Information / CyberneticsOutlineAdminReaction PapersUncertaintyCertainty vs uncertaintyProbabilitySingle DieTwo diceRole of ChanceRole of Chance 2PsychologyInformation TheoryInformation Theory 2NoiseExampleExample, cont'dInformation FlowCybernetic SystemsFeedback LoopsTwo Types of Feedback LoopsFeedback Loops in GamesExample 1Effects?Example 2Slide 26Example 3Slide 28ExamplesMultiple LoopsIn GeneralThe Other SenseGame Design IssuesExample gamePlayHomework #2Slide 37Homework #2 cont'dMondayInformation /CyberneticsRobin BurkeGAM 224Winter 2007OutlineReaction PapersProbability and Information TheoryCyberneticsFeedback loopsHomework #2Admin1st Reaction paper due MondayReaction PapersGame syllabus Grand Theft Auto 3, Grand Theft Auto: Vice City, Grand Theft Auto: San Andreas, or BullyHalf-Life or Half-Life 2Katamari Damacy or We Love KatamariAge of Mythology, Civilization IV, Lord of the Rings: Battle for Middle Earth (I or II), Total War(any) or WarCraft IIIGuitar Hero, Guitar Hero II, or Dance Dance Revolution (any)Gears of War, Dead Rising, Rainbow Six: Vegas, or Ghost Recon: Advanced Warfighter (XBOX 360)Play one game a weeksubmit a one-page reaction paperDue dates: 1/22, 2/5, 2/14, 2/21, 2/28, 3/7Objectexercise game analysis skillsuse the analytic schemas from the bookUncertaintyMany games are probabilisticroll the diceshuffle the cardsSome games are notChessCheckersDots and BoxesCertainty vs uncertaintyCertaintythe condition when the outcome of an action is known completely in advance.Some games operate this wayChessDots and BoxesBut even thenuncertainty about who will winotherwise what is the point?ProbabilityProbability is the study of chance outcomesoriginated in the study of gamesBasic ideaa random variablea 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 occurSingle DieRandom variable# of spots on the side facing upDistribution1...6each value 1/6 of the timeSame event, different random variableodd or even # of dotsTwo diceRandom variablesum of the two die valuesDistribution2, 12 = 1/363, 11 = 1/184, 10, = 1/125, 9 = 1/96, 8 = 5/367 = 1/6Non-uniformnot the same as picking a random # between 2-12dice games use this factRole of ChanceChance can enter into the game in various waysChance generation of resourcesdealing cards for a game of Bridgerolling dice for a turn in BackgammonChance of success of an actionan attack on an RPG opponent may have a probability of succeedingChance degree of successthe attack may do a variable degree of damageRole of Chance 2Chance changes the players' choicesplayer must consider what is likely to happen•rather than knowing what will happenChance allows the designer more latitudethe game can be made harder or easier by adjusting probabilitiesChance preserves outcome uncertainty with reduced strategic inputexample: ThunderstormPsychologyPeople are lousy probabilistic reasonersWe overvalue low probability events of high risk or rewardExample: Otherwise rational people buy lottery ticketsWe assume success is more likely after repeated failureExample: "Gotta keep betting. I'm due."Impacts for game designInformation TheoryThere is a relationship between uncertainty and informationInformation can reduce our uncertaintyExampleThe cards dealt to a player in "Gin Rummy" are private knowledgeBut as players pick up certain discarded cards from the pileIt becomes possible to infer what they are holdingInformation Theory 2Classical Information TheoryShannonInformation as a quantityhow information can a given communication channel convey?•compare radio vs telegraph, for examplemust abstract away from the meaning of the information•only the signifier is communicated•the signified is up to the receiverInformation is measured in bitshow many choices the receiver must choose from in interpreting the messageNoiseNoise interrupts a communication channelby changing bits in the original messageincreases the probability that the wrong message will be receivedRedundancystandard solution for noise•more bits than required, or•multi-channelExampleLegend of Zelda: Minish CapMonsters are not all vulnerable to the same types of weapons10 different weapons(we'll ignore combinations of weapons)Encounter a new monsterwhich weapon to use?4 bits of unknown informationWe could try every weaponbut we could get killedExample, cont'dMessagesthe 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 conveyedlearning to interpret these messages•is part of the task of the player•once mastered, these conventions make the player more capableOften sound and appearance combinea redundant channel for the informationInformation FlowPeople exchange information with a game systemto figure out options and outcomesBut a game system can use information flow internally as wellNorbert Weiner developed cybernetics to explain this type of systemCybernetics is an attempt to unify the study of engineered and natural systemsCybernetic SystemsCybernetics is about controlHow is the behavior of a system controlled?Control implies that there are parameters that should be maintainedExample: temperature•human body•car engineControl implies informationTemperature messages•"too high"•"too low"•"OK"Feedback LoopsBasic loopA cybernetic system needs a sensor that detects its stateThe information detected by the sensor is then compared against the desired valueIf the value is not correct, the system adjusts its statethe sensor detects this new state, etc.The system maintains stability by feeding the information about its state back to the process producing the stateTwo Types of Feedback LoopsNegative Feedback Loop"inhibition"As the state changes, the loop acts to move it in the direction of its previous stateExample•thermostat•pendulumPositive Feedback Loop"excitation"As the state
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