Quick Links | All Variables | Variable Types | Views | Groups | Modules | Macros | Feedback Loops | Loop List No IVV | Loop List With IVV | Link Polarity | View Summary | View-Variable Profile |
Model Information | Result |
---|---|
Time Unit | |
Initial Time | |
Final Time | |
Reported Time Interval | |
Time Step | |
Model Is Fully Formulated | |
Model Defined Groups |
Warnings | Result |
---|---|
Potential Omissions | Result |
---|---|
L: Level (7 / 7)* | SM: Smooth (0 / 0)* | DE: Delay (3 / 5)*† | LI: Level Initial (7) | I: Initial (0 / 0)* |
C: Constant (27 / 27)* | F: Flow (11 / 11)* | A: Auxiliary (25 / 27)* | Sub: Subscripts (0) | D: Data (0 / 0)* |
G: Game (0 / 0)* | T: Lookup (1 / 1)*†† |
Personnel Model (55) |
Open Loop Personnel Simulation (55) |
Decision (5) | Default (50) |
Quick Links: | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z |
Top | (All) Variables (59 Variables) | ||
Variable Name And Description | Default | Open Loop Personnel Simulation | #1 A | Ability loss rate from reassignments (Tasks/(Turn*Turn)) = "Decision: Reassign Personnel"*Ability loss rate per Reassignment Description: One of two sources of ability loss Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #2 A | Ability loss rate from retirements (Tasks/(Turn*Turn)) = Total Retirement Rate*Average Ability Description: Second source of ability loss Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #3 C | Ability loss rate per Reassignment (Tasks/(Turn*Personnel Unit) ) = 1 Description: The number of ability stripes lost for each personnel unit reassigned each turn Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #4 A | Average Ability (Tasks/(Turn*Personnel Unit)) = Total Ability/Total Workforce Description: The average number of tasks per turn that a single personnel unit can do. This assumes the ability stripes are distributed equally among personnel units. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #5 A | Capacity allocated to each stage (Tasks/Turn) = Capacity to Acquire Personnel*Fraction allocated Description: The amount of Hiring Capacity for each process in the pipeline. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #6 A | Capacity At Work (Tasks/Turn) = "Personnel At-Work"*Average Ability/Turn Description: Capacity generated by all the working personnel units. This is the total number of tasks the system can perform per turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #7 A | Capacity to Acquire Personnel (Tasks/Turn) = MAX(MIN(Capacity At Work,"Decision: Capacity to HR Hiring"),0) Description: Equals the amount of capacity the players have given to the acquisition chain. If that much capacity does not exist, as much as possible is allocated to acquisition. We have not connected the influence of Game Over pressure on the actual decision here. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #8 A | Capacity to Produce (Tasks/Turn) = MAX(Capacity At Work-Capacity to Acquire Personnel-"Decision: Capacity for Infrastructure Acquisition",Min Capacity) Description: All remaining capacity (after allocation to the acquisition chain and to the personnel hiring chain has happened) is allocated to production. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #9 C | Career Length (Turns) = 9 Description: Career length for all personnel units Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #10 DE,F,A | completing training (Personnel Units/Turn) = DELAY FIXED(entering training, Time in Training ,0 ) Description: The rate at which personnel units finish their training. Those who retired while training are not included. Present In 1 View:Used By
|
Decision | Open Loop Personnel Simulation | #11 C | Decision: Capacity for Infrastructure Acquisition (Tasks/Turn ) = 6 Description: Capacity devoted to the three-stage acquisition chain. A value of 6 will permit 2 infrastructure units per turn to be acquired to replace two breakdowns. We assume here that there will always be at least one infrastructure unint at work to enable each personnel unit at work. Present In 1 View:Used By
|
Decision | Open Loop Personnel Simulation | #12 C | Decision: Capacity to HR Hiring (Tasks/Turn ) = 6 Description: Amount of capacity to devote to the HR hiring chain. The model will allocate this quantity, if available, before allocating any capacity to production. Present In 1 View:Used By
|
Decision | Open Loop Personnel Simulation | #13 C | Decision: Info From Sharing (Steps/Turn ) = 0.1 Description: Average number of steps per turn worth of information obtained from sharing info with other agencies. Present In 1 View:Used By
|
Decision | Open Loop Personnel Simulation | #14 C | Decision: Reassign Personnel (Personnel Units/Turn ) = 2 Description: Rate of personnel re-assignments each turn as determined by the players. Present In 1 View:Used By
|
Decision | Open Loop Personnel Simulation | #15 C | Decision: Train Personnel (Personnel Units/Turn ) = 0 Description: Players' policy for taking down infrastructure units for rehabilitation. It represents the players' decisions to sacrifice capacity to do rehab. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #16 DE,A | Delayed PDN (Dmnl) = DELAY3I(Fraction of Max Capacity, PDN Delay, 0) Description: Delay representing the time it takes for the production pipeline to work Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #17 L | Empty Billets (Personnel Units) = ∫"Retiring from At-Work"+"Retiring from In-Training"-Recruiting dt + Initial Empty Billets Description: Number of empty billets that are ready to fill via the HR capacitated pipeline. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #18 F,A | entering training (Personnel Units/Turn) = MIN("Personnel At-Work"/Turn ,"Decision: Train Personnel") Description: Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements. Present In 1 View:Used By
|
Default | .Control | #19 C | FINAL TIME (Turns) = 30 Description: The final time for the simulation. Present In 0 Views: |
Default | Open Loop Personnel Simulation | #20 C | Fraction allocated (Dmnl) = 1/3 Description: Fraction of acquisition capacity allocated to each stage Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #21 A | Fraction of Max Capacity (Dmnl) = Capacity to Produce/Max Capacity Description: Fraction of the maximum possible capacity given the number of playing pieces in the game. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #22 F,A | Gaining Capability (Tasks/(Turn*Turn)) = completing training*New Ability per Graduate Description: Rate at which personnel earn additional ability by taking training Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #23 F,A | HR Processing (Personnel Units/Turn) = MIN(Personnel moved per task*Capacity allocated to each stage,Waiting HR Process/Turn) Description: Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #24 C,F | Increasing Threat (Constant) (Steps/Turn) = 1 Description: Terrorists advance their status in their 12-step process by 1 step each turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #25 LI,C | Initial Ability (Tasks/Turn ) = 38 Description: Initial number of ability stripes on all the personnel at work Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #26 LI,C | Initial At-Work (Personnel Units) = 22 Description: Initial number of personnel units at-work Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #27 LI,C | Initial Empty Billets (Personnel Units ) = 2 Description: Initial number of unoccupied billets. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #28 LI,C | Initial HR Process (Personnel Units ) = 2 Description: Initial personnel units waiting for HR processing Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #29 LI,C | Initial In-Training (Personnel Units ) = 0 Description: Initial number of personnel units in training Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #30 LI,C | Initial Threat (Steps ) = 6 Description: Initial number os steps the terrorists have completed Present In 1 View:Used By
|
Default | .Control | #31 C | INITIAL TIME (Turns) = 0 Description: The initial time for the simulation. Present In 0 Views: |
Default | Open Loop Personnel Simulation | #32 LI,C | Initial Waiting Security (Personnel Units ) = 2 Description: Initial number of personnel units waiting for security vetting Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #33 F,A | Losing Capability (Tasks/(Turn*Turn)) = MIN(Max Ability loss rate,(Ability loss rate from reassignments + Ability loss rate from retirements)) Description: Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #34 A | Max Ability loss rate (Tasks/(Turn*Turn)) = Total Ability/Turn Description: Limit of loss if there is little total ability Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #35 C | Max Capacity (Tasks/Turn ) = 44 Description: There are 28 personnel units in the game. If all are at work, and each supports 2 tasks per turn, the maximum capacity possible is 56 tasks per turn. However, we must reserve 6 personnnel units to fill the hiring pipeline, so the maximum capacity that can be producing is 44 tasks per turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #36 A | Max Step Defeat Rate (Steps/Turn) = Threat Level/Turn Description: Number of steps that can be reversed in a turn limited by the current number of steps accomplished by the terorists. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #37 C | Max Steps per Turn (Steps/Turn ) = 3.5 Description: This is an estimate for the most likely maximum number of steps per turn that will be defeated every turn if all personnel units are in an at-work status and their capacity is positioned optimally on the game board. Equivalent to one ULTRA requirement card or 4 LOW requirement cards per turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #38 C | Min Capacity (Tasks/Turn) = 0 Description: Floor value for capacity. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #40 C | New Ability per Graduate (Tasks/(Turn*Personnel Unit)) = 1 Description: The ability that one round of training will confer on one personnel unit. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #41 C | PDN Delay (Turns ) = 3 Description: Delay time for the production pipeline Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #42 L | Personnel At-Work (Personnel Units) = ∫completing training+Security Vetting-entering training-"Retiring from At-Work" dt + "Initial At-Work" Description: Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #43 L | Personnel In-Training (Personnel Units) = ∫entering training-completing training-"Retiring from In-Training" dt + "Initial In-Training" Description: Number of Personnel Units taking training. Those in training are not available for doing work. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #44 C | Personnel moved per task (Personnel Units/Task) = 1 Description: Number of personnel units a single task will move at each stage. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #45 F,A | Producing Intelligence (Steps/Turn) = MIN(Max Step Defeat Rate, Max Steps per Turn*Rel Capacity Lookup(Delayed PDN) + "Decision: Info From Sharing") Description: Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #46 F,A | Recruiting (Personnel Units/Turn) = MIN(Personnel moved per task*Capacity allocated to each stage,Empty Billets/Turn) Description: Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #47 A,T | Rel Capacity Lookup (Dmnl) Rel Capacity Lookup([(0,0)-(1,1)],(0,0),(0.18,0),(0.25,0.20614),(0.30581,0.328947),(0.394495,0.495614),(0.550459,0.70614),(0.70948,0.846491),(0.920489,0.982456),(1,1)) ![]()
|
Default | Open Loop Personnel Simulation | #48 F,A | Retiring from At-Work (Personnel Units/Turn) = MIN(Total Retirement Rate,"Personnel At-Work"/Turn) Description: Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #49 F,A | Retiring from In-Training (Personnel Units/Turn) = MIN(Total Retirement Rate-"Retiring from At-Work","Personnel In-Training"/Turn) Description: Rate at which personnel units retire from the in-training state after their 9 turn career Present In 1 View:Used By
|
Default | .Control | #50 A | SAVEPER (Turns ) = TIME STEP Description: The frequency with which output is stored. Present In 0 Views: |
Default | Open Loop Personnel Simulation | #51 F,A | Security Vetting (Personnel Units/Turn) = MIN(Waiting Security/(Turn),Personnel moved per task*Capacity allocated to each stage) Description: Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #52 L | Threat Level (Steps) = ∫"Increasing Threat (Constant)"-Producing Intelligence dt + Initial Threat Description: This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #54 C | Time in Training (Turns) = 1 Description: Time it takes to complete a round of training. Present In 1 View:Used By
|
Default | .Control | #55 C | TIME STEP (Turns ) = 0.0625 Description: The time step for the simulation. Present In 0 Views:
|
Default | Open Loop Personnel Simulation | #56 L | Total Ability (Tasks/Turn) = ∫Gaining Capability-Losing Capability dt + Initial Ability Description: Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #57 DE,A | Total Retirement Rate (Personnel Units/Turn) = DELAY FIXED (Security Vetting, Career Length , "Initial At-Work"/Career Length) Description: The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #58 A | Total Workforce (Personnel Units) = "Personnel At-Work"+"Personnel In-Training" Description: Total personnel units on the board but not in the hiring pipe. Represents the current total workforce on the payroll. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #59 C | Turn (Turns) = 1 Description: 1 Time Unit = 1 Turn in the game simulation Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #60 L | Waiting HR Process (Personnel Units) = ∫-HR Processing+Recruiting dt + Initial HR Process Description: Second stage of the three stage Hiring chain. All transitions between stages are limited by available capacity at that flow. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #61 L | Waiting Security (Personnel Units) = ∫HR Processing-Security Vetting dt + Initial Waiting Security Description: Final capacitated delay in the Hiring chain Present In 1 View:Used By
|
Top | (View) Personnel Model (55 Variables) | ||
Variable Name And Description | Default | Open Loop Personnel Simulation | #1 A | Ability loss rate from reassignments (Tasks/(Turn*Turn)) = "Decision: Reassign Personnel"*Ability loss rate per Reassignment Description: One of two sources of ability loss Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #2 A | Ability loss rate from retirements (Tasks/(Turn*Turn)) = Total Retirement Rate*Average Ability Description: Second source of ability loss Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #3 C | Ability loss rate per Reassignment (Tasks/(Turn*Personnel Unit) ) = 1 Description: The number of ability stripes lost for each personnel unit reassigned each turn Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #4 A | Average Ability (Tasks/(Turn*Personnel Unit)) = Total Ability/Total Workforce Description: The average number of tasks per turn that a single personnel unit can do. This assumes the ability stripes are distributed equally among personnel units. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #5 A | Capacity allocated to each stage (Tasks/Turn) = Capacity to Acquire Personnel*Fraction allocated Description: The amount of Hiring Capacity for each process in the pipeline. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #6 A | Capacity At Work (Tasks/Turn) = "Personnel At-Work"*Average Ability/Turn Description: Capacity generated by all the working personnel units. This is the total number of tasks the system can perform per turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #7 A | Capacity to Acquire Personnel (Tasks/Turn) = MAX(MIN(Capacity At Work,"Decision: Capacity to HR Hiring"),0) Description: Equals the amount of capacity the players have given to the acquisition chain. If that much capacity does not exist, as much as possible is allocated to acquisition. We have not connected the influence of Game Over pressure on the actual decision here. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #8 A | Capacity to Produce (Tasks/Turn) = MAX(Capacity At Work-Capacity to Acquire Personnel-"Decision: Capacity for Infrastructure Acquisition",Min Capacity) Description: All remaining capacity (after allocation to the acquisition chain and to the personnel hiring chain has happened) is allocated to production. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #9 C | Career Length (Turns) = 9 Description: Career length for all personnel units Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #10 DE,F,A | completing training (Personnel Units/Turn) = DELAY FIXED(entering training, Time in Training ,0 ) Description: The rate at which personnel units finish their training. Those who retired while training are not included. Present In 1 View:Used By
|
Decision | Open Loop Personnel Simulation | #11 C | Decision: Capacity for Infrastructure Acquisition (Tasks/Turn ) = 6 Description: Capacity devoted to the three-stage acquisition chain. A value of 6 will permit 2 infrastructure units per turn to be acquired to replace two breakdowns. We assume here that there will always be at least one infrastructure unint at work to enable each personnel unit at work. Present In 1 View:Used By
|
Decision | Open Loop Personnel Simulation | #12 C | Decision: Capacity to HR Hiring (Tasks/Turn ) = 6 Description: Amount of capacity to devote to the HR hiring chain. The model will allocate this quantity, if available, before allocating any capacity to production. Present In 1 View:Used By
|
Decision | Open Loop Personnel Simulation | #13 C | Decision: Info From Sharing (Steps/Turn ) = 0.1 Description: Average number of steps per turn worth of information obtained from sharing info with other agencies. Present In 1 View:Used By
|
Decision | Open Loop Personnel Simulation | #14 C | Decision: Reassign Personnel (Personnel Units/Turn ) = 2 Description: Rate of personnel re-assignments each turn as determined by the players. Present In 1 View:Used By
|
Decision | Open Loop Personnel Simulation | #15 C | Decision: Train Personnel (Personnel Units/Turn ) = 0 Description: Players' policy for taking down infrastructure units for rehabilitation. It represents the players' decisions to sacrifice capacity to do rehab. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #16 DE,A | Delayed PDN (Dmnl) = DELAY3I(Fraction of Max Capacity, PDN Delay, 0) Description: Delay representing the time it takes for the production pipeline to work Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #17 L | Empty Billets (Personnel Units) = ∫"Retiring from At-Work"+"Retiring from In-Training"-Recruiting dt + Initial Empty Billets Description: Number of empty billets that are ready to fill via the HR capacitated pipeline. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #18 F,A | entering training (Personnel Units/Turn) = MIN("Personnel At-Work"/Turn ,"Decision: Train Personnel") Description: Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #20 C | Fraction allocated (Dmnl) = 1/3 Description: Fraction of acquisition capacity allocated to each stage Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #21 A | Fraction of Max Capacity (Dmnl) = Capacity to Produce/Max Capacity Description: Fraction of the maximum possible capacity given the number of playing pieces in the game. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #22 F,A | Gaining Capability (Tasks/(Turn*Turn)) = completing training*New Ability per Graduate Description: Rate at which personnel earn additional ability by taking training Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #23 F,A | HR Processing (Personnel Units/Turn) = MIN(Personnel moved per task*Capacity allocated to each stage,Waiting HR Process/Turn) Description: Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #24 C,F | Increasing Threat (Constant) (Steps/Turn) = 1 Description: Terrorists advance their status in their 12-step process by 1 step each turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #25 LI,C | Initial Ability (Tasks/Turn ) = 38 Description: Initial number of ability stripes on all the personnel at work Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #26 LI,C | Initial At-Work (Personnel Units) = 22 Description: Initial number of personnel units at-work Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #27 LI,C | Initial Empty Billets (Personnel Units ) = 2 Description: Initial number of unoccupied billets. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #28 LI,C | Initial HR Process (Personnel Units ) = 2 Description: Initial personnel units waiting for HR processing Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #29 LI,C | Initial In-Training (Personnel Units ) = 0 Description: Initial number of personnel units in training Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #30 LI,C | Initial Threat (Steps ) = 6 Description: Initial number os steps the terrorists have completed Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #32 LI,C | Initial Waiting Security (Personnel Units ) = 2 Description: Initial number of personnel units waiting for security vetting Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #33 F,A | Losing Capability (Tasks/(Turn*Turn)) = MIN(Max Ability loss rate,(Ability loss rate from reassignments + Ability loss rate from retirements)) Description: Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #34 A | Max Ability loss rate (Tasks/(Turn*Turn)) = Total Ability/Turn Description: Limit of loss if there is little total ability Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #35 C | Max Capacity (Tasks/Turn ) = 44 Description: There are 28 personnel units in the game. If all are at work, and each supports 2 tasks per turn, the maximum capacity possible is 56 tasks per turn. However, we must reserve 6 personnnel units to fill the hiring pipeline, so the maximum capacity that can be producing is 44 tasks per turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #36 A | Max Step Defeat Rate (Steps/Turn) = Threat Level/Turn Description: Number of steps that can be reversed in a turn limited by the current number of steps accomplished by the terorists. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #37 C | Max Steps per Turn (Steps/Turn ) = 3.5 Description: This is an estimate for the most likely maximum number of steps per turn that will be defeated every turn if all personnel units are in an at-work status and their capacity is positioned optimally on the game board. Equivalent to one ULTRA requirement card or 4 LOW requirement cards per turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #38 C | Min Capacity (Tasks/Turn) = 0 Description: Floor value for capacity. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #40 C | New Ability per Graduate (Tasks/(Turn*Personnel Unit)) = 1 Description: The ability that one round of training will confer on one personnel unit. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #41 C | PDN Delay (Turns ) = 3 Description: Delay time for the production pipeline Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #42 L | Personnel At-Work (Personnel Units) = ∫completing training+Security Vetting-entering training-"Retiring from At-Work" dt + "Initial At-Work" Description: Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #43 L | Personnel In-Training (Personnel Units) = ∫entering training-completing training-"Retiring from In-Training" dt + "Initial In-Training" Description: Number of Personnel Units taking training. Those in training are not available for doing work. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #44 C | Personnel moved per task (Personnel Units/Task) = 1 Description: Number of personnel units a single task will move at each stage. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #45 F,A | Producing Intelligence (Steps/Turn) = MIN(Max Step Defeat Rate, Max Steps per Turn*Rel Capacity Lookup(Delayed PDN) + "Decision: Info From Sharing") Description: Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #46 F,A | Recruiting (Personnel Units/Turn) = MIN(Personnel moved per task*Capacity allocated to each stage,Empty Billets/Turn) Description: Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #47 A,T | Rel Capacity Lookup (Dmnl) Rel Capacity Lookup([(0,0)-(1,1)],(0,0),(0.18,0),(0.25,0.20614),(0.30581,0.328947),(0.394495,0.495614),(0.550459,0.70614),(0.70948,0.846491),(0.920489,0.982456),(1,1)) ![]()
|
Default | Open Loop Personnel Simulation | #48 F,A | Retiring from At-Work (Personnel Units/Turn) = MIN(Total Retirement Rate,"Personnel At-Work"/Turn) Description: Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #49 F,A | Retiring from In-Training (Personnel Units/Turn) = MIN(Total Retirement Rate-"Retiring from At-Work","Personnel In-Training"/Turn) Description: Rate at which personnel units retire from the in-training state after their 9 turn career Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #51 F,A | Security Vetting (Personnel Units/Turn) = MIN(Waiting Security/(Turn),Personnel moved per task*Capacity allocated to each stage) Description: Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #52 L | Threat Level (Steps) = ∫"Increasing Threat (Constant)"-Producing Intelligence dt + Initial Threat Description: This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #54 C | Time in Training (Turns) = 1 Description: Time it takes to complete a round of training. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #56 L | Total Ability (Tasks/Turn) = ∫Gaining Capability-Losing Capability dt + Initial Ability Description: Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #57 DE,A | Total Retirement Rate (Personnel Units/Turn) = DELAY FIXED (Security Vetting, Career Length , "Initial At-Work"/Career Length) Description: The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #58 A | Total Workforce (Personnel Units) = "Personnel At-Work"+"Personnel In-Training" Description: Total personnel units on the board but not in the hiring pipe. Represents the current total workforce on the payroll. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #59 C | Turn (Turns) = 1 Description: 1 Time Unit = 1 Turn in the game simulation Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #60 L | Waiting HR Process (Personnel Units) = ∫-HR Processing+Recruiting dt + Initial HR Process Description: Second stage of the three stage Hiring chain. All transitions between stages are limited by available capacity at that flow. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #61 L | Waiting Security (Personnel Units) = ∫HR Processing-Security Vetting dt + Initial Waiting Security Description: Final capacitated delay in the Hiring chain Present In 1 View:Used By
|
Top | (Group) Open Loop Personnel Simulation (55 Variables) | ||
Variable Name And Description | Default | Open Loop Personnel Simulation | #1 A | Ability loss rate from reassignments (Tasks/(Turn*Turn)) = "Decision: Reassign Personnel"*Ability loss rate per Reassignment Description: One of two sources of ability loss Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #2 A | Ability loss rate from retirements (Tasks/(Turn*Turn)) = Total Retirement Rate*Average Ability Description: Second source of ability loss Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #3 C | Ability loss rate per Reassignment (Tasks/(Turn*Personnel Unit) ) = 1 Description: The number of ability stripes lost for each personnel unit reassigned each turn Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #4 A | Average Ability (Tasks/(Turn*Personnel Unit)) = Total Ability/Total Workforce Description: The average number of tasks per turn that a single personnel unit can do. This assumes the ability stripes are distributed equally among personnel units. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #5 A | Capacity allocated to each stage (Tasks/Turn) = Capacity to Acquire Personnel*Fraction allocated Description: The amount of Hiring Capacity for each process in the pipeline. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #6 A | Capacity At Work (Tasks/Turn) = "Personnel At-Work"*Average Ability/Turn Description: Capacity generated by all the working personnel units. This is the total number of tasks the system can perform per turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #7 A | Capacity to Acquire Personnel (Tasks/Turn) = MAX(MIN(Capacity At Work,"Decision: Capacity to HR Hiring"),0) Description: Equals the amount of capacity the players have given to the acquisition chain. If that much capacity does not exist, as much as possible is allocated to acquisition. We have not connected the influence of Game Over pressure on the actual decision here. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #8 A | Capacity to Produce (Tasks/Turn) = MAX(Capacity At Work-Capacity to Acquire Personnel-"Decision: Capacity for Infrastructure Acquisition",Min Capacity) Description: All remaining capacity (after allocation to the acquisition chain and to the personnel hiring chain has happened) is allocated to production. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #9 C | Career Length (Turns) = 9 Description: Career length for all personnel units Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #10 DE,F,A | completing training (Personnel Units/Turn) = DELAY FIXED(entering training, Time in Training ,0 ) Description: The rate at which personnel units finish their training. Those who retired while training are not included. Present In 1 View:Used By
|
Decision | Open Loop Personnel Simulation | #11 C | Decision: Capacity for Infrastructure Acquisition (Tasks/Turn ) = 6 Description: Capacity devoted to the three-stage acquisition chain. A value of 6 will permit 2 infrastructure units per turn to be acquired to replace two breakdowns. We assume here that there will always be at least one infrastructure unint at work to enable each personnel unit at work. Present In 1 View:Used By
|
Decision | Open Loop Personnel Simulation | #12 C | Decision: Capacity to HR Hiring (Tasks/Turn ) = 6 Description: Amount of capacity to devote to the HR hiring chain. The model will allocate this quantity, if available, before allocating any capacity to production. Present In 1 View:Used By
|
Decision | Open Loop Personnel Simulation | #13 C | Decision: Info From Sharing (Steps/Turn ) = 0.1 Description: Average number of steps per turn worth of information obtained from sharing info with other agencies. Present In 1 View:Used By
|
Decision | Open Loop Personnel Simulation | #14 C | Decision: Reassign Personnel (Personnel Units/Turn ) = 2 Description: Rate of personnel re-assignments each turn as determined by the players. Present In 1 View:Used By
|
Decision | Open Loop Personnel Simulation | #15 C | Decision: Train Personnel (Personnel Units/Turn ) = 0 Description: Players' policy for taking down infrastructure units for rehabilitation. It represents the players' decisions to sacrifice capacity to do rehab. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #16 DE,A | Delayed PDN (Dmnl) = DELAY3I(Fraction of Max Capacity, PDN Delay, 0) Description: Delay representing the time it takes for the production pipeline to work Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #17 L | Empty Billets (Personnel Units) = ∫"Retiring from At-Work"+"Retiring from In-Training"-Recruiting dt + Initial Empty Billets Description: Number of empty billets that are ready to fill via the HR capacitated pipeline. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #18 F,A | entering training (Personnel Units/Turn) = MIN("Personnel At-Work"/Turn ,"Decision: Train Personnel") Description: Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #20 C | Fraction allocated (Dmnl) = 1/3 Description: Fraction of acquisition capacity allocated to each stage Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #21 A | Fraction of Max Capacity (Dmnl) = Capacity to Produce/Max Capacity Description: Fraction of the maximum possible capacity given the number of playing pieces in the game. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #22 F,A | Gaining Capability (Tasks/(Turn*Turn)) = completing training*New Ability per Graduate Description: Rate at which personnel earn additional ability by taking training Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #23 F,A | HR Processing (Personnel Units/Turn) = MIN(Personnel moved per task*Capacity allocated to each stage,Waiting HR Process/Turn) Description: Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #24 C,F | Increasing Threat (Constant) (Steps/Turn) = 1 Description: Terrorists advance their status in their 12-step process by 1 step each turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #25 LI,C | Initial Ability (Tasks/Turn ) = 38 Description: Initial number of ability stripes on all the personnel at work Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #26 LI,C | Initial At-Work (Personnel Units) = 22 Description: Initial number of personnel units at-work Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #27 LI,C | Initial Empty Billets (Personnel Units ) = 2 Description: Initial number of unoccupied billets. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #28 LI,C | Initial HR Process (Personnel Units ) = 2 Description: Initial personnel units waiting for HR processing Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #29 LI,C | Initial In-Training (Personnel Units ) = 0 Description: Initial number of personnel units in training Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #30 LI,C | Initial Threat (Steps ) = 6 Description: Initial number os steps the terrorists have completed Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #32 LI,C | Initial Waiting Security (Personnel Units ) = 2 Description: Initial number of personnel units waiting for security vetting Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #33 F,A | Losing Capability (Tasks/(Turn*Turn)) = MIN(Max Ability loss rate,(Ability loss rate from reassignments + Ability loss rate from retirements)) Description: Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #34 A | Max Ability loss rate (Tasks/(Turn*Turn)) = Total Ability/Turn Description: Limit of loss if there is little total ability Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #35 C | Max Capacity (Tasks/Turn ) = 44 Description: There are 28 personnel units in the game. If all are at work, and each supports 2 tasks per turn, the maximum capacity possible is 56 tasks per turn. However, we must reserve 6 personnnel units to fill the hiring pipeline, so the maximum capacity that can be producing is 44 tasks per turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #36 A | Max Step Defeat Rate (Steps/Turn) = Threat Level/Turn Description: Number of steps that can be reversed in a turn limited by the current number of steps accomplished by the terorists. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #37 C | Max Steps per Turn (Steps/Turn ) = 3.5 Description: This is an estimate for the most likely maximum number of steps per turn that will be defeated every turn if all personnel units are in an at-work status and their capacity is positioned optimally on the game board. Equivalent to one ULTRA requirement card or 4 LOW requirement cards per turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #38 C | Min Capacity (Tasks/Turn) = 0 Description: Floor value for capacity. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #40 C | New Ability per Graduate (Tasks/(Turn*Personnel Unit)) = 1 Description: The ability that one round of training will confer on one personnel unit. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #41 C | PDN Delay (Turns ) = 3 Description: Delay time for the production pipeline Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #42 L | Personnel At-Work (Personnel Units) = ∫completing training+Security Vetting-entering training-"Retiring from At-Work" dt + "Initial At-Work" Description: Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #43 L | Personnel In-Training (Personnel Units) = ∫entering training-completing training-"Retiring from In-Training" dt + "Initial In-Training" Description: Number of Personnel Units taking training. Those in training are not available for doing work. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #44 C | Personnel moved per task (Personnel Units/Task) = 1 Description: Number of personnel units a single task will move at each stage. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #45 F,A | Producing Intelligence (Steps/Turn) = MIN(Max Step Defeat Rate, Max Steps per Turn*Rel Capacity Lookup(Delayed PDN) + "Decision: Info From Sharing") Description: Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #46 F,A | Recruiting (Personnel Units/Turn) = MIN(Personnel moved per task*Capacity allocated to each stage,Empty Billets/Turn) Description: Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #47 A,T | Rel Capacity Lookup (Dmnl) Rel Capacity Lookup([(0,0)-(1,1)],(0,0),(0.18,0),(0.25,0.20614),(0.30581,0.328947),(0.394495,0.495614),(0.550459,0.70614),(0.70948,0.846491),(0.920489,0.982456),(1,1)) ![]()
|
Default | Open Loop Personnel Simulation | #48 F,A | Retiring from At-Work (Personnel Units/Turn) = MIN(Total Retirement Rate,"Personnel At-Work"/Turn) Description: Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #49 F,A | Retiring from In-Training (Personnel Units/Turn) = MIN(Total Retirement Rate-"Retiring from At-Work","Personnel In-Training"/Turn) Description: Rate at which personnel units retire from the in-training state after their 9 turn career Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #51 F,A | Security Vetting (Personnel Units/Turn) = MIN(Waiting Security/(Turn),Personnel moved per task*Capacity allocated to each stage) Description: Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #52 L | Threat Level (Steps) = ∫"Increasing Threat (Constant)"-Producing Intelligence dt + Initial Threat Description: This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #54 C | Time in Training (Turns) = 1 Description: Time it takes to complete a round of training. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #56 L | Total Ability (Tasks/Turn) = ∫Gaining Capability-Losing Capability dt + Initial Ability Description: Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #57 DE,A | Total Retirement Rate (Personnel Units/Turn) = DELAY FIXED (Security Vetting, Career Length , "Initial At-Work"/Career Length) Description: The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #58 A | Total Workforce (Personnel Units) = "Personnel At-Work"+"Personnel In-Training" Description: Total personnel units on the board but not in the hiring pipe. Represents the current total workforce on the payroll. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #59 C | Turn (Turns) = 1 Description: 1 Time Unit = 1 Turn in the game simulation Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #60 L | Waiting HR Process (Personnel Units) = ∫-HR Processing+Recruiting dt + Initial HR Process Description: Second stage of the three stage Hiring chain. All transitions between stages are limited by available capacity at that flow. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #61 L | Waiting Security (Personnel Units) = ∫HR Processing-Security Vetting dt + Initial Waiting Security Description: Final capacitated delay in the Hiring chain Present In 1 View:Used By
|
Top | (Module) Decision (5 Variables) | ||
Variable Name And Description | Decision | Open Loop Personnel Simulation | #11 C | Decision: Capacity for Infrastructure Acquisition (Tasks/Turn ) = 6 Description: Capacity devoted to the three-stage acquisition chain. A value of 6 will permit 2 infrastructure units per turn to be acquired to replace two breakdowns. We assume here that there will always be at least one infrastructure unint at work to enable each personnel unit at work. Present In 1 View:Used By
|
Decision | Open Loop Personnel Simulation | #12 C | Decision: Capacity to HR Hiring (Tasks/Turn ) = 6 Description: Amount of capacity to devote to the HR hiring chain. The model will allocate this quantity, if available, before allocating any capacity to production. Present In 1 View:Used By
|
Decision | Open Loop Personnel Simulation | #13 C | Decision: Info From Sharing (Steps/Turn ) = 0.1 Description: Average number of steps per turn worth of information obtained from sharing info with other agencies. Present In 1 View:Used By
|
Decision | Open Loop Personnel Simulation | #14 C | Decision: Reassign Personnel (Personnel Units/Turn ) = 2 Description: Rate of personnel re-assignments each turn as determined by the players. Present In 1 View:Used By
|
Decision | Open Loop Personnel Simulation | #15 C | Decision: Train Personnel (Personnel Units/Turn ) = 0 Description: Players' policy for taking down infrastructure units for rehabilitation. It represents the players' decisions to sacrifice capacity to do rehab. Present In 1 View:Used By
|
Top | (Module) Default (50 Variables) | ||
Variable Name And Description | Default | Open Loop Personnel Simulation | #1 A | Ability loss rate from reassignments (Tasks/(Turn*Turn)) = "Decision: Reassign Personnel"*Ability loss rate per Reassignment Description: One of two sources of ability loss Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #2 A | Ability loss rate from retirements (Tasks/(Turn*Turn)) = Total Retirement Rate*Average Ability Description: Second source of ability loss Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #3 C | Ability loss rate per Reassignment (Tasks/(Turn*Personnel Unit) ) = 1 Description: The number of ability stripes lost for each personnel unit reassigned each turn Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #4 A | Average Ability (Tasks/(Turn*Personnel Unit)) = Total Ability/Total Workforce Description: The average number of tasks per turn that a single personnel unit can do. This assumes the ability stripes are distributed equally among personnel units. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #5 A | Capacity allocated to each stage (Tasks/Turn) = Capacity to Acquire Personnel*Fraction allocated Description: The amount of Hiring Capacity for each process in the pipeline. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #6 A | Capacity At Work (Tasks/Turn) = "Personnel At-Work"*Average Ability/Turn Description: Capacity generated by all the working personnel units. This is the total number of tasks the system can perform per turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #7 A | Capacity to Acquire Personnel (Tasks/Turn) = MAX(MIN(Capacity At Work,"Decision: Capacity to HR Hiring"),0) Description: Equals the amount of capacity the players have given to the acquisition chain. If that much capacity does not exist, as much as possible is allocated to acquisition. We have not connected the influence of Game Over pressure on the actual decision here. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #8 A | Capacity to Produce (Tasks/Turn) = MAX(Capacity At Work-Capacity to Acquire Personnel-"Decision: Capacity for Infrastructure Acquisition",Min Capacity) Description: All remaining capacity (after allocation to the acquisition chain and to the personnel hiring chain has happened) is allocated to production. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #9 C | Career Length (Turns) = 9 Description: Career length for all personnel units Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #10 DE,F,A | completing training (Personnel Units/Turn) = DELAY FIXED(entering training, Time in Training ,0 ) Description: The rate at which personnel units finish their training. Those who retired while training are not included. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #16 DE,A | Delayed PDN (Dmnl) = DELAY3I(Fraction of Max Capacity, PDN Delay, 0) Description: Delay representing the time it takes for the production pipeline to work Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #17 L | Empty Billets (Personnel Units) = ∫"Retiring from At-Work"+"Retiring from In-Training"-Recruiting dt + Initial Empty Billets Description: Number of empty billets that are ready to fill via the HR capacitated pipeline. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #18 F,A | entering training (Personnel Units/Turn) = MIN("Personnel At-Work"/Turn ,"Decision: Train Personnel") Description: Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #20 C | Fraction allocated (Dmnl) = 1/3 Description: Fraction of acquisition capacity allocated to each stage Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #21 A | Fraction of Max Capacity (Dmnl) = Capacity to Produce/Max Capacity Description: Fraction of the maximum possible capacity given the number of playing pieces in the game. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #22 F,A | Gaining Capability (Tasks/(Turn*Turn)) = completing training*New Ability per Graduate Description: Rate at which personnel earn additional ability by taking training Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #23 F,A | HR Processing (Personnel Units/Turn) = MIN(Personnel moved per task*Capacity allocated to each stage,Waiting HR Process/Turn) Description: Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #24 C,F | Increasing Threat (Constant) (Steps/Turn) = 1 Description: Terrorists advance their status in their 12-step process by 1 step each turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #25 LI,C | Initial Ability (Tasks/Turn ) = 38 Description: Initial number of ability stripes on all the personnel at work Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #26 LI,C | Initial At-Work (Personnel Units) = 22 Description: Initial number of personnel units at-work Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #27 LI,C | Initial Empty Billets (Personnel Units ) = 2 Description: Initial number of unoccupied billets. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #28 LI,C | Initial HR Process (Personnel Units ) = 2 Description: Initial personnel units waiting for HR processing Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #29 LI,C | Initial In-Training (Personnel Units ) = 0 Description: Initial number of personnel units in training Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #30 LI,C | Initial Threat (Steps ) = 6 Description: Initial number os steps the terrorists have completed Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #32 LI,C | Initial Waiting Security (Personnel Units ) = 2 Description: Initial number of personnel units waiting for security vetting Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #33 F,A | Losing Capability (Tasks/(Turn*Turn)) = MIN(Max Ability loss rate,(Ability loss rate from reassignments + Ability loss rate from retirements)) Description: Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #34 A | Max Ability loss rate (Tasks/(Turn*Turn)) = Total Ability/Turn Description: Limit of loss if there is little total ability Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #35 C | Max Capacity (Tasks/Turn ) = 44 Description: There are 28 personnel units in the game. If all are at work, and each supports 2 tasks per turn, the maximum capacity possible is 56 tasks per turn. However, we must reserve 6 personnnel units to fill the hiring pipeline, so the maximum capacity that can be producing is 44 tasks per turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #36 A | Max Step Defeat Rate (Steps/Turn) = Threat Level/Turn Description: Number of steps that can be reversed in a turn limited by the current number of steps accomplished by the terorists. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #37 C | Max Steps per Turn (Steps/Turn ) = 3.5 Description: This is an estimate for the most likely maximum number of steps per turn that will be defeated every turn if all personnel units are in an at-work status and their capacity is positioned optimally on the game board. Equivalent to one ULTRA requirement card or 4 LOW requirement cards per turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #38 C | Min Capacity (Tasks/Turn) = 0 Description: Floor value for capacity. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #40 C | New Ability per Graduate (Tasks/(Turn*Personnel Unit)) = 1 Description: The ability that one round of training will confer on one personnel unit. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #41 C | PDN Delay (Turns ) = 3 Description: Delay time for the production pipeline Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #42 L | Personnel At-Work (Personnel Units) = ∫completing training+Security Vetting-entering training-"Retiring from At-Work" dt + "Initial At-Work" Description: Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #43 L | Personnel In-Training (Personnel Units) = ∫entering training-completing training-"Retiring from In-Training" dt + "Initial In-Training" Description: Number of Personnel Units taking training. Those in training are not available for doing work. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #44 C | Personnel moved per task (Personnel Units/Task) = 1 Description: Number of personnel units a single task will move at each stage. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #45 F,A | Producing Intelligence (Steps/Turn) = MIN(Max Step Defeat Rate, Max Steps per Turn*Rel Capacity Lookup(Delayed PDN) + "Decision: Info From Sharing") Description: Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #46 F,A | Recruiting (Personnel Units/Turn) = MIN(Personnel moved per task*Capacity allocated to each stage,Empty Billets/Turn) Description: Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #47 A,T | Rel Capacity Lookup (Dmnl) Rel Capacity Lookup([(0,0)-(1,1)],(0,0),(0.18,0),(0.25,0.20614),(0.30581,0.328947),(0.394495,0.495614),(0.550459,0.70614),(0.70948,0.846491),(0.920489,0.982456),(1,1)) ![]()
|
Default | Open Loop Personnel Simulation | #48 F,A | Retiring from At-Work (Personnel Units/Turn) = MIN(Total Retirement Rate,"Personnel At-Work"/Turn) Description: Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #49 F,A | Retiring from In-Training (Personnel Units/Turn) = MIN(Total Retirement Rate-"Retiring from At-Work","Personnel In-Training"/Turn) Description: Rate at which personnel units retire from the in-training state after their 9 turn career Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #51 F,A | Security Vetting (Personnel Units/Turn) = MIN(Waiting Security/(Turn),Personnel moved per task*Capacity allocated to each stage) Description: Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #52 L | Threat Level (Steps) = ∫"Increasing Threat (Constant)"-Producing Intelligence dt + Initial Threat Description: This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #54 C | Time in Training (Turns) = 1 Description: Time it takes to complete a round of training. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #56 L | Total Ability (Tasks/Turn) = ∫Gaining Capability-Losing Capability dt + Initial Ability Description: Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #57 DE,A | Total Retirement Rate (Personnel Units/Turn) = DELAY FIXED (Security Vetting, Career Length , "Initial At-Work"/Career Length) Description: The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #58 A | Total Workforce (Personnel Units) = "Personnel At-Work"+"Personnel In-Training" Description: Total personnel units on the board but not in the hiring pipe. Represents the current total workforce on the payroll. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #59 C | Turn (Turns) = 1 Description: 1 Time Unit = 1 Turn in the game simulation Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #60 L | Waiting HR Process (Personnel Units) = ∫-HR Processing+Recruiting dt + Initial HR Process Description: Second stage of the three stage Hiring chain. All transitions between stages are limited by available capacity at that flow. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #61 L | Waiting Security (Personnel Units) = ∫HR Processing-Security Vetting dt + Initial Waiting Security Description: Final capacitated delay in the Hiring chain Present In 1 View:Used By
|
Top | (Type) Level (7 Variables) | ||
Variable Name And Description | Default | Open Loop Personnel Simulation | #17 L | Empty Billets (Personnel Units) = ∫"Retiring from At-Work"+"Retiring from In-Training"-Recruiting dt + Initial Empty Billets Description: Number of empty billets that are ready to fill via the HR capacitated pipeline. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #42 L | Personnel At-Work (Personnel Units) = ∫completing training+Security Vetting-entering training-"Retiring from At-Work" dt + "Initial At-Work" Description: Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #43 L | Personnel In-Training (Personnel Units) = ∫entering training-completing training-"Retiring from In-Training" dt + "Initial In-Training" Description: Number of Personnel Units taking training. Those in training are not available for doing work. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #52 L | Threat Level (Steps) = ∫"Increasing Threat (Constant)"-Producing Intelligence dt + Initial Threat Description: This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #56 L | Total Ability (Tasks/Turn) = ∫Gaining Capability-Losing Capability dt + Initial Ability Description: Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #60 L | Waiting HR Process (Personnel Units) = ∫-HR Processing+Recruiting dt + Initial HR Process Description: Second stage of the three stage Hiring chain. All transitions between stages are limited by available capacity at that flow. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #61 L | Waiting Security (Personnel Units) = ∫HR Processing-Security Vetting dt + Initial Waiting Security Description: Final capacitated delay in the Hiring chain Present In 1 View:Used By
|
Top | (Type) Smooth (0 Variables) | ||
Variable Name And Description |
Top | (Type) Delay (3 Variables) | ||
Variable Name And Description | Default | Open Loop Personnel Simulation | #10 DE,F,A | completing training (Personnel Units/Turn) = DELAY FIXED(entering training, Time in Training ,0 ) Description: The rate at which personnel units finish their training. Those who retired while training are not included. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #16 DE,A | Delayed PDN (Dmnl) = DELAY3I(Fraction of Max Capacity, PDN Delay, 0) Description: Delay representing the time it takes for the production pipeline to work Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #57 DE,A | Total Retirement Rate (Personnel Units/Turn) = DELAY FIXED (Security Vetting, Career Length , "Initial At-Work"/Career Length) Description: The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now. Present In 1 View:Used By
|
Top | (Type) Level Initial (7 Variables) | ||
Variable Name And Description | Default | Open Loop Personnel Simulation | #25 LI,C | Initial Ability (Tasks/Turn ) = 38 Description: Initial number of ability stripes on all the personnel at work Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #26 LI,C | Initial At-Work (Personnel Units) = 22 Description: Initial number of personnel units at-work Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #27 LI,C | Initial Empty Billets (Personnel Units ) = 2 Description: Initial number of unoccupied billets. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #28 LI,C | Initial HR Process (Personnel Units ) = 2 Description: Initial personnel units waiting for HR processing Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #29 LI,C | Initial In-Training (Personnel Units ) = 0 Description: Initial number of personnel units in training Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #30 LI,C | Initial Threat (Steps ) = 6 Description: Initial number os steps the terrorists have completed Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #32 LI,C | Initial Waiting Security (Personnel Units ) = 2 Description: Initial number of personnel units waiting for security vetting Present In 1 View:Used By
|
Top | (Type) Initial (0 Variables) | ||
Variable Name And Description |
Top | (Type) Constant (24 Variables) | ||
Variable Name And Description | Default | Open Loop Personnel Simulation | #3 C | Ability loss rate per Reassignment (Tasks/(Turn*Personnel Unit) ) = 1 Description: The number of ability stripes lost for each personnel unit reassigned each turn Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #9 C | Career Length (Turns) = 9 Description: Career length for all personnel units Present In 1 View:Used By
|
Decision | Open Loop Personnel Simulation | #11 C | Decision: Capacity for Infrastructure Acquisition (Tasks/Turn ) = 6 Description: Capacity devoted to the three-stage acquisition chain. A value of 6 will permit 2 infrastructure units per turn to be acquired to replace two breakdowns. We assume here that there will always be at least one infrastructure unint at work to enable each personnel unit at work. Present In 1 View:Used By
|
Decision | Open Loop Personnel Simulation | #12 C | Decision: Capacity to HR Hiring (Tasks/Turn ) = 6 Description: Amount of capacity to devote to the HR hiring chain. The model will allocate this quantity, if available, before allocating any capacity to production. Present In 1 View:Used By
|
Decision | Open Loop Personnel Simulation | #13 C | Decision: Info From Sharing (Steps/Turn ) = 0.1 Description: Average number of steps per turn worth of information obtained from sharing info with other agencies. Present In 1 View:Used By
|
Decision | Open Loop Personnel Simulation | #14 C | Decision: Reassign Personnel (Personnel Units/Turn ) = 2 Description: Rate of personnel re-assignments each turn as determined by the players. Present In 1 View:Used By
|
Decision | Open Loop Personnel Simulation | #15 C | Decision: Train Personnel (Personnel Units/Turn ) = 0 Description: Players' policy for taking down infrastructure units for rehabilitation. It represents the players' decisions to sacrifice capacity to do rehab. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #20 C | Fraction allocated (Dmnl) = 1/3 Description: Fraction of acquisition capacity allocated to each stage Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #24 C,F | Increasing Threat (Constant) (Steps/Turn) = 1 Description: Terrorists advance their status in their 12-step process by 1 step each turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #25 LI,C | Initial Ability (Tasks/Turn ) = 38 Description: Initial number of ability stripes on all the personnel at work Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #26 LI,C | Initial At-Work (Personnel Units) = 22 Description: Initial number of personnel units at-work Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #27 LI,C | Initial Empty Billets (Personnel Units ) = 2 Description: Initial number of unoccupied billets. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #28 LI,C | Initial HR Process (Personnel Units ) = 2 Description: Initial personnel units waiting for HR processing Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #29 LI,C | Initial In-Training (Personnel Units ) = 0 Description: Initial number of personnel units in training Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #30 LI,C | Initial Threat (Steps ) = 6 Description: Initial number os steps the terrorists have completed Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #32 LI,C | Initial Waiting Security (Personnel Units ) = 2 Description: Initial number of personnel units waiting for security vetting Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #35 C | Max Capacity (Tasks/Turn ) = 44 Description: There are 28 personnel units in the game. If all are at work, and each supports 2 tasks per turn, the maximum capacity possible is 56 tasks per turn. However, we must reserve 6 personnnel units to fill the hiring pipeline, so the maximum capacity that can be producing is 44 tasks per turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #37 C | Max Steps per Turn (Steps/Turn ) = 3.5 Description: This is an estimate for the most likely maximum number of steps per turn that will be defeated every turn if all personnel units are in an at-work status and their capacity is positioned optimally on the game board. Equivalent to one ULTRA requirement card or 4 LOW requirement cards per turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #38 C | Min Capacity (Tasks/Turn) = 0 Description: Floor value for capacity. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #40 C | New Ability per Graduate (Tasks/(Turn*Personnel Unit)) = 1 Description: The ability that one round of training will confer on one personnel unit. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #41 C | PDN Delay (Turns ) = 3 Description: Delay time for the production pipeline Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #44 C | Personnel moved per task (Personnel Units/Task) = 1 Description: Number of personnel units a single task will move at each stage. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #54 C | Time in Training (Turns) = 1 Description: Time it takes to complete a round of training. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #59 C | Turn (Turns) = 1 Description: 1 Time Unit = 1 Turn in the game simulation Present In 1 View:Used By
|
Top | (Type) Flow (11 Variables) | ||
Variable Name And Description | Default | Open Loop Personnel Simulation | #10 DE,F,A | completing training (Personnel Units/Turn) = DELAY FIXED(entering training, Time in Training ,0 ) Description: The rate at which personnel units finish their training. Those who retired while training are not included. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #18 F,A | entering training (Personnel Units/Turn) = MIN("Personnel At-Work"/Turn ,"Decision: Train Personnel") Description: Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #22 F,A | Gaining Capability (Tasks/(Turn*Turn)) = completing training*New Ability per Graduate Description: Rate at which personnel earn additional ability by taking training Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #23 F,A | HR Processing (Personnel Units/Turn) = MIN(Personnel moved per task*Capacity allocated to each stage,Waiting HR Process/Turn) Description: Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #24 C,F | Increasing Threat (Constant) (Steps/Turn) = 1 Description: Terrorists advance their status in their 12-step process by 1 step each turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #33 F,A | Losing Capability (Tasks/(Turn*Turn)) = MIN(Max Ability loss rate,(Ability loss rate from reassignments + Ability loss rate from retirements)) Description: Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #45 F,A | Producing Intelligence (Steps/Turn) = MIN(Max Step Defeat Rate, Max Steps per Turn*Rel Capacity Lookup(Delayed PDN) + "Decision: Info From Sharing") Description: Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #46 F,A | Recruiting (Personnel Units/Turn) = MIN(Personnel moved per task*Capacity allocated to each stage,Empty Billets/Turn) Description: Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #48 F,A | Retiring from At-Work (Personnel Units/Turn) = MIN(Total Retirement Rate,"Personnel At-Work"/Turn) Description: Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #49 F,A | Retiring from In-Training (Personnel Units/Turn) = MIN(Total Retirement Rate-"Retiring from At-Work","Personnel In-Training"/Turn) Description: Rate at which personnel units retire from the in-training state after their 9 turn career Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #51 F,A | Security Vetting (Personnel Units/Turn) = MIN(Waiting Security/(Turn),Personnel moved per task*Capacity allocated to each stage) Description: Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting. Present In 1 View:Used By
|
Top | (Type) Auxiliary (24 Variables) | ||
Variable Name And Description | Default | Open Loop Personnel Simulation | #1 A | Ability loss rate from reassignments (Tasks/(Turn*Turn)) = "Decision: Reassign Personnel"*Ability loss rate per Reassignment Description: One of two sources of ability loss Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #2 A | Ability loss rate from retirements (Tasks/(Turn*Turn)) = Total Retirement Rate*Average Ability Description: Second source of ability loss Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #4 A | Average Ability (Tasks/(Turn*Personnel Unit)) = Total Ability/Total Workforce Description: The average number of tasks per turn that a single personnel unit can do. This assumes the ability stripes are distributed equally among personnel units. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #5 A | Capacity allocated to each stage (Tasks/Turn) = Capacity to Acquire Personnel*Fraction allocated Description: The amount of Hiring Capacity for each process in the pipeline. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #6 A | Capacity At Work (Tasks/Turn) = "Personnel At-Work"*Average Ability/Turn Description: Capacity generated by all the working personnel units. This is the total number of tasks the system can perform per turn. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #7 A | Capacity to Acquire Personnel (Tasks/Turn) = MAX(MIN(Capacity At Work,"Decision: Capacity to HR Hiring"),0) Description: Equals the amount of capacity the players have given to the acquisition chain. If that much capacity does not exist, as much as possible is allocated to acquisition. We have not connected the influence of Game Over pressure on the actual decision here. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #8 A | Capacity to Produce (Tasks/Turn) = MAX(Capacity At Work-Capacity to Acquire Personnel-"Decision: Capacity for Infrastructure Acquisition",Min Capacity) Description: All remaining capacity (after allocation to the acquisition chain and to the personnel hiring chain has happened) is allocated to production. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #10 DE,F,A | completing training (Personnel Units/Turn) = DELAY FIXED(entering training, Time in Training ,0 ) Description: The rate at which personnel units finish their training. Those who retired while training are not included. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #16 DE,A | Delayed PDN (Dmnl) = DELAY3I(Fraction of Max Capacity, PDN Delay, 0) Description: Delay representing the time it takes for the production pipeline to work Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #18 F,A | entering training (Personnel Units/Turn) = MIN("Personnel At-Work"/Turn ,"Decision: Train Personnel") Description: Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #21 A | Fraction of Max Capacity (Dmnl) = Capacity to Produce/Max Capacity Description: Fraction of the maximum possible capacity given the number of playing pieces in the game. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #22 F,A | Gaining Capability (Tasks/(Turn*Turn)) = completing training*New Ability per Graduate Description: Rate at which personnel earn additional ability by taking training Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #23 F,A | HR Processing (Personnel Units/Turn) = MIN(Personnel moved per task*Capacity allocated to each stage,Waiting HR Process/Turn) Description: Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #33 F,A | Losing Capability (Tasks/(Turn*Turn)) = MIN(Max Ability loss rate,(Ability loss rate from reassignments + Ability loss rate from retirements)) Description: Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #34 A | Max Ability loss rate (Tasks/(Turn*Turn)) = Total Ability/Turn Description: Limit of loss if there is little total ability Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #36 A | Max Step Defeat Rate (Steps/Turn) = Threat Level/Turn Description: Number of steps that can be reversed in a turn limited by the current number of steps accomplished by the terorists. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #45 F,A | Producing Intelligence (Steps/Turn) = MIN(Max Step Defeat Rate, Max Steps per Turn*Rel Capacity Lookup(Delayed PDN) + "Decision: Info From Sharing") Description: Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #46 F,A | Recruiting (Personnel Units/Turn) = MIN(Personnel moved per task*Capacity allocated to each stage,Empty Billets/Turn) Description: Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #47 A,T | Rel Capacity Lookup (Dmnl) Rel Capacity Lookup([(0,0)-(1,1)],(0,0),(0.18,0),(0.25,0.20614),(0.30581,0.328947),(0.394495,0.495614),(0.550459,0.70614),(0.70948,0.846491),(0.920489,0.982456),(1,1)) ![]()
|
Default | Open Loop Personnel Simulation | #48 F,A | Retiring from At-Work (Personnel Units/Turn) = MIN(Total Retirement Rate,"Personnel At-Work"/Turn) Description: Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #49 F,A | Retiring from In-Training (Personnel Units/Turn) = MIN(Total Retirement Rate-"Retiring from At-Work","Personnel In-Training"/Turn) Description: Rate at which personnel units retire from the in-training state after their 9 turn career Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #51 F,A | Security Vetting (Personnel Units/Turn) = MIN(Waiting Security/(Turn),Personnel moved per task*Capacity allocated to each stage) Description: Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #57 DE,A | Total Retirement Rate (Personnel Units/Turn) = DELAY FIXED (Security Vetting, Career Length , "Initial At-Work"/Career Length) Description: The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now. Present In 1 View:Used By
|
Default | Open Loop Personnel Simulation | #58 A | Total Workforce (Personnel Units) = "Personnel At-Work"+"Personnel In-Training" Description: Total personnel units on the board but not in the hiring pipe. Represents the current total workforce on the payroll. Present In 1 View:Used By
|
Top | (Type) Subscripts (0 Variables) | ||
Variable Name And Description |
Top | (Type) Data (0 Variables) | ||
Variable Name And Description |
Top | (Type) Game (0 Variables) | ||
Variable Name And Description |
Top | (Type) Lookup (1 Variables) | ||
Variable Name And Description | Default | Open Loop Personnel Simulation | #47 A,T | Rel Capacity Lookup (Dmnl) Rel Capacity Lookup([(0,0)-(1,1)],(0,0),(0.18,0),(0.25,0.20614),(0.30581,0.328947),(0.394495,0.495614),(0.550459,0.70614),(0.70948,0.846491),(0.920489,0.982456),(1,1)) ![]()
|
Quick Links: | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z |
Default | Open Loop Personnel Simulation | A | Ability loss rate from reassignments (Tasks/(Turn*Turn)) |
Default | Open Loop Personnel Simulation | A | Ability loss rate from retirements (Tasks/(Turn*Turn)) |
Default | Open Loop Personnel Simulation | C | Ability loss rate per Reassignment (Tasks/(Turn*Personnel Unit) ) |
Default | Open Loop Personnel Simulation | A | Average Ability (Tasks/(Turn*Personnel Unit)) |
Default | Open Loop Personnel Simulation | A | Capacity allocated to each stage (Tasks/Turn) |
Default | Open Loop Personnel Simulation | A | Capacity At Work (Tasks/Turn) |
Default | Open Loop Personnel Simulation | A | Capacity to Acquire Personnel (Tasks/Turn) |
Default | Open Loop Personnel Simulation | A | Capacity to Produce (Tasks/Turn) |
Default | Open Loop Personnel Simulation | C | Career Length (Turns) |
Default | Open Loop Personnel Simulation | DE,F,A | completing training (Personnel Units/Turn) |
Decision | Open Loop Personnel Simulation | C | Decision: Capacity for Infrastructure Acquisition (Tasks/Turn ) |
Decision | Open Loop Personnel Simulation | C | Decision: Capacity to HR Hiring (Tasks/Turn ) |
Decision | Open Loop Personnel Simulation | C | Decision: Info From Sharing (Steps/Turn ) |
Decision | Open Loop Personnel Simulation | C | Decision: Reassign Personnel (Personnel Units/Turn ) |
Decision | Open Loop Personnel Simulation | C | Decision: Train Personnel (Personnel Units/Turn ) |
Default | Open Loop Personnel Simulation | DE,A | Delayed PDN (Dmnl) |
Default | Open Loop Personnel Simulation | L | Empty Billets (Personnel Units) |
Default | Open Loop Personnel Simulation | F,A | entering training (Personnel Units/Turn) |
Default | .Control | C | FINAL TIME (Turns) |
Default | Open Loop Personnel Simulation | C | Fraction allocated (Dmnl) |
Default | Open Loop Personnel Simulation | A | Fraction of Max Capacity (Dmnl) |
Default | Open Loop Personnel Simulation | F,A | Gaining Capability (Tasks/(Turn*Turn)) |
Default | Open Loop Personnel Simulation | F,A | HR Processing (Personnel Units/Turn) |
Default | Open Loop Personnel Simulation | C,F | Increasing Threat (Constant) (Steps/Turn) |
Default | Open Loop Personnel Simulation | LI,C | Initial Ability (Tasks/Turn ) |
Default | Open Loop Personnel Simulation | LI,C | Initial At-Work (Personnel Units) |
Default | Open Loop Personnel Simulation | LI,C | Initial Empty Billets (Personnel Units ) |
Default | Open Loop Personnel Simulation | LI,C | Initial HR Process (Personnel Units ) |
Default | Open Loop Personnel Simulation | LI,C | Initial In-Training (Personnel Units ) |
Default | Open Loop Personnel Simulation | LI,C | Initial Threat (Steps ) |
Default | .Control | C | INITIAL TIME (Turns) |
Default | Open Loop Personnel Simulation | LI,C | Initial Waiting Security (Personnel Units ) |
Default | Open Loop Personnel Simulation | F,A | Losing Capability (Tasks/(Turn*Turn)) |
Default | Open Loop Personnel Simulation | A | Max Ability loss rate (Tasks/(Turn*Turn)) |
Default | Open Loop Personnel Simulation | C | Max Capacity (Tasks/Turn ) |
Default | Open Loop Personnel Simulation | A | Max Step Defeat Rate (Steps/Turn) |
Default | Open Loop Personnel Simulation | C | Max Steps per Turn (Steps/Turn ) |
Default | Open Loop Personnel Simulation | C | Min Capacity (Tasks/Turn) |
Default | Open Loop Personnel Simulation | C | New Ability per Graduate (Tasks/(Turn*Personnel Unit)) |
Default | Open Loop Personnel Simulation | C | PDN Delay (Turns ) |
Default | Open Loop Personnel Simulation | L | Personnel At-Work (Personnel Units) |
Default | Open Loop Personnel Simulation | L | Personnel In-Training (Personnel Units) |
Default | Open Loop Personnel Simulation | C | Personnel moved per task (Personnel Units/Task) |
Default | Open Loop Personnel Simulation | F,A | Producing Intelligence (Steps/Turn) |
Default | Open Loop Personnel Simulation | F,A | Recruiting (Personnel Units/Turn) |
Default | Open Loop Personnel Simulation | A,T | Rel Capacity Lookup (Dmnl) |
Default | Open Loop Personnel Simulation | F,A | Retiring from At-Work (Personnel Units/Turn) |
Default | Open Loop Personnel Simulation | F,A | Retiring from In-Training (Personnel Units/Turn) |
Default | .Control | A | SAVEPER (Turns ) |
Default | Open Loop Personnel Simulation | F,A | Security Vetting (Personnel Units/Turn) |
Default | Open Loop Personnel Simulation | L | Threat Level (Steps) |
Default | Open Loop Personnel Simulation | C | Time in Training (Turns) |
Default | .Control | C | TIME STEP (Turns ) |
Default | Open Loop Personnel Simulation | L | Total Ability (Tasks/Turn) |
Default | Open Loop Personnel Simulation | DE,A | Total Retirement Rate (Personnel Units/Turn) |
Default | Open Loop Personnel Simulation | A | Total Workforce (Personnel Units) |
Default | Open Loop Personnel Simulation | C | Turn (Turns) |
Default | Open Loop Personnel Simulation | L | Waiting HR Process (Personnel Units) |
Default | Open Loop Personnel Simulation | L | Waiting Security (Personnel Units) |
Quick Links: | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z |
Default | Open Loop Personnel Simulation | L | Empty Billets (Personnel Units) |
Default | Open Loop Personnel Simulation | L | Personnel At-Work (Personnel Units) |
Default | Open Loop Personnel Simulation | L | Personnel In-Training (Personnel Units) |
Default | Open Loop Personnel Simulation | L | Threat Level (Steps) |
Default | Open Loop Personnel Simulation | L | Total Ability (Tasks/Turn) |
Default | Open Loop Personnel Simulation | L | Waiting HR Process (Personnel Units) |
Default | Open Loop Personnel Simulation | L | Waiting Security (Personnel Units) |
Default | Open Loop Personnel Simulation | A,T | Rel Capacity Lookup (Dmnl) | Right |
Quick Links: | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z |
Default | Open Loop Personnel Simulation | A | Capacity to Acquire Personnel (Tasks/Turn) |
Default | Open Loop Personnel Simulation | A | Capacity to Produce (Tasks/Turn) |
Default | Open Loop Personnel Simulation | F,A | entering training (Personnel Units/Turn) |
Default | Open Loop Personnel Simulation | F,A | HR Processing (Personnel Units/Turn) |
Default | Open Loop Personnel Simulation | F,A | Losing Capability (Tasks/(Turn*Turn)) |
Default | Open Loop Personnel Simulation | F,A | Producing Intelligence (Steps/Turn) |
Default | Open Loop Personnel Simulation | F,A | Recruiting (Personnel Units/Turn) |
Default | Open Loop Personnel Simulation | F,A | Retiring from At-Work (Personnel Units/Turn) |
Default | Open Loop Personnel Simulation | F,A | Retiring from In-Training (Personnel Units/Turn) |
Default | Open Loop Personnel Simulation | F,A | Security Vetting (Personnel Units/Turn) |
Default | Open Loop Personnel Simulation | A | Capacity to Produce (Tasks/Turn) | 4 |
Default | Open Loop Personnel Simulation | L | Empty Billets (Personnel Units) | 4 |
Default | Open Loop Personnel Simulation | F,A | HR Processing (Personnel Units/Turn) | 4 |
Default | Open Loop Personnel Simulation | L | Personnel In-Training (Personnel Units) | 4 |
Default | Open Loop Personnel Simulation | F,A | Recruiting (Personnel Units/Turn) | 4 |
Default | Open Loop Personnel Simulation | F,A | Retiring from In-Training (Personnel Units/Turn) | 4 |
Default | Open Loop Personnel Simulation | F,A | Security Vetting (Personnel Units/Turn) | 4 |
Default | Open Loop Personnel Simulation | L | Personnel At-Work (Personnel Units) | 5 |
Default | Open Loop Personnel Simulation | F,A | Producing Intelligence (Steps/Turn) | 5 |
Quick Links: | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z |
Default | Open Loop Personnel Simulation | DE,F,A | completing training (Personnel Units/Turn) |
Default | Open Loop Personnel Simulation | DE,A | Delayed PDN (Dmnl) |
Default | Open Loop Personnel Simulation | L | Empty Billets (Personnel Units) |
Default | Open Loop Personnel Simulation | L | Personnel At-Work (Personnel Units) |
Default | Open Loop Personnel Simulation | L | Personnel In-Training (Personnel Units) |
Default | Open Loop Personnel Simulation | L | Threat Level (Steps) |
Default | Open Loop Personnel Simulation | L | Total Ability (Tasks/Turn) |
Default | Open Loop Personnel Simulation | DE,A | Total Retirement Rate (Personnel Units/Turn) |
Default | Open Loop Personnel Simulation | L | Waiting HR Process (Personnel Units) |
Default | Open Loop Personnel Simulation | L | Waiting Security (Personnel Units) |
Quick Links: | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z |
Default | Open Loop Personnel Simulation | DE,A | Delayed PDN (Dmnl) |
Default | Open Loop Personnel Simulation | C | Fraction allocated (Dmnl) |
Default | Open Loop Personnel Simulation | A | Fraction of Max Capacity (Dmnl) |
Default | Open Loop Personnel Simulation | A,T | Rel Capacity Lookup (Dmnl) |
Quick Links: | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z |
Default | Open Loop Personnel Simulation | A | Ability loss rate from reassignments (Tasks/(Turn*Turn)) |
Default | Open Loop Personnel Simulation | A | Ability loss rate from retirements (Tasks/(Turn*Turn)) |
Default | Open Loop Personnel Simulation | C | Ability loss rate per Reassignment (Tasks/(Turn*Personnel Unit) ) |
Default | Open Loop Personnel Simulation | A | Average Ability (Tasks/(Turn*Personnel Unit)) |
Default | Open Loop Personnel Simulation | A | Capacity allocated to each stage (Tasks/Turn) |
Default | Open Loop Personnel Simulation | A | Capacity At Work (Tasks/Turn) |
Default | Open Loop Personnel Simulation | A | Capacity to Acquire Personnel (Tasks/Turn) |
Default | Open Loop Personnel Simulation | A | Capacity to Produce (Tasks/Turn) |
Default | Open Loop Personnel Simulation | C | Career Length (Turns) |
Default | Open Loop Personnel Simulation | DE,F,A | completing training (Personnel Units/Turn) |
Decision | Open Loop Personnel Simulation | C | Decision: Capacity for Infrastructure Acquisition (Tasks/Turn ) |
Decision | Open Loop Personnel Simulation | C | Decision: Capacity to HR Hiring (Tasks/Turn ) |
Decision | Open Loop Personnel Simulation | C | Decision: Info From Sharing (Steps/Turn ) |
Decision | Open Loop Personnel Simulation | C | Decision: Reassign Personnel (Personnel Units/Turn ) |
Decision | Open Loop Personnel Simulation | C | Decision: Train Personnel (Personnel Units/Turn ) |
Default | Open Loop Personnel Simulation | DE,A | Delayed PDN (Dmnl) |
Default | Open Loop Personnel Simulation | L | Empty Billets (Personnel Units) |
Default | Open Loop Personnel Simulation | F,A | entering training (Personnel Units/Turn) |
Default | Open Loop Personnel Simulation | C | Fraction allocated (Dmnl) |
Default | Open Loop Personnel Simulation | A | Fraction of Max Capacity (Dmnl) |
Default | Open Loop Personnel Simulation | F,A | Gaining Capability (Tasks/(Turn*Turn)) |
Default | Open Loop Personnel Simulation | F,A | HR Processing (Personnel Units/Turn) |
Default | Open Loop Personnel Simulation | C,F | Increasing Threat (Constant) (Steps/Turn) |
Default | Open Loop Personnel Simulation | LI,C | Initial Ability (Tasks/Turn ) |
Default | Open Loop Personnel Simulation | LI,C | Initial At-Work (Personnel Units) |
Default | Open Loop Personnel Simulation | LI,C | Initial Empty Billets (Personnel Units ) |
Default | Open Loop Personnel Simulation | LI,C | Initial HR Process (Personnel Units ) |
Default | Open Loop Personnel Simulation | LI,C | Initial In-Training (Personnel Units ) |
Default | Open Loop Personnel Simulation | LI,C | Initial Threat (Steps ) |
Default | Open Loop Personnel Simulation | LI,C | Initial Waiting Security (Personnel Units ) |
Default | Open Loop Personnel Simulation | F,A | Losing Capability (Tasks/(Turn*Turn)) |
Default | Open Loop Personnel Simulation | A | Max Ability loss rate (Tasks/(Turn*Turn)) |
Default | Open Loop Personnel Simulation | C | Max Capacity (Tasks/Turn ) |
Default | Open Loop Personnel Simulation | A | Max Step Defeat Rate (Steps/Turn) |
Default | Open Loop Personnel Simulation | C | Max Steps per Turn (Steps/Turn ) |
Default | Open Loop Personnel Simulation | C | Min Capacity (Tasks/Turn) |
Default | Open Loop Personnel Simulation | C | New Ability per Graduate (Tasks/(Turn*Personnel Unit)) |
Default | Open Loop Personnel Simulation | C | PDN Delay (Turns ) |
Default | Open Loop Personnel Simulation | L | Personnel At-Work (Personnel Units) |
Default | Open Loop Personnel Simulation | L | Personnel In-Training (Personnel Units) |
Default | Open Loop Personnel Simulation | C | Personnel moved per task (Personnel Units/Task) |
Default | Open Loop Personnel Simulation | F,A | Producing Intelligence (Steps/Turn) |
Default | Open Loop Personnel Simulation | F,A | Recruiting (Personnel Units/Turn) |
Default | Open Loop Personnel Simulation | A,T | Rel Capacity Lookup (Dmnl) |
Default | Open Loop Personnel Simulation | F,A | Retiring from At-Work (Personnel Units/Turn) |
Default | Open Loop Personnel Simulation | F,A | Retiring from In-Training (Personnel Units/Turn) |
Default | Open Loop Personnel Simulation | F,A | Security Vetting (Personnel Units/Turn) |
Default | Open Loop Personnel Simulation | L | Threat Level (Steps) |
Default | Open Loop Personnel Simulation | C | Time in Training (Turns) |
Default | Open Loop Personnel Simulation | L | Total Ability (Tasks/Turn) |
Default | Open Loop Personnel Simulation | DE,A | Total Retirement Rate (Personnel Units/Turn) |
Default | Open Loop Personnel Simulation | A | Total Workforce (Personnel Units) |
Default | Open Loop Personnel Simulation | C | Turn (Turns) |
Default | Open Loop Personnel Simulation | L | Waiting HR Process (Personnel Units) |
Default | Open Loop Personnel Simulation | L | Waiting Security (Personnel Units) |
Default | Open Loop Personnel Simulation | A | Capacity At Work (Tasks/Turn) | LHS Units: (Task/Turn) RHS Units: (Task/Turn*Turn) Complete RHS Units: ( ( Personnel Unit * Tasks/(Turn*Personnel Unit) ) / Turn ) |
Default | Open Loop Personnel Simulation | F,A | Security Vetting (Personnel Units/Turn) | 52 (85.2%) | 23 [ 5,15] | 29 [ 2,16] | 0.79 | 0 [ 0, 0] | 52 (85.2%) | 23 [ 5,15] | 29 [ 2,16] | 0.79 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | A | Capacity allocated to each stage (Tasks/Turn) | 42 (68.9%) | 18 [ 5,15] | 24 [ 7,16] | 0.75 | 0 [ 0, 0] | 42 (68.9%) | 18 [ 5,15] | 24 [ 7,16] | 0.75 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | A | Capacity At Work (Tasks/Turn) | 42 (68.9%) | 18 [ 5,15] | 24 [ 7,16] | 0.75 | 0 [ 0, 0] | 42 (68.9%) | 18 [ 5,15] | 24 [ 7,16] | 0.75 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | A | Capacity to Acquire Personnel (Tasks/Turn) | 42 (68.9%) | 18 [ 5,15] | 24 [ 7,16] | 0.75 | 0 [ 0, 0] | 42 (68.9%) | 18 [ 5,15] | 24 [ 7,16] | 0.75 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | L | Personnel At-Work (Personnel Units) | 42 (68.9%) | 19 [ 3,15] | 23 [ 2,16] | 0.83 | 0 [ 0, 0] | 42 (68.9%) | 19 [ 3,15] | 23 [ 2,16] | 0.83 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | F,A | HR Processing (Personnel Units/Turn) | 38 (62.3%) | 17 [ 7,15] | 21 [ 2,16] | 0.81 | 0 [ 0, 0] | 38 (62.3%) | 17 [ 7,15] | 21 [ 2,16] | 0.81 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | L | Waiting Security (Personnel Units) | 38 (62.3%) | 17 [ 7,15] | 21 [ 2,16] | 0.81 | 0 [ 0, 0] | 38 (62.3%) | 17 [ 7,15] | 21 [ 2,16] | 0.81 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | A | Average Ability (Tasks/(Turn*Personnel Unit)) | 37 (60.7%) | 15 [ 9,15] | 22 [ 4,16] | 0.68 | 0 [ 0, 0] | 37 (60.7%) | 15 [ 9,15] | 22 [ 4,16] | 0.68 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | DE,A | Total Retirement Rate (Personnel Units/Turn) | 29 (47.5%) | 12 [ 8,15] | 17 [ 7,16] | 0.71 | 0 [ 0, 0] | 29 (47.5%) | 12 [ 8,15] | 17 [ 7,16] | 0.71 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | F,A | Retiring from At-Work (Personnel Units/Turn) | 28 (45.9%) | 9 [ 8,15] | 19 [ 2,16] | 0.47 | 0 [ 0, 0] | 28 (45.9%) | 9 [ 8,15] | 19 [ 2,16] | 0.47 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | A | Total Workforce (Personnel Units) | 27 (44.3%) | 12 [ 9,15] | 15 [ 7,16] | 0.80 | 0 [ 0, 0] | 27 (44.3%) | 12 [ 9,15] | 15 [ 7,16] | 0.80 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | L | Personnel In-Training (Personnel Units) | 26 (42.6%) | 11 [ 9,15] | 15 [ 2,16] | 0.73 | 0 [ 0, 0] | 26 (42.6%) | 11 [ 9,15] | 15 [ 2,16] | 0.73 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | F,A | entering training (Personnel Units/Turn) | 24 (39.3%) | 12 [ 3,15] | 12 [ 2,16] | 1.00 | 0 [ 0, 0] | 24 (39.3%) | 12 [ 3,15] | 12 [ 2,16] | 1.00 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | F,A | Recruiting (Personnel Units/Turn) | 24 (39.3%) | 11 [ 8,15] | 13 [ 2,16] | 0.85 | 0 [ 0, 0] | 24 (39.3%) | 11 [ 8,15] | 13 [ 2,16] | 0.85 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | L | Waiting HR Process (Personnel Units) | 24 (39.3%) | 11 [ 8,15] | 13 [ 2,16] | 0.85 | 0 [ 0, 0] | 24 (39.3%) | 11 [ 8,15] | 13 [ 2,16] | 0.85 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | F,A | Retiring from In-Training (Personnel Units/Turn) | 17 (27.9%) | 6 [ 8,13] | 11 [ 2,14] | 0.55 | 0 [ 0, 0] | 17 (27.9%) | 6 [ 8,13] | 11 [ 2,14] | 0.55 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | DE,F,A | completing training (Personnel Units/Turn) | 15 (24.6%) | 8 [ 3,14] | 7 [11,16] | 1.14 | 0 [ 0, 0] | 15 (24.6%) | 8 [ 3,14] | 7 [11,16] | 1.14 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | L | Total Ability (Tasks/Turn) | 11 (18.0%) | 3 [10,14] | 8 [ 3,16] | 0.38 | 0 [ 0, 0] | 11 (18.0%) | 3 [10,14] | 8 [ 3,16] | 0.38 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | L | Empty Billets (Personnel Units) | 10 (16.4%) | 5 [ 8,13] | 5 [ 2,12] | 1.00 | 0 [ 0, 0] | 10 (16.4%) | 5 [ 8,13] | 5 [ 2,12] | 1.00 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | F,A | Gaining Capability (Tasks/(Turn*Turn)) | 6 (9.8%) | 3 [10,14] | 3 [12,16] | 1.00 | 0 [ 0, 0] | 6 (9.8%) | 3 [10,14] | 3 [12,16] | 1.00 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | F,A | Losing Capability (Tasks/(Turn*Turn)) | 5 (8.2%) | 0 [ 0, 0] | 5 [ 3,13] | 0.00 | 0 [ 0, 0] | 5 (8.2%) | 0 [ 0, 0] | 5 [ 3,13] | 0.00 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | A | Ability loss rate from retirements (Tasks/(Turn*Turn)) | 4 (6.6%) | 0 [ 0, 0] | 4 [ 4,13] | 0.00 | 0 [ 0, 0] | 4 (6.6%) | 0 [ 0, 0] | 4 [ 4,13] | 0.00 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | A | Max Ability loss rate (Tasks/(Turn*Turn)) | 1 (1.6%) | 0 [ 0, 0] | 1 [ 3, 3] | 0.00 | 0 [ 0, 0] | 1 (1.6%) | 0 [ 0, 0] | 1 [ 3, 3] | 0.00 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | A | Max Step Defeat Rate (Steps/Turn) | 1 (1.6%) | 0 [ 0, 0] | 1 [ 3, 3] | 0.00 | 0 [ 0, 0] | 1 (1.6%) | 0 [ 0, 0] | 1 [ 3, 3] | 0.00 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | F,A | Producing Intelligence (Steps/Turn) | 1 (1.6%) | 0 [ 0, 0] | 1 [ 3, 3] | 0.00 | 0 [ 0, 0] | 1 (1.6%) | 0 [ 0, 0] | 1 [ 3, 3] | 0.00 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | L | Threat Level (Steps) | 1 (1.6%) | 0 [ 0, 0] | 1 [ 3, 3] | 0.00 | 0 [ 0, 0] | 1 (1.6%) | 0 [ 0, 0] | 1 [ 3, 3] | 0.00 | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | A | Ability loss rate from reassignments (Tasks/(Turn*Turn)) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | C | Ability loss rate per Reassignment (Tasks/(Turn*Personnel Unit) ) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | A | Capacity to Produce (Tasks/Turn) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | C | Career Length (Turns) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Decision | Open Loop Personnel Simulation | C | Decision: Capacity for Infrastructure Acquisition (Tasks/Turn ) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Decision | Open Loop Personnel Simulation | C | Decision: Capacity to HR Hiring (Tasks/Turn ) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Decision | Open Loop Personnel Simulation | C | Decision: Info From Sharing (Steps/Turn ) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Decision | Open Loop Personnel Simulation | C | Decision: Reassign Personnel (Personnel Units/Turn ) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Decision | Open Loop Personnel Simulation | C | Decision: Train Personnel (Personnel Units/Turn ) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | DE,A | Delayed PDN (Dmnl) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | .Control | C | FINAL TIME (Turns) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | C | Fraction allocated (Dmnl) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | A | Fraction of Max Capacity (Dmnl) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | C,F | Increasing Threat (Constant) (Steps/Turn) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | LI,C | Initial Ability (Tasks/Turn ) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | LI,C | Initial At-Work (Personnel Units) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | LI,C | Initial Empty Billets (Personnel Units ) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | LI,C | Initial HR Process (Personnel Units ) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | LI,C | Initial In-Training (Personnel Units ) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | LI,C | Initial Threat (Steps ) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | .Control | C | INITIAL TIME (Turns) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | LI,C | Initial Waiting Security (Personnel Units ) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | C | Max Capacity (Tasks/Turn ) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | C | Max Steps per Turn (Steps/Turn ) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | C | Min Capacity (Tasks/Turn) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | C | New Ability per Graduate (Tasks/(Turn*Personnel Unit)) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | C | PDN Delay (Turns ) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | C | Personnel moved per task (Personnel Units/Task) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | A,T | Rel Capacity Lookup (Dmnl) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | .Control | A | SAVEPER (Turns ) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | C | Time in Training (Turns) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | .Control | C | TIME STEP (Turns ) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Default | Open Loop Personnel Simulation | C | Turn (Turns) | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] | 0 (0.0%) | 0 [ 0, 0] | 0 [ 0, 0] | NA | 0 [ 0, 0] |
Quick Links: | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z |
Quick Links: | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z |
Quick Links: | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z |
Career Length | Total Retirement Rate | Inconsistent |
Personnel Model | 55 vars (90.2%) |