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Complexity and Emergence in Games (Ch. 14)
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Deterministic Games Every player’s action has a single pre-determined outcome? Yes: Deterministic game Action One and only one outcome
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Chance Games Every player’s action has a single pre-determined outcome? No: Chance game A B Action: A cast a damage spell on B Outcome: B blocks spell with 20% chances If B does not block spell, then damage dealt to B is randomly choose between 25%-40% of player’s B health points Action outcome1 outcome2 … (We don’t know apriori which until action is performed)
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Perfect Information Games
Does the player knows all information about the current state of the game? Yes: perfect information game
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Imperfect Information Games
Does the player knows all information about the current state of the game? No: imperfect information game
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Categories of Digital Games (from “Artificial Intelligence” perspective)
Chance Deterministic Perfect information Chess Chutes and Ladders Imperfect information Civilization FPS Borderline games that could be classified either way? It is going to happen unless we use math As usual just provide a clear explanation
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Seven Schemas Schema: Conceptual framework concentrating on one aspect of game design Schemas: Games as Emergent Systems Games as Systems of Uncertainty Games as Information Theory Systems Games as Systems of Information Games as Cybernetic Systems Games as Game Theory Systems Games as Systems of Conflict
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Have You Ever Been Surprised in a Game?
Was it scripted? Was it a result of Game Design? Could a game developer be surprised from emerging behavior?
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Systems and Complexity
(this is not quite computational complexity, but its related) Reminder: What is a system? Why can game be viewed as systems? System’s Complexity: ways in which parts interact within a system: Elevator example Four categories of system’s complexity: Fixed Periodic Complex Chaotic
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Complexity and Meaningful Play
Ways parts interact within a system Discernable and integrated actions Are these two related? What happens if there is no interaction between play elements? Example : Grid game Lets add complexity: relations between play elements Does it achieves meaningful play?
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Emergence Behavior of the overall system is greater than its parts
Example: simple operational rules yet unpredictable results are attained Obvious example: complex operational rules and operational rules However: complex rules doesn’t make game harder. Example? Chess: last century versus current century Warcraft Chess Go
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Classes of Object Interactions
Coupled: objects are linked or affect with one another Non-gaming Example: ant colony Game example? Context-dependent: changes are not the same over time Non-gaming example: behaviors of the colony under attack versus harvesting Emergence in a system occurs when interactions are coupled and context-dependent To achieve emergent behavior in a game: Tuning (or iterative design) is needed
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Example of Emergence: Game of Life
Note: It is coupled and context-dependant But is it a game?
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