Mission problem
A staff developing courses of action can usually war-game two or three branches properly within the time available. The adversary is not constrained to those branches. Manual wargaming is also uneven: the quality of the red picture depends on who is playing red that week, and the assumptions that drive the outcome are often implicit, recorded in nobody's notebook, and impossible to revisit when the situation changes.
What planners need is not a machine that picks the plan. It is the ability to test many more branches than a staff can, to see which assumptions the outcome is sensitive to, and to have that reasoning written down in a form that survives a change of shift.