SCINTARA LABS

Selected work

Red Kraken: an AI adversary for a congressional wargame

I built Red Kraken, the adversary agent in a closed-door congressional wargame on AI-enabled cyber threats to U.S. critical infrastructure in a China-Taiwan crisis, and ran it live during play. The defensive side was played by members of the House Committee on Homeland Security and the House Select Committee on China, with Rep. Michael McCaul leading Member participation. It ran as a multi-turn, simultaneous-allocation exercise against cyber targets across freight rail, port terminals, transportation networks and domestic infrastructure.

The agent reasons from a corpus of Chinese military doctrine and more than 150 documented PRC cyber operations, with a separate intelligence agent to predict U.S. moves. Dynamic point allocation means every game is different, illuminating new insights and furthering readiness against foreign threats.

CSIS published the exercise on 28 July 2026. Its analysis reports what the agent's play showed: concentration on West Coast ports for 3-5 day disruptions, later game pressure on logistics software and IT services rather than on infrastructure directly, and a shift toward undefended AI-enabled systems when traditional targets were hardened.

The agent is an analytical and educational tool. It isn't connected to any operational system, doesn't identify vulnerabilities in real infrastructure, and doesn't predict specific attacks. All source material is unclassified and publicly available.

How an adversary agent gets built

Max Jensen seated at his nameplate in the room at the CSIS event of 21 July 2026.
At the CSIS event of 21 July 2026. The wargame itself was closed-door and is not pictured.

AI Duffer's Drift

A training simulation built on the idea behind The Defence of Duffer's Drift (Swinton, 1904): you learn by getting it wrong and running it again. A user selects a force package to attack a capability, and the system generates the scenario outline that follows from that choice, so the lesson comes from the consequence rather than from a lecture.

Built on a persistent library of real military doctrine, scenario material, force options and win conditions, with rewards framed as advantage in time, space and force. Offered in both a lightweight offline version and an online version that updates to the current themes in military literature and reporting.

The learning loop: choose, consequence, run again Three points on a ring joined by arrows. Choose leads to consequence, consequence leads to run again, and run again returns to choose. Choose Consequence Run again
The loop the simulation runs: choose a force package, see the consequence, run it again. An illustration drawn from the brand mark.

If your problem looks like these, start with an email: maxjensen@scintaralabs.com