Confrontation analysis


Confrontation analysis is an operational analysis technique used to structure, understand and think through multi-party interactions such as negotiations. It is the underpinning mathematical basis of drama theory.
It is derived from game theory but considers that instead of resolving the game, the players often redefine the game when interacting. Emotions triggered from the potential interaction play a large part in this redefinition. So whereas game theory looks on an interaction as a single decision matrix and resolves that, confrontation analysis looks on the interaction as a sequence of linked interactions, where the decision matrix changes under the influence of precisely defined emotional dilemmas.

Derivation and use

Confrontation analysis was devised by Professor Nigel Howard in the early 1990s drawing from his work on game theory and metagame analysis. It has been turned to defence, political, legal, financial and commercial applications.
Much of the theoretical background to General Rupert Smith's book The Utility of Force drew its inspiration from the theory of confrontation analysis.
Confrontation analysis can also be used in a decision workshop as structure to support role-playing for training, analysis and decision rehearsal.

Method

Confrontation analysis looks on an interaction as a sequence of confrontations. During each confrontation the parties communicate until they have made their positions clear to one another. These positions can be expressed as a card table of yes/no decisions. For each decision each party communicates what they would like to happen and what will happen if they cannot agree. These interactions produce dilemmas and the card table changes as players attempt to eliminate these.
Consider the example on the :File:BosniaConfrontation2.JPG|right, taken from the 1995 Bosnian Conflict. This represents an interaction between the Bosnian Serbs and the United Nations forces over the safe areas. The Bosnian Serbs had Bosniak enclaves surrounded and were threatening to attack.
Each side had a position as to what they wanted to happen:
The Bosnian Serbs wanted :
The UN wanted :
If no further changes were made then what the sides were saying would happen was :
Confrontation analysis then specifies a number of precisely defined dilemmas that occur to the parties following from the structure of the card tables. It states that motivated by the desire to eliminate these dilemmas, the parties involved will CHANGE THE CARD TABLE, to eliminate their problem.
In the situation at the start the Bosnian Serbs have no dilemmas, but the UN has four. It has three persuasion dilemmas in that the Bosnian Serbs are not going to do the three things they want them to. It also has a rejection dilemma in that the Bosnian Serbs do not believe they will actually use the air strikes, as they think the UN will submit to their position, for fear of having hostages taken.
Faced with these dilemmas, the UN modified the card table to eliminate its dilemmas. It took two actions:
Firstly, it withdrew its forces from the positions where they were vulnerable to being taken hostage. This action eliminated the Bosnian Serbs' option of taking hostages.
Secondly, with the addition of the Rapid Reaction Force, and in particular its artillery the UN had an additional capability to engage Bosnian Serb weapons; they added the card "Use artillery against Bosnian Serbs". Because of this, the UN's threat of air strikes became more credible. The situation changed to that of the Second Card Table:
The Bosnian Serbs wanted :
The UN wanted :
If no further changes were made then what the sides were saying would happen was :
Faced with this new situation, the Bosnian Serbs modified their position to accept the UN proposal. The final table was an agreement as shown in the Final Card table.
Confrontation analysis does not necessarily produce a win-win solution ; however, the word confrontation should not necessarily imply that any negotiations should be carried out in an aggressive way.
The card tables are isomorphic to game theory models, but are not built with the aim of finding a solution. Instead, the aim is to find the dilemmas facing characters and so help to predict how they will change the table itself. Such prediction requires not only analysis of the model and its dilemmas, but also exploration of the reality outside the model; without this it is impossible to decide which ways of changing the model in order to eliminate dilemmas might be rationalized by the characters.
Sometimes analysis of the ticks and crosses can be supported by values showing the payoff to each of the parties.