Information / Cybernetics Robin Burke GAM 224 Spring 2006.

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Presentation transcript:

Information / Cybernetics Robin Burke GAM 224 Spring 2006

Outline Reaction Papers Probability and Information Theory Cybernetics Feedback loops Homework #2

Admin 1 st Reaction paper due Wednesday

Reaction Papers Game syllabus Grand Theft Auto 3, Grand Theft Auto: Vice City or Grand Theft Auto: San Andreas Half-Life or Half-Life 2 Katamari Damacy or We Love Katamari God of War or Shadow of the Colossus or Prince of Persia: Sands of Time Mario Kart Double Dash!! Darwinia Play one game a week submit a one-page reaction paper Due dates: 4/12, 4/26, 5/8, 5/15. 5/22, 5/29 Object exercise game analysis skills use the analytic schemas from the book

Uncertainty Many games are probabilistic roll the dice shuffle the cards Some games are not Chess Checkers Dots and Boxes

Certainty vs uncertainty Certainty the condition when the outcome of an action is known completely in advance. Some games operate this way Chess Dots and Boxes But even then uncertainty about who will win otherwise what is the point?

Probability Probability is the study of chance outcomes originated in the study of games Basic idea a random variable a quantity whose value is unknown until it is "sampled" the random variable has a distribution for each possible value a probability that the value will occur

Single Die Random variable # of spots on the side facing up Distribution each value 1/6 of the time Same event, different random variable odd or even # of dots

Two dice Random variable sum of the two die values Distribution 2, 12 = 1/36 3, 11 = 1/18 4, 10, = 1/12 5, 9 = 1/9 6, 8 = 5/36 7 = 1/6 Non-uniform not the same as picking a random # between 2-12 dice games use this fact

Role of Chance Chance can enter into the game in various ways Chance generation of resources dealing cards for a game of Bridge rolling dice for a turn in Backgammon Chance of success of an action an attack on an RPG opponent may have a probability of succeeding Chance degree of success the attack may do a variable degree of damage

Role of Chance 2 Chance changes the players' choices player must consider what is likely to happen rather than knowing what will happen Chance allows the designer more latitude the game can be made harder or easier by adjusting probabilities Chance preserves outcome uncertainty with reduced strategic input example: Thunderstorm

Psychology People are lousy probabilistic reasoners We overvalue low probability events of high risk or reward Example: Otherwise rational people buy lottery tickets We assume success is more likely after repeated failure Example: "Gotta keep betting. I'm due." Impacts for game design

Information Theory There is a relationship between uncertainty and information Information can reduce our uncertainty Example The cards dealt to a player in "Gin Rummy" are private knowledge But as players pick up certain discarded cards from the pile It becomes possible to infer what they are holding

Information Theory 2 Classical Information Theory Shannon Information as a quantity how information can a given communication channel convey? compare radio vs telegraph, for example must abstract away from the meaning of the information only the signifier is communicated the signified is up to the receiver Information is measured in bits how many choices the receiver must choose from in interpreting the message

Noise Noise interrupts a communication channel by changing bits in the original message increases the probability that the wrong message will be received Redundancy standard solution for noise more bits than required, or multi-channel

Example Legend of Zelda: Minish Cap Monsters are not all vulnerable to the same types of weapons 10 different weapons (we'll ignore combinations of weapons) Encounter a new monster which weapon to use? 4 bits of unknown information We could try every weapon but we could get killed

Example, cont'd Messages the monster iconography contains messages rocks and metal won't be damaged by the sword flying things are vulnerable to the "Gust Jar" etc. the game design varies the pictorial representations of monsters knowing that these messages are being conveyed learning to interpret these messages is part of the task of the player once mastered, these conventions make the player more capable Often sound and appearance combine a redundant channel for the information

Information Flow People exchange information with a game system to figure out options and outcomes But a game system can use information flow internally as well Norbert Weiner developed cybernetics to explain this type of system Cybernetics is an attempt to unify the study of engineered and natural systems

Cybernetic Systems Cybernetics is about control How is the behavior of a system controlled? Control implies that there are parameters that should be maintained Example: temperature human body car engine Control implies information Temperature messages "too high" "too low" "OK"

Feedback Loops Basic loop A cybernetic system needs a sensor that detects its state The information detected by the sensor is then compared against the desired value If the value is not correct, the system adjusts its state the sensor detects this new state, etc. The system maintains stability by feeding the information about its state back to the process producing the state

Two Types of Feedback Loops Negative Feedback Loop "inhibition" As the state changes, the loop acts to move it in the direction of its previous state Example thermostat Positive Feedback Loop "excitation" As the state changes, the loop acts to move it in the direction that it is moving Example automobile turbocharger home team advantage

Feedback Loops in Games From book game state scoring function controllergame mechanical bias

Example game state state of a fighting game scoring function player's health controller near-KO bias increase chance of critical (high damage) hit on opponent

Effects?

Example 2 game state state of the chessboard scoring function the number of pieces taken controller for each piece taken bias add a pawn to the taker's side in any position Japanese Chu-Shogi has a rule like this

Effects?

Examples Mario Kart Super Smash Bros

Multiple Loops Games may have multiple feedback loops in operation Examples racing game a player who falls behind may be better power-ups AI racers may adjust their ability to keep pace with player RPG killing monsters gives experience points for gaining levels as a player gains levels, they gain better weapons and greater abilities more success at killing monsters, etc. but game is designed so advanced areas have tougher monsters levels get farther and farther apart

In General Negative feedback loops increases system stability makes the game last longer magnifies late successes Positive feedback loops destabilizes the system makes the game shorter magnifies early success Positive feedback is usually essential propels a player to victory otherwise, game can go on forever one reason that three-player games are difficult to design

The Other Sense We also use the word "feedback" to mean praise vs criticism "I got some negative feedback on the proposal, so I'm revising it." This is not the same psychological sense of feedback information about the quality of something good or bad cybernetic sense of feedback a dynamic established by a system's structure that pushes its state in one direction or another in response to information

Game Design Issues Important We are talking about the system internally not the game + user system Know what feedback is going on in your system analyze how game mechanisms combine to produce feedback Feedback may be undesirable negative feedback may make a successful player feel punished positive feedback may magnify ability differences between players

Homework #2 Crazy Eights rules + Players with 4 or fewer cards can use a King to change suit and lay down a card at the same time Feedback effect?

Play

Homework #2 cont'd Homework restabilize the game leave these rules as is change the game to be more fair countervailing negative feedback but game can't go on forever Two stages Rule Set #1 -> Playtest #1 Rule Set #2 -> Playtest #2 Due 4/19

Wednesday Conflict Reaction paper #1 Read: Chapter 20