MARCIM-WG: A cyber wargame proposal based on math modeling applied in a naval scenario
MARCIM-WG:基于数学建模的海军场景网络兵棋推演方案
Diego Cabuya-Padilla, Daniel Díaz-López, Carlos Castaneda-Marroquín
AI总结 提出MARCIM-WG学习型网络兵棋,基于北约方法论设计,结合实体棋盘与计算仿真,通过高低级设计规范在虚构海战场景中验证,干预组态势感知能力提升34个百分点。
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- 8 pages, 5 figures, 2 tables, paper in proceedings of the XI National Cybersecurity Research Conference (JNIC) in Barcelona, Spain, May, 2026
随着海上行动日益依赖互联的数字生态系统,网络事件可能通过海上网络传播并降低关键服务。因此,加强战略网络态势感知(CSA)需要培训机制,使决策者能够应对不断变化的攻击动态、有限的资源以及需要与事件响应程序协调行动的需求。本文介绍了MARCIM-WG,一种面向学习的海上网络防御兵棋,按照北约兵棋方法论设计,并作为混合桌面体验实现,结合物理棋盘(令牌、指示器和特殊卡片)与由计算仿真模型支持的分析辅助裁决。该方案通过高层设计(HLD)和低层设计(LLD)规范进行说明,并在虚构的海上网络危机场景中实例化,以实现结构化决策周期、摩擦和可衡量的后果。验证结合了(i)在三种配置(悲观、中性/最可能、乐观)下基于操作场景的评估,以验证决策敏感性和结果一致性,以及(ii)使用与等效对照组比较设计的CSA能力和学习成果评估。结果显示干预组提高了34.0个百分点,其中理解相关能力提升最大。
As maritime operations increasingly depend on interconnected digital ecosystems, cyber incidents can propagate across maritime networks and degrade critical services. Strengthening strategic Cyber Situational Awareness (CSA) therefore requires training mechanisms that expose decision-makers to evolving attack dynamics, constrained resources, and the need to align actions with incident-response procedures. This paper introduces MARCIM-WG, a learning-oriented maritime cyberdefense wargame designed following the NATO wargaming methodology and implemented as a hybrid tabletop experience combining a physical board (tokens, indicators, and special cards) with analytically-assisted adjudication supported by a computational simulation model. The proposal is specified through High-Level Design (HLD) and Low-Level Design (LLD) specifications and instantiated in a fictional maritime cyber crisis scenario to enable structured decision cycles, friction, and measurable consequences. Validation combines (i) an operational scenario-based assessment under three configurations (pessimistic, neutral/most likely, optimistic) to verify decision sensitivity and outcome coherence, and (ii) a CSA competency and learning-outcome evaluation using a comparative design against an equivalent control group. Results show a +34.0 percentage-point improvement in the intervention group, with the largest gains in comprehension-related competencies.