The U.S. Navy wanted creative tactics to defeat the pirates, as well as ways to anticipate what a notoriously unpredictable enemy would do next. So why not throw the scenario out to the crowd in the form of a video game, effectively getting hundreds of people to run the simulation over and over and over again? You have hundreds of gamers playing through these encounters from different angles, providing far more examples to study than the real world could ever supply.
We understand all of these words, but the sentences are giving us some difficulty.
The way that this game works is you get to play as either the pirates or the anti-pirate task force. And it's realistic down to the finest detail -- if you're on the anti-pirate side, you have to deal with "... the logistics of arming ships, the likelihood of pirate attacks and the financial, jurisdictional and temporal difficulties of military action to support commercial shipping and cruise ships." Pirate players have to come up with detailed attack plans, and anti-pirates have to work through the logistics of hostage rescue if they succeed.
"Shit, it's boobsmcgee900!"
In some ways, it's the super-realistic, micro-managing game that hard core RTS players have been asking for since the 1980s. And you're playing alongside members of the military, there to make sure people aren't just cheating their way to victory ("What? The pirates could have aimbots!").
It's one of those ideas that is so ridiculous that it makes perfect sense. The same weaknesses in security that players notice in the game will be noticed by the pirates in real life. What you lose due to a lack of realism, you make up for with sheer volume. Oh, and the players are all doing it for free.
When you've cleared the oceans and confiscated their parrots, tell them who sent you.