utsumi, and W. R. Klemm

University of Tampere, Hameenlinna, Finland

 

 

Globally Collaborative Environmental Peace Gaming

(A Personal Recollection on Its Inception and Development)

 

 

Takeshi Utsumi

GLObal Systems Analysis and Simulation Association in the U.S.A.
(GLOSAS/USA)

 

Abstract

 

As a computer simulationist, I conceived in 1972 an idea of establishing a Globally Collaborative Environmental Peace Gaming (GCEPG) with a globally distributed computer simulation system through a global grid computer network, with a focus on the issue of environment and sustainable development in developing countries.  This is a computerized gaming/simulation to help decision makers construct a globally distributed decision-support system for positive sum/win-win alternatives to conflict and war.  It can also be used to train would-be decision makers in crisis management, conflict resolution, and negotiation techniques.  This gaming approach is to devise a way for conflict resolution with rational analysis and critical thinking basing on "facts and figures."

 

Over the past three decades I played a major pioneering role in extending U.S. data communication networks to other countries, particularly to Japan, and deregulating Japanese telecommunication policies for the use of Internet e-mail.  I also contributed by conducting innovative distance teaching trials with "Global Lecture Hall (GLH)"tm videoconferences using hybrid delivery technologies, which spanned from Korea, Japan, New Zealand, Finland, Italy, France, Russia, Turkey, Brazil, etc.

Using this background, we are now creating a Global University System (GUS) with colleagues in major regions of the world, which will be interconnected with Global Broadband Internet (GBI).  The GCEPG is one of the proposed ways to utilize the GUS and GBI in integrative fashion.  A similar scheme with globally distributed computer simulation system can be applied to various subjects as creating a new paradigm of joint research and development on a global scale.  This will foster not only wisdom by collaborative interaction on knowledge but also true friendship among people around the world with mutual understanding and lasting peace.

This paper briefly describes the history of the GCEPG project since its inception in 1972 and its future direction. It is a companion to the opening chapter “Creating Global University System” of the book “Global Peace Through The Global University System.”



Global Peace Gaming


 
War and Peace Gaming

 

As a General Chairman, I organized a large Summer Computer Simulation Conference (SCSC) with several hundred attendees in Boston, in 1971. A professor from the US Naval Post Graduate School in Monterey, California presented his work on war gaming. The professor's last words were: "War gaming cannot be perfect without having its models tied together with simulation models of civilian sectors" (Schram et al., 1971). I responded, "Well, we may be able to help them, at least in the simulation of the civilian component," (see Figure 1). This motivated me to create a Globally Collaborative Environmental Peace Gaming (GCEPG), particularly on the issue of environment and sustainable development in developing countries, and the Global University System that would supply the players of the game. The games were intended to train would-be decision makers in crisis management, conflict resolution, and negotiation techniques. This gaming approach aimed to devise rational methods for conflict resolution basing on “facts and figures.”

In the early 1970s, I coined the word "Peace Gaming" (Utsumi, 1977) in contrast to the War Gaming that is now used extensively by the military.  In both of these types of gaming, roles are assigned to players to represent important opponents in a real-life confrontation.  But the objectives are as different as war and peace (Figure 2 --click here for larger diagram).

 

If education is based on suspicion, it generates fear.  It then needs to conduct a war game, i.e., a zero-sum game to grab a piece of pie out of the limited total size.  The objective of war games is to win the war.  However, because a nuclear war at this stage of technological advancements and military power would bring devastating effects to both sides, everyone would end up with lose-lose consequences.

On the other hand, if education is based on understanding, it will foster trust among people.  They may conduct a peace game by charging players with the responsibility of reaching a peaceful resolution of a conflict of ideas or objectives, i.e., a plus-sum game that increases the total size of pie collaboratively with creative ideas of the participants.  Each participant can have bigger size of the pie than the one from the limited size pie for zero-sum game.  The objective of peace game is then to reach a peaceful resolution of a conflict in such a way that a nuclear war would never happen reflecting a win-win situation.


The GCEPG with a globally distributed computer simulation system is a computerized gaming/simulation to help decision makers construct a globally distributed decision-support system for positive sum/win-win alternatives to conflict and war. The idea involves interconnecting experts in many countries via global Internet to collaborate in the discovering of new solutions for world crises, such as the deteriorating ecology of our globe, and to explore new alternatives for a world order capable of addressing the problems and opportunities of an interdependent globe. Gaming/simulation is the best tool we have for understanding the world's problems and the solutions we propose for them. The understanding gained with scientific and rational analysis and critical thinking would be the basis of world peace, and hence ought to provide the basic principle of global education for peace.


Then in 1981, I coined the phrase "Global Neural Computer Network" in which each participating game player, with his/her own desktop computer, database and sub-model, would correspond to a neuron, router to synapses, with the Internet serving as nerves in a global brain.  Vice President Al Gore used this term in a speech (as the result of one of his staffs at the White House received numerous e-mail messages from my list) and continued with the following words:

"The Department of Defense is investing well over $1 billion in the development and implementation of networked distributed interactive simulation.  This technology, which allows dispersed learners to engage in collaborative problem solving activities in real time, is now ready for transfer to schools and workplaces outside of the defense sector."

[Speaking to communications industry leaders, January 11, 1994, Washington, D.C.]

 

Encountering ARPANET

 

After the first presentation of our peace gaming project at the first International Conference on Computer Communication (ICCC) in Washington, D.C. in October 1972, I saw a demonstration of ARPANET (Advanced Research Project Agency Network of the U.S. Department of Defense), the first packet-switching data telecommunication network.  I then decided to work on its extension to overseas countries, particularly to Japan, because such a network would be the most suitable for our global peace gaming.  In a sense, it was the very first step of "closing digital divide" movement in the present day's terminology.

 

I heard that the ARPANET was extended to England and then thought, why not to Japan?  My visits with many US governmental agencies failed, however.  Later, the reason became clear.  The connection of the ARPANET to England was actually through Norway via satellite and from Norway to England via undersea cable.  The reason for connection of the ARPANET through Norway was to detect the seismic wave of underground testing explosion of nuclear bombs in Soviet Union.  Later I learned that because Japan is an island it could not detect seismic waves from Soviet Union.

 

Extension of Telenet to Japan

 

As soon as the Telenet, a commercial version of ARPANET, was opened in the summer of 1976, I visited their office, offering my assistance to extend their data telecommunication network to overseas countries, particularly to Japan.  The nature of telecommunications business made it natural to expand globally.

 

This extension effort (which is now called "closing digital divide") met with much opposition from the U.S. firms who previously encountered difficulties in extending their time-sharing computer services to Japan.  My petition to the US Federal Communications Commission (FCC) for extension of Telenet to Japan was to demonstrate to Japanese how networking could increase intellectual capital, decrease the cost of communications, and increase overall efficiency.  It would also reveal to Japanese society and businesses how ridiculous and unempowering Japanese telecommunications policies were.  The FCC finally allowed the extension of Telenet to Japan, as a demonstration of the urgency with which the FCC's determination considered my petition and contention seriously.  The extended network of Telenet provided Japanese institutions with services of many data bank companies, compared to the exclusive time-sharing services that were previously available only from the host computers of opposing firms.  Consequently, the extension of Telenet to Japan was an instant success.

 

First Global Peace Gaming in Normative (Qualitative) Mode

 

After attending the 1972 SCSC in San Diego, California, I visited Professor Bob Noel of the Political Science Department of the University of California in Santa Barbara.  I saw a conference room with a wall-size world map, and an American flag standing by.  It was like a situation room of a governmental agency.  The adjacent room was a control room with a short-wave radio that could receive world news instantaneously.  The wall adjacent to the conference room had a glass window from which they could videotape the activities of the conference.

 

Professor Noel was conducting a political gaming on international affairs using ARPANET.  He assigned several different schools to act as the governments of the United States, Soviet Union, Japan, China, etc.  Students had to study about the assigned countries before the start of the game.

 

I inquired about the actor for Japan, and was told that it was the University of Southern California.  I remarked that: "However hard Americans may study about Japan, they cannot think as Japanese, since they eat steak with knife and fork while Japanese eat noodles with chopsticks."  So I proposed that professor Noel invite the University of Tokyo to play the role of the Japanese government.  Thus was born the original idea of Globally Collaborative Peace Gaming.

 

In the spring of 1973, I conducted the world-first global "Peace Gaming" with professor Noel with the use of e-mail over computer networks.  I invited the University of Tokyo, and he invited the University of Brussels, and the University of London in addition to several universities in the U.S.  It was a "normative" gaming based on exchanging diplomatic e-mail messages without the use of quantitative computer simulation models.  American universities sent their messages through ARPANET and overseas universities through GEISCO (a GE's time-sharing service firm).

 

Students acted as the heads of states and cabinet members of assigned countries.  All messages were accumulated and re-distributed by a node at the University of California in Santa Barbara.  The scenario designed by professor Noel assumed an international crisis with a border incident between Iran and Iraq ñ which actually happened about a half dozen years later.  The Japanese team sent their messages to the United Nations team, asking to make the Straits of Malaca an international zone to secure oil flow from the Middle East to Japan.  They also asked the U.S. and Soviet Union teams to withdraw their naval fleets from the Pacific and Indian Oceans, respectively.

 

De-regulation of Japanese Telecommunications Policies for the Use of E-mail

 

Unfortunately, this exciting global gaming had to be terminated upon instructions from KDD (Kokusai Denshin Denwa, the Japanese overseas telecommunications authority).  This was due to the Japanese telecommunications regulations, which strictly prohibited message exchange through a computer without changing its contents.  However, a node in Santa Barbara, California, performed the message exchange, which was clearly outside of the Japanese jurisdiction.  I therefore thought that this was patently unfair.

 

I then found fine prints in the KDD's user manual on the Telenet's extension line, prohibiting the use of e-mail.  This would negate my previous effort of extending Telenet to Japan, since e-mail would be the most convenient means of communication among game players.  So, I chose to work through the U.S. government on the de-regulation of the Japanese telecommunications policy for the use of e-mail.  The late Commerce Secretary, Malcolm Baldridge, kindly took this issue as one of three items for discussion as Japan's "Non-tariff Barriers" when he visited Tokyo in October 1981 (Chunichi-Shimbun, Oct. 31 1981).  This was the beginning of fierce US/Japan trade battles in the following years.

 

My efforts, however, encountered severe opposition from the Japanese Ministry of Post and Telecommunications (MPT), and of course KDD, which was the semi-governmental monopoly at that time.  This was due to the difficulty of "mind-change" from circuit-switching technology for analog telephony to packet-switching technology for data communications.  Another reason was that almost 60% of KDD's revenue was from Telex.  Lo and behold, their financial status dropped into "red" a decade after I succeeded with the de-regulation effort!

 

My effort also triggered the privatization of Japanese telecommunications industries and de-monopolization of the Nippon Telegraph and Telephone (NTT), the world's largest corporation, and KDD.  I would now say that the greatest beneficiaries of my de-regulation efforts were large Japanese trade firms.  This was because the firms till then had to have their own leased Telex lines all over the world with millions and millions of dollars in payments to KDD.  About a decade ago, all of them ceased the use of Telex in favor of e-mail, thus saving huge amounts of money.

 

After successful conduct of the global gaming with professor Noel, I tried to solicit the participation of Japanese government officers for my second round.  I visited an officer at the Japanese Economic Planning Agency, who was sent from the Japanese Ministry of Finance (MOF), the most powerful ministry, and who was a graduate from the Political Science Department of the University of Tokyo.  I explained to him that the gaming players would act as echelons of governments, according to scenarios for the perspectives of policy analysis, training on negotiation techniques, etc.  He replied, saying: "Are you suggesting that we, as Japanese government officers, act as KABUKI Players?"  I learned how difficult it was to trigger a "mind-change," but I believe that tenacious persistence and patience will prevail and are the key ingredients of success.

 

"And it ought to be remembered that there is nothing more difficult to take in hand, more perilous to conduct, or more uncertain in its success, than to take the lead in the introduction of new order to things.  Because the innovator has for enemies all those who have done well under the old conditions, and lukewarm defenders in those who may do well under the new.  This coolness arises partly from fear of the opponents, who have the laws on their side, and partly from the incredulity of men, who do not readily believe in new things until they have had a long experience of them.  Thus, it happens that whenever those who are hostile have the opportunity to attack they do it like partisans, whilst the others defend lukewarmly..."

[Niccolo Machiavelli's word on Introducing Change in his "The Prince," 1513.]

 

See more in Chapter 1: "Personal Recollections on the Inceptions of Peace Gaming and Global University System" in a book draft "Electronic Global University System and Services."

 

Idea of Distributed Computer Simulation System

 

The well-publicized book, The Limit to the Growth (Meadows, 1972) (which was the outgrowth of the book World Dynamics by Prof. Jay W. Forrester of Massachusetts Institute of Technology  (M.I.T.)) indicated interactions of population, industrialization, agriculture, resources, and pollution on a global scale.  Some said that the publication of this book triggered the first oil shock in the early 1970s and changed the world economy.

 

On the other hand, the book received severe criticisms that appeared in many journals and newspapers.  The main contention was on the credibility of the data they used, i.e., how a group of only a few scientists could claim that they knew everything of the world.  I thought at the time, why not take the motto of the Greyhound Bus Company, "Leave the Driving to Us."  Namely, each participant at appropriate locations should construct the sub-models of their individual sectors and countries and then connect all of their sub-models via telecommunications as if their total acts as a single model.  The experts of those sectors and countries could bring credible data and model structure.  Thus was born the idea of a distributed computer simulation system through a data telecommunication network similar to an analog computer configuration, as corresponding to each of sub-models to components of the analog computer, which are processed in parallel fashion.

 

System Dynamics Methodology

 

Incidentally, after contributing to the early development of digital computers and inventing magnetic-core memory, Prof. Jay W. Forrester pioneered "system dynamics," a computer simulation methodology for understanding complexity that extends far beyond servomechanisms and Cybernetics theory.  He applied quantitative, system analysis and computer simulation technology to complex socio-economic, bio- and eco-systems to evaluate how alternative policies affect growth, stability, fluctuation, and changing behavior.

 

The system dynamics' cause-and-effect analysis based on feedback theory, along with computer simulation modeling, is the best tool to understand the inter-relatedness and inter-dependency of various complex world phenomena.

 

Under Forrester's leadership, pioneering schools are creating a new kind of pre-college education, starting in kindergarten that is built on a system dynamics foundation.  Such education becomes inter-disciplinary with the same computer simulation concepts applied to the environment, biology, history, literature, and economics.  We can expect future leaders with expanded abilities for crisis management, policy-making, and negotiation skills for corporate, national, and global issues.  The resulting deeper understanding of social and economic complexity, arising from this new kind of education, will enhance mutual understanding among people of different countries and cultures, and facilitate world peace and a sustainable development of humankind in the 21st century.

 

Global Peace Gaming in Quantitative Mode

 

Later, I conducted a demonstration of global-scale peace gaming at the conference on "Crisis Management and Conflict Resolution" that was organized by the World Future Society (WFS) in New York City, in July of 1986.  It was one of the largest and perhaps the most successful demonstration of global gaming/simulation so far.  The event was a global gaming simulation session on a crisis scenario involving the U.S.-Japan trade, and economic issues.  Nearly 1,500 people took part in New York, Tokyo, Honolulu, and at the World's Fair in Vancouver, B.C.  An officer of the United Nations wrote a game scenario, and Prof. Akira Onishi of Soka University in Tokyo supplied FUGI Global Modeling System, which is the world largest econometric model (Onishi, 2003).

 

Noted U.S. economists (Prof. Lester C. Thurow of M.I.T., Provost William Nordhaus of Yale University, Mr. Keith Johnson of Townsend and Greenspan Company) were panelists of this event during which they interconnected electronically with Japanese counterparts for three days of computer-assisted negotiations.  Several hypothetical policies were examined.  One issue raised by President Emeritus of American Arbitration Association was the effect of raising military expenditures in Japan to the American level while lowering those of the U.S. to the present Japanese level.  Simulation that ran overnight predicted that the balance of trade would thus be even by the year 2000, with the necessity of cooperation, rather than competition by both countries in the future.  This clearly indicated the cost and dilemma of the American nuclear umbrella protecting Japan's economic prosperity, thus threatening American's economic prosperity (Nikkei, 1986).

 

This event, combined with the use of inexpensive delivery systems, afforded an opportunity to contemplate how academic departments might become linked across national boundaries for the purpose of joint study, research and planetary problem-solving without expending high cost for satellite video.  After this successful sessions, several former high ranking officers of the U.S. and Japanese governmental agencies expressed strong interest in a similar multi-media teleconferencing on a more regular basis to establish an early warning system for both countries' ever-closely interwoven, interdependent economic and trade relationships.  System analysis for systemic change at the global level is a precondition for any significant resolution to today's global-scale problems.

 

 

 GLOSAS Activities

 

GLOSAS/USA

Envisioning a significant future on the use of information and communication technologies (ICTs) in educational and healthcare fields, the GLObal Systems Analysis and Simulation Association in the U.S.A. (GLOSAS/USA) was established in October of 1988 in the State of New York.  It is a publicly supported, non-profit, educational service organization - in fact, a consortium of organizations ñ that is dedicated to the use of evolving ICTs to further advance world peace through global communications.  GLOSAS fosters science- and technology-based economic development to improve the quality of life.

 

Political Contributions

 

As mentioned above, over the past three decades, GLOSAS/USA played a major pioneering role in extending U.S. data communication networks to other countries, particularly to Japan, and in the deregulation of the Japanese telecommunications policies regarding the use of e-mail through ARPANET, Telenet and this is now referred to as "closing the digital divide."  This contribution of GLOSAS/USA triggered the de-monopolization and privatization of Japanese telecommunications industries, and the liberalization of the telecommunication industry has now created a more enabling environment for economic and social development in many other countries.  This type of reasoning has since been emulated by many other countries; at present, more than 180 countries have Internet access, and more than 700 million people are using e-mail around the world.  Academic programs of universities in America and other industrialized countries now reach many under-served developing countries.  This may be an example of Gu-Kou-I-San (literally translating to "Even a stupid fellow can move a mountain," Figure 3 -- click here for larger display).

 

Global Lecture Hall (GLH)

 

Since the initial success of our global peace gaming on the US/Japan trade issues in 1986 mentioned above, I realized the necessity of accompanying graphics, diagrams, images and audio/video in addition to text-only e-mail communications via data telecom networks, particularly for e-learning courses of engineering and for continuing medical education (CME).  However, around that time and up to the early 1990s when advanced data compression technology enabled inexpensive videoconferencing and World Wide Web via Internet, graphics could only be transmitted with the combined use of fax via Plain Old Telephone Service (POTS) and analog satellite, both of which were expensive, particularly, for overseas connections.

 

GLOSAS then made another major contribution towards fostering global dialogue and creating learning environments with the innovative distance teaching trials that were conducted every year in a series of our Global Lecture Hall (GLH) tm multipoint-to-multipoint multimedia interactive videoconferencing, using affordable hybrid delivery technologies, spanning many countries around the world, from Korea and New Zealand to Finland, Ukraine, Russia, Turkey and Brazil, etc.

 

Thanks to these efforts and also for initiating the movement of global e-learning since early 1980s, I received the prestigious Lord Perry Award for the Excellence in Distance Education in the fall of 1994 from Lord Perry, the founder of the U.K. Open University.  The two-year senior recipient of the same award was Sir Arthur C. Clark, the inventor of satellite.

 

See more in Chapter 2: "Global Lecture Hall (GLH)" in a book draft "Electronic Global University System and Services."

 

Three Components Necessary for Global Peace Gaming

 

The ultimate goal of GLOSAS/USA is to establish Globally Collaborative Environmental Peace Gaming (GCEPG).  To achieve this goal, we need the following three components;

 

(1)          Data telecommunication infrastructure:

 

Figure 4


As described above, GLOSAS helped to initiate the extension of packet-switching data telecommunication networks from the US to various overseas countries, particularly to Japan, albeit it was narrow-band, almost a quarter century ago.  As the second round, we are now forging ahead to construct Global Broadband Internet (GBI) (Figure 4 -- click here for larger diagram) along with the establishment of Global University System (GUS) around the world.

 

(2)          Communication media:

 

For collaboration among game players, it is necessary to have convenient communication media on a global scale.  As described above, in spite of fierce opposition from the Japanese government and commercial carriers, we pressed for the de-regulations of the Japanese telecommunications policies for the use of e-mail, albeit it was only text-oriented message exchange at that time.

 

After many demonstrations and testing of various videoconferencing technologies during GLHs, we are now forging ahead to implement multimedia through GBI -- even in wireless mode.

 

The deployment of GBI for multimedia requires huge capital investment.  We have prepared the availability of such funding from the Official Development Assistance (ODA) Fund of the Japanese government – see the Chapter "Creating Global University System" in Part II of this book "Global Peace Through The Global University System."

 

(3)          Game players:

 

Packet-switching technology facilitates the sharing of telecom media, bringing drastic cost reduction.  We are extending this principle to sharing of information and knowledge in e-learning and e-healthcare fields, by creating with the ODA fund a Global University System (GUS), which is a network of higher educational institutions in various regions of the world, e.g.;

  1. Amazon -- with the University of Amazona and 5 other federal universities in the Amazon region,
  2. Cuba and the Caribbean -- with the Havana Institute of Technology and the University of Havana,
  3. West Indies (Barbados, Trinidad, and Jamaica) -- with the University of West Indies,
  4. Malawi -- with the University of Malawai, UNDP, UNIDO, University of Milan,
  5. Uganda -- with the Islamic University of Uganda and the National Council for Science and Technology,
  6. Yugoslavia -- with the Mathematical Institute of Serbian Academy of Sciences and Arts in Belgrade, Yugoslavia and the University of Macedonia and Thessaloniki Higher Technological Educational Institute in Greece, and others..

Currently institutions with faculty members who are participating in GUS development projects include the University of Tampere, UK Open University, 6 federal universities of Amazonia, Havana Institute of Technology, University of Malawi in Africa, McGill University in Canada, University of Tennessee in Knoxville, Cornell University, Yale University, Harvard University, Johns Hopkins University, University of Michigan, Montana State University, Houston Community College, University of Hawaii, Maui Community College, University of Milan, Catalunyan Open University, Concordia International University in Estonia, NEXT (Generation) Project with European universities and global commercial organizations at Cancer Research U.K., and others.

 

GUS member institutions will have globally distributed and yet interconnected inexpensive mini-supercomputers through Global Broadband Internet (GBI) to form massively parallel processing possible as if a single supercomputer.  This is, in a sense, to construct an advanced global neural computer network of a global brain for the proposed Globally Collaborative Environmental Peace Gaming project (GCEPG) with globally distributed computer simulation mode.

 

This will also become a core of a global knowledge forum for the exchange of ideas, information, knowledge and joint research and development, such as 3D animation of human body, DNA, high polymer, pharmacological molecule analysis, joint engineering design, etc.

 

                                                Figure 5

We hope that GUS member institutions (which are also members of GUS/UNESCO/UNITWIN Chair Program) will provide experts who will construct their databases and simulation models of their own fields and regions, and game players who will utilize the GCEPG for their study and analysis of environmental policies.

 

Along with the establishment of GUS with the GBI and E-Rate for K-12 schools, we will forge ahead to disseminate Systems Dynamics methodology in order to realize this GCEPG through a Global Neural Computer Network ñ particularly, we would hope, with the participation of K-12 youngsters around the world.  They could collaboratively exercise systems analysis, policy-making, crisis management and negotiation skills for global socio-economic, energy and environmental issues via global Internet (Figure 5 -- click here for larger diagram).

 


Globally Collaborative Environmental Peace Gaming (GCEPG)

 

Need

 

The Bush administration withdrew from the Kyoto Protocol on Climate Change Treaty on global environmental protection, lest the US should be impeded against favorable conditions to the economies of Japan and European Union.  The U.S. administration then launched the Climate Change Science Program (CCSP) Strategic Plan, since a broad US government plan for climate research is required under a 1990 law, the Global Change Research Act.  The CCSP with $1.7 billion/year budget of the US Commerce Department announced the administration's plan in the fall of 2002 which called for a vast array of work through the rest of the decade on goals like improving computer simulations for forecasting climate change, integrating measurements of global change and clarifying regional effects of warming, etc. (The New York Times, 2003).  Trustworthy climate forecasts would be of great value for policymakers at all levels to help decision makers and the public determine how serious the problem is so that they can make clear choices about how to deal with it.

 

Thomas Graedel, professor of industrial ecology at Yale University and chairman of the panel of the National Research Council, the research arm of the National Academy of Sciences, which advises the government on scientific and technical matters, said that research in the past tried to gauge how the climate was changing and its effects on nature.  He also said, "future science must also focus on more applied research that can directly support decision-making (emphasis is mine).  Research is especially needed to improve our understanding of the possible impacts of climate change on ecosystems and human society as well as options for responding to -- and reducing -- these effects."  Senator John Kerry of Massachusetts also said "Global climate change affects every aspect of our daily lives, from land and water resources to agriculture and human health," (CNN.com, 2003).  In a sense, these voices call for stronger institutions of global decision-making mechanism.

 

Hans Blix, the chief weapons inspector of United Nations Monitoring, Verification and Inspection Commission (UNMOVIC) said:

 

"…on many [other] issues the United States must be multilateral: … To me the question of the environment is more ominous than that of peace and war.  We will have regional conflicts and use of force, but world conflicts I do not believe will happen any longer.  But the environment, that is a creeping danger.  I'm more worried about global warming than I am of any major military conflict (Blix, 2003)"

[The New York Times, "QUOTE OF THE WEEK: Hans Blix's Greatest Fear," March 16, 2003]

 

There is therefore a clear need to help limited understanding of the underlying causes and impacts of climate change in order to set explicit prioritization and a management plan.  American efforts to refine advanced computer models used to project the effects of rising greenhouse-gas concentrations have so far fallen behind those overseas, partly because of a lack of coordination.  Because of the global nature of this matter, a unified approach is necessary with those other countries, and also because of the conflicting environmental issues in global scale, Globally Collaborative Environmental Peace Gaming (GCEPG) would be the best way to cope with the enormous planetary problems jointly by the people around the world.

 

Previous Works

 

Global Peace Gaming for Oil Crisis

 

I once proposed a global peace gaming to cope with the oil crisis in early 1970s in response to Meadows' "Limit to the Growth" mentioned above.  An outline of the hierarchical structure and distributed components of an integrated, interactive peace gaming/simulation system for energy, economics, and foreign trade in the USA and the Japanese sides was depicted in Figure 6 -- click here for larger diagram (Utsumi, 1974a).  Each block in the figure represented dissimilar computers in those countries interconnected through data telecom network (e.g., Internet nowadays).  These computers included simulation models designated in each block.  All models would be executed in concertedly via satellite and terrestrial telecommunication links.  For example, suppose pollution in Japan exceeded a certain allowable level, say, around 1977 on Figure 7 -- click here for larger diagram (Utsumi, 1974b), the Japanese expert watching it on the display unit would stop the entire simulation.  All participants, wherever they were located, would then try to find, with the use of the conferencing system, e.g., Forum MATRIX (Klemm, 2003), a consensus on a new set of pseudo-alternative policy parameters which would be executed until a new crisis appears, say, around 1984 on the figure.  The process would be repeated for rational policy analysis, based on facts and figures, and with international cooperation of experts in both countries.

 

Figure 6: Structure of Integrated Models and Communication Network
Boxes are dispersed, dissimilar computers around the global Internet.

 

Figure 7: Growth of Japanese Petrochemical Industry