# No One Wins in Nuclear War: A Social Simulation of Military Decision-making

arXiv: https://arxiv.org/abs/2608.01868 · HTML: https://mlsanity.com/paper/2608.01868/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 8 of its 22 references that are in the map.
- First posted on arXiv 3 Aug 2026.

## Builds on (most cited first, 8 of 8)

- [Generative Agents: Interactive Simulacra of Human Behavior](https://mlsanity.com/paper/2304.03442/) (2023)
- [Generative agent-based modeling with actions grounded in physical, social, or digital space using Concordia](https://mlsanity.com/paper/2312.03664/) (2023)
- [Cooperate or Collapse: Emergence of Sustainable Cooperation in a Society of LLM Agents](https://mlsanity.com/paper/2404.16698/) (2024)
- [Escalation Risks from Language Models in Military and Diplomatic Decision-Making](https://mlsanity.com/paper/2401.03408/) (2024)
- [SimBench: Benchmarking the Ability of Large Language Models to Simulate Human Behaviors](https://mlsanity.com/paper/2510.17516/) (2025)
- [Human vs. Machine: Behavioral Differences Between Expert Humans and Language Models in Wargame Simulations](https://mlsanity.com/paper/2403.03407/) (2024)
- [Open-Ended Wargames with Large Language Models](https://mlsanity.com/paper/2404.11446/) (2024)
- [NegotiationGym: Self-Optimizing Agents in a Multi-Agent Social Simulation Environment](https://mlsanity.com/paper/2510.04368/) (2025)

## Abstract (arXiv)

WOPR is a social-simulation environment for studying how organizations make high-stakes decisions, built on a deterministic, replay-validated rules engine and using wargames as the vehicle. We instantiate it first with the published card game Nuclear War, traced against its published rules. We start with military decision-making because of its safety implications and because it needs further study, but the design is not specific to it: the decision-point contract that exposes the engine to agents is reusable across verifiable rule systems. Existing social-simulation work emphasizes persona fidelity and synthetic opinion, but lacks a verifiable rules engine with replay-checkable mechanics and private-channel negotiation. WOPR supplies that engine, and its contract makes every strategic choice an explicit agent decision. The method is agnostic to social-simulation frameworks; we adopt Concordia as the default harness for driving the game. On the same engine, WOPR layers a four-rung press ladder from silence to private single-recipient channels with structured commitments, and instantiates each faction as a collective command-and-control system rather than a single agent. We make all code, example configurations, and replay data publicly available at https://github.com/eilab-gt/wopr.
