Realism, Omniscience and Quantum Mechanics in Wargaming.
    Abstract representation
    Quantum physics has revealed that the electron 
      does not function like a real particle, because it does such things as
      going from one point to another without travelling through the intervening 
      space. Rather than visualising it as a very tiny sphere, it is more accurate
      to think of an electron as the chance of an event of the electron-collision 
      type occurring in a given area of space and time. In the same way, instead 
      of trying to simulate each action and movement on the battlefield, thinking 
      about events in a more symbolic way may allow you to create a system 
      which concentrates on the most important aspects.
    Sequence not time
     A battle can be considered as a sequence of 
      events. The time interval between each one is relatively unimportant, 
      only the order in which they occur is critical. If A and B are having 
      a shootout then all you need to know is who gets hit or runs out of 
      ammo first. Traditionally wargames tend to use turns of an equal nominal 
      time length and within each of these there is a chance for an event 
      to occur. This approach results in large numbers of dice rolls where 
      the result is that nothing happens. Instead dice rolls could be used 
      to go straight from one significant event to the next, rather than using 
      them to decide whether each distinct possible occurrence did or did 
      not happen within an arbitrary time slot.
     Rather than individual dice rolls being a virtual 
      shot, they can be used for more abstract and fundamental probabilities 
      such as who shoots who and which of several events happens first. Probabilities 
      do not necessarily need to be resolved in the chronological order in 
      which they would occur. If a batch of dice rolls are required to resolve 
      a situation, then later dice rolls may modify the previous ones.
     Related chances
     Any events which are subject to the same probability 
      modifiers can also be lumped together. For example the chance of hitting 
      a target is basically proportional to the number of shots taken, which 
      is directly related to running out of ammo, so a test can be made for 
      the combined probability. If there is a 'success' then a second supplementary 
      test can be applied to find out which of the two has occurred. Although 
      this introduces a two stage dice roll, the second roll will not always 
      take place, so it may be quicker than making two separate rolls.
     Reducing Omniscience
     One approach to realism is to load the game 
      with details, but these may not necessarily make your simulation of 
      reality more accurate as they may be irrelevant. Worse still they may 
      actually make the game less realistic. In a game players are making 
      tactical decisions which in reality are made by the troops from a limited 
      amount of information. If the players have more information than this 
      then they can use this to influence decisions in an unrealistic way. 
      This implies that in order to achieve a high level of realism it is 
      necessary to use role-playing aspects to limit the players in an appropriate 
      way.
     In a skirmish game, for example, the players 
      are broadly speaking in the role of a squad leader, although they are 
      also likely to make decisions for individual troops. If their principal 
      role is that of a squad leader then keeping meticulous records of individual's 
      ammo levels may reduce rather than increase realism because it allows 
      the players to make use of information that the person making the decision 
      in reality would not have. 'Wargamer's omniscience' is a difficult problem 
      to get round, as the players can see the whole table, and have all kinds 
      of information which they shouldn't have. Hidden movement rules for 
      example are often slow and laborious to implement, but this problem 
      is exacerbated if players can use unknown information and 'telepathy' 
      to make all their troops function as one well-oiled machine. 
    The Undecided Cat
     Another feature of quantum physics is the probability 
      waveform. Particles can exist in an undefined state, described by a 
      probability waveform. When this state is tested, this collapses and 
      the particle snaps into a particular state. It is not that the experimenter 
      doesn't have the information about the particle, but that the information 
      is only decided when the test occurs. Schrodinger devised a famous thought 
      experiment based on this principle. A cat would be placed in a sealed 
      box and a particle detector would release cyanide into the box on a 
      50/50 chance based on the particle state. If the particle decayed then 
      the cat died, if not it lived. The twist was that if the particle state 
      was undetermined then this implied the cat would also be both simultaneously 
      dead and alive, which common sense says is impossible. In reality when 
      the consequences of a particle's state are magnified to a macro scale, 
      for example by killing a cat, then the waveform collapses and the state 
      becomes fixed. 
    Applying this system to wargaming, if the player 
      should not have access to information, for example about ammo or casualty 
      status, then it may be best to leave it in an indeterminate state until 
      either the situation is investigated or has an effect on another event. 
      This prevents players from using that information and also reduces record 
      keeping.
    Footnote
     I am currently working on a skirmish system 
      based on the above principles. It has been played in prototype form, 
      but still requires the rough edges taking off and some detailing. When 
      it is a bit more developed, I will post it on the site.