OODA loop: Difference between revisions

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It is therefore by surprising our opponent that we are most likely to win. Surprise in finite play is the triumph of the past over the future.
It is therefore by surprising our opponent that we are most likely to win. Surprise in finite play is the triumph of the past over the future.
:—{{author|James P. Carse}}<ref>{{Br|Finite and Infinite Games}}.</ref>}}
:—{{author|James P. Carse}}<ref>{{Br|Finite and Infinite Games}}.</ref>}}
When in direct, bilateral conflict — you know, dog-fighting, [[chess]], [[cricket]], an [[Brexit|in/out referendum on membership of the European Union]] — an “OODA loop” is a player’s [[Decision-making|decision]] cycle: “'''o'''bserve, '''o'''rient, '''d'''ecide, '''a'''ct”.
The OODA loop was invented by contrarian US Air Force Colonel John Boyd. Boyd’s famous dog-fighting manoeuvre was to surprise a pursuer by abruptly flying straight up, stalling his plane, forcing his opponent to fly straight past him from which point he could drop back down behind the attacker and give it the full nine yards.<ref>Speaking of dogfighting, those public-spirited kill-joys at Wikipedia tell us [https://en.wikipedia.org/wiki/The_whole_nine_yards the legend that “the whole nine yards” originated from the total length of a Spitfire’s machine gun belt] (hence, “to shoot everything you have at once”) is an urban myth. The phrase dates back to the late 19th century, before there were any Spitfires. Boo.</ref>


The idea is that you must take in what is happening (''observe''), synthesise a theory of what your opponent is up to (''orient''),<ref>“Orient” doesn’t seem as good a word to me as “synthesise”, especially as that would have made the acronym “OSDA”, which all [[ninja]]s will find pleasing.</ref> figure out what to do about it (''decide'') and then do it (''act'') ''before'' your opponent gets through ''her'' decision cycle, works out what ''you’re'' doing and changes up what she is planning to do to back.
When you are in direct, bilateral conflict — you know, while dog-fighting, playing [[chess]] or [[cricket]], or campaiging for an [[Brexit|in/out referendum on membership of the European Union]] — your “OODA loop” is your [[Decision-making|decision]] cycle: “'''o'''bserve, '''o'''rient, '''d'''ecide, '''a'''ct”.


Hand-to-hand combat is a [[wicked environment]]. You ''can’t'' just execute on your plan ignoring how the other side reacts. By getting “inside” an opponent’s OODA loop you have the initiative, the element of surprise, you are inside the punch: you force opponent into a reaction mode she cannot escape. Hence the OODA loop. Keep the other guy off kilter.  
You must take in what is happening (''observe''), synthesise a theory of what’s going on and what your opponent is up to (''orient''),<ref>“Orient” doesn’t seem as good a word to me as “synthesise”, especially as that would have made the acronym “OSDA”, which all [[ninja]]s will find pleasing.</ref> figure out what to do about it (''decide'') and then do it (''act'') — ideally, ''before'' your opponent gets through ''her'' decision cycle, works out what ''you’re'' doing and changes up what she is planning to do to ''you''.


The OODA loop was invented by contrarian US Air Force Colonel John Boyd. Boyd’s classic dog-fighting manoeuvre, when being pursued, was abruptly to fly straight up, stalling his plane, catching his pursuer off-guard, and forcing her to fly straight past, then dropping down on the attacker and giving her the full nine yards.<ref>Speaking of dogfighting, those public-spirited kill-joys at Wikipedia tell us [https://en.wikipedia.org/wiki/The_whole_nine_yards the legend that “the whole nine yards” originated from the total length of a Spitfire’s machine gun belt] (hence, “to shoot everything you have at once”) is an urban myth. The phrase dates back to the late 19th century, before there were any Spitfires. Boo.</ref>
A duel may be a zero-sum game but it is still a [[wicked environment]]. You ''can’t'' just execute on your plan ignoring how your opponent reacts. By getting “inside” an opponent’s OODA loop you seize the initiative, you have the element of surprise and can force your opponent to cycle through a series of ineffectual reactions. If you are good, she won’t be able to get out of it. Hence the OODA loop. Keep the other guy off kilter.  


The player who acts ''fastest'' renders the other player’s observation/orientation/decision obsolete before the slower player can act — gets “inside the opponent’s OODA loop”. As long as she can ''keep'' cycling through the decisions fast enough, she will have the opposition constantly scrambling to ''react:'' chasing the game, adjusting ''defence'' without ever getting to ''attack''.  
The player who acts ''fastest'' renders the other player’s observation/orientation/decision obsolete before the slower player can act — gets “inside the opponent’s OODA loop”. As long as she can ''keep'' cycling through the decisions fast enough, she will have the opposition constantly scrambling to ''react:'' chasing the game, adjusting ''defence'' without ever getting to ''attack''.  

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