Directly related to the concept of flux is the idea of the swarm. It’s a simple concept – a large group of relatively inexpensive agents deployed against a target. A group of honeybees, a group of missiles, a group of 4chan script kiddies are all swarms. A swarm lets you achieve high flux while forcing your enemy to have low flux.
From Wikipedia:
Military Swarming involves the use of a decentralized force against an opponent, in a manner that emphasizes mobility, communication, unit autonomy and coordination/synchronization.
A swarm takes your destructive/disruptive capability and breaks it into many small parts, and arrays them all against your opponent. And it works by focusing on one specific limiting constraint: attention. It relies on the enemy being able to focus on only a limited number of things at the same time, and then overwhelming it's defense capabilities with shear numbers. How many hornets buzzing around you could you effectively fight at once? Three? Five? Limited attention is more of a controlling factor for our actions than we realize. And the decentralized nature of the swarm makes it difficult to fight against - you can't bring it down by hitting a few targets.
A great example of swarming tactics can be found in the Traveler TCS competition. It was a war game designed to find the most efficient way to build a fleet of warships. Contestants were given a hypothetical trillion dollars, a rulebook, and tasked with creating the best fleet that they could. The fleets then competed against each other to find the winner. When the competition was over, the winner was an AI called EURISKO designed by a computer scientist – not an economist or a strategist – named Doug Lenat. And the winning fleet wasn’t a traditional group of warships like the other teams fielded – it was an enormous group of incredibly weak ships. They were essentially floating gun platforms – they weren’t even capable of movement – but there were so many of them that they were able to overwhelm every other fleet. A battleship may be incredible powerful, but it has a limited number of guns, and they take time to reload, so the number of targets it can engage at a time is limited. EURISKO ruthlessly exploited this weakness, and won decisively 2 years in a row (it was ultimately banned from competition for violating the ’spirit’ of the rules.)
Such a strategy is far from purely theoretical; Iran used an enormous fleet of patrol boats as it’s navy in the Strait of Hormuz. In fact, it’s fairly well known that U.S. ships are incredibly vulnerable to these sorts of attacks.
For the swarm to work, a few conditions have to be filled:
Economies of scale: you need to produce an enormous mass of weak agents. For this to be a good investment, you need to be able to produce them cheaply.
Mission Knowledge: swarms tend to fail when they’re tried to be used like normal forces. For them to work each agent must have a knowledge of it’s goal, and be able to operate independently of the other agents. Otherwise, it lacks the decentralized nature that makes swarms so devastatingly effective. Theoretically, this could be replaced with instantaneous communication between agents, but I don’t see this as feasible.
Agent Effectiveness: Each agent has to be able to inflict some minimum amount of damage that you’ll accomplish your mission if only a few of them get through. A machinegun works on this principle – it doesn’t matter if only 1 out of 100 bullets his a target, since each one is deadly. But a machinegun won’t be very effective against a tank or a battleship – the bullets aren’t damaging enough, no matter how many of them you can shoot.
Size: the swarm can’t be too big, or each agent will be unable to move effectively. Since each agent is so weak, a small decrease in effectiveness makes a big difference.
Like everything else in strategy, the use or disuse of a swarm boils down to whether or not it’s an efficient use of your limited resources. Swarms aren’t a one-size-fits-all plan for victory, but they are a useful tool given the right situation.