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Games as Cybernetic Systems (Ch. 18)

Games as Cybernetic Systems (Ch. 18). Cybernetics. Resulted from Information Theory (Ch. 16) and Information Systems Theory (Ch. 17) Focus on how dynamic systems change over time Cybernetics is used to study organizations Large companies Governments

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Games as Cybernetic Systems (Ch. 18)

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  1. Games as Cybernetic Systems (Ch. 18)

  2. Cybernetics • Resulted from Information Theory (Ch. 16) and Information Systems Theory (Ch. 17) • Focus on how dynamic systems change over time • Cybernetics is used to study organizations • Large companies • Governments • Basic principle: output-feedback-adjustment

  3. feedback output adjustment Elements of a Cybernetic System“The feedback Loop” Environment Sensor Comparator Activator • AC-unit-in-a-room example

  4. Kinds of Feedback • Example of each for the AC-unit-in-a-room example • Negative: temperature(room) > 75 then activate cooler • Positive: temperature(room) < 75 then activate cooler

  5. Simple Cybernetic Design • Lets combine two feedback loops that maintains the temperature in a room stays between 65 and 75 • We have a cool air maker and • We have a heat air maker • Lets do one that that maintains the temperature in a room at 70. Same conditions as before

  6. Example of “this stuff” in games? • Positive/negative feedback in games?

  7. Game state feedback Scoring function output adjustment Controller Game mechanical bias • Information known to all players • Information known to only one player • Information known to the game only • Randomly generated information Game state Feedback Lops in Games(Marc LeBlanc) Environment Sensor Comparator Activator

  8. Example of negative Feedback: Downforce • Negative: • Simulated gravity vs. player • AI lets itself catch-up if you are loosing • AI catches up if you are winning http://www.youtube.com/watch?v=z-OQzqUdbs4 http://www.youtube.com/watch?v=37g5uNwmqz4

  9. AI lets itself catch-up if you are loosing • Position of autos • Configuration of track • … feedback Game state Scoring function • Player position, leadingCar position • Formally: Distance(player,finish), Distance(leadingCar,finish) adjustment output Game mechanical bias Controller • Slow down leading-car • Formally: • speed(leadingCar) • speed(player)  f(Distance(player, leadingCar) • Player loosing? Formally: • Distance(player, finish) > Distance(leadingCar, finish)

  10. Example Positive Feedback http://www.youtube.com/watch?v=bEGTX1cLeMo

  11. Homework: Next Class • Construct feedback loops (see Slide 9) for: • Simulated gravity vs player control (Slide 8) • Mortal combat (Slide 10) • Make sure to clearly identify four elements in detail

  12. Simulated gravity vs player control • Position of autos • Configuration of track • speed… feedback Game state Scoring function • Player direction • Road direction adjustment output Game mechanical bias Controller • Steer car towards road • Player going out of road?

  13. Mortal Combat: combo • Health Points player • Health points opponent • Disabled (Yes, No) • Opponent situation (chance for next combo, no chance) Game state feedback Scoring function • Disabled, • Opponent situation adjustment output Controller Game mechanical bias • Disabled = Yes • Opponent situation = chance for next combo • Disabling attack

  14. Difficulty LevelsBrigette Swan • Adaptation to the quirks and habits of a particular player over time. • Many games implement difficulty sliders. • Common: • start early levels easy • More difficult as game progresses • Difficulty can be: amount of information available! • Dynamic Difficulty Adjustment (DDA)

  15. Dynamic Difficulty Adjustment (DDA)-- The Oblivion Controversy • Idea: adjust game so that it remains challenging (negative feedback) • It is an RPG game like say Diablo but… • As your avatar levels so do all mobs in the game • So for example you “clean” a dungeon at level 1 killing some rats, at level 10 those rats will be armored and will hit much harder • Does it still have meaningful play as a result?

  16. Use of Feedback in Games (Marc LeBlanc) Examples? • Stability: • Negative feedback stabilizes a game • Positive feedback destabilizes a game • Game duration • Negative feedback can prolong a game • Positive feedback can end it • Success: • Positive feedback magnifies early success • Negative feedback magnifies late ones • Control: • Feedback systems can emerge from games • Feedback systems can take control away from gamers • … and result in lost of meaningful play!

  17. Test # 2 • Chapter 11 to Chapter 18 • Class + Book • 6 student presentations • Instructional Games + S.L.V

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