Games as Emergent Systems first schema on “rules”.

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Games as Emergent Systems first schema on “rules”

Transcript of Games as Emergent Systems first schema on “rules”.

Games as Emergent Systems

first schema on “rules”

COSC 4126 emergence

Elements of a System

objects attributes internal relationships environment

COSC 4126 emergence

Games as systems formal system

(constituative rules – closed system) experiential system

(operational rules – open or closed system) cultural system

(context – open system)

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Designing games

useful to focus some time on individual systems consider how systems interact

schemas help focus on an aspect of design goal is always meaningful play

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Phenomenon of emergence

based in complexity of interaction of objects in a system

unplanned patterns appearing at the system level, i.e. patterns in the relationship among objects

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Complexity: Warren Weaver 1949

Classes of systems and problems organized simplicity – few objects,

distinct, interacting disorganized complexity – many

objects, indistinguishable, interacting emergent system properties

organized complexity – many objects, distinguishable, interacting emergent patterns

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Complexity: Campbell, 1982: In living organisms and even in machines,

there exists a “complexity barrier.” Beyond this barrier, where systems are of a very high complexity, entirely new principles come into play. Complexity is not just a matter of a system having a lot of parts which are related to one another in nonsimple ways. Instead, it turns out to be a special property in its own right, and it makes complex systems differnet in kind from simple ones, enabling them to do things and be things we might not have expected.

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Emergence Gödel: in any sufficiently complex

mathematical system, there are theorems which are true but which cannot be proven.

Software, including games, is complex – patterns of interaction ‘emerge.’

Holland: “emergence is ... a product of coupled, context-dependent interactions.”

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Example – cellular automata Conway’s Game of Life

2 dimensional array of cells binary values

initial ‘generation’ of cell values live/dead rules for value in generation n based on

values of cell and its eight adjacent cells in generation n-1

patterns of live cells emerge depending on initial configurations and on rules of succession

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Example – linear automaton One dimension – show generations adjacent

cells live or die based on self and two neighbours Wolfram

code as integer: 244

generation n-1

generation n

step 10:

step 9:

step 8:

step 7:

step 6:

step 5:

step 4:

step 3:

step 2:

step 1:

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Linear automata

step 20:step 19:step 18:step 17:step 16:step 15:step 14:step 13:step 12:step 11:step 10:step 9:step 8:step 7:step 6:step 5:step 4:step 3:step 2:step 1:

rule 100

step 20:step 19:step 18:step 17:step 16:step 15:step 14:step 13:step 12:step 11:step 10:step 9:step 8:step 7:step 6:step 5:step 4:step 3:step 2:step 1:

rule 101

step 20:step 19:step 18:step 17:step 16:step 15:step 14:step 13:step 12:step 11:step 10:step 9:step 8:step 7:step 6:step 5:step 4:step 3:step 2:step 1:

rule 102

step 20:step 19:step 18:step 17:step 16:step 15:step 14:step 13:step 12:step 11:step 10:step 9:step 8:step 7:step 6:step 5:step 4:step 3:step 2:step 1:

rule 103

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Four kinds of systems

Fixedboring

Periodic

Complex meaningful

Chaotic meaningless

step 20:step 19:step 18:step 17:step 16:step 15:step 14:step 13:step 12:step 11:step 10:step 9:step 8:step 7:step 6:step 5:step 4:step 3:step 2:step 1:

rule 100

step 20:step 19:step 18:step 17:step 16:step 15:step 14:step 13:step 12:step 11:step 10:step 9:step 8:step 7:step 6:step 5:step 4:step 3:step 2:step 1:

rule 101

step 20:step 19:step 18:step 17:step 16:step 15:step 14:step 13:step 12:step 11:step 10:step 9:step 8:step 7:step 6:step 5:step 4:step 3:step 2:step 1:

rule 102

step 20:step 19:step 18:step 17:step 16:step 15:step 14:step 13:step 12:step 11:step 10:step 9:step 8:step 7:step 6:step 5:step 4:step 3:step 2:step 1:

rule 103

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Four kinds of systems

Fixed

Periodic boring

Complex meaningful

Chaotic meaningless

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Emergence in games

poker example – bluffing not explicitly in rules emerges as a way to take advantage of

betting rules chess example – patterns of play still

being discovered current masters know more that masters

of 100 years ago, would beat them easily

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Games – aim for complex behaviour

Fixed

Periodic

Complex

Chaotic

continuing play can still be novel, surprising, interesting, meaningful

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Heads or Tails (Salen and Zimmerman)

1. player one flips a coin out of sight of player two

2. player two guesses the head or tail result

3. if guess is correct, player two wins a point; otherwise player one wins

too simple, even if repeated result discernable but not integrated

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Heads or Tails – variant 1

1. player one places a coin head or tail side up out of sight of player two

2. player two guesses the head or tail result3. if guess is correct, player two wins a point;

otherwise player one wins one play too simple if repeated, result discernable and (somewhat)

integrated because players try to psych each other out (like rock/paper/scissors)

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Heads or Tails – variant 2

1. players alternate roles of flipping the coin out of sight and guessing

2. if correct, guesser chooses to flip or to keep guessing for double points; if wrong, guesser loses all points for turn

3. first player to 25 points wins players choose own risk levels choice integrated with total score of game (coupled)

and with current totals of each player (context-dependent)

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The Grid (S and Z, revised)1. play occurs on 100x100 grid of squares2. each player has 10 tokens placed

randomly on grid; multiple tokens can occupy a square

3. players each move their 10 tokens to any other square; tokens do not affect each other’s moves

4. after moves, 1000 squares are selected at random; tokens on those squares earn a point

chaotic – no meaning to moves result discernable but not integrated

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Meaning and complexity meaning comes from discernibility and

integration complexity comes from coupled, context-

dependent interactions complexity is a basis for meaning because

integration requires on coupling and dependence on context

integration is the explored path through the space of complexity

meaning emerges with more paths explored

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Second order Design: emergent features

based on interaction of objects in game system get to the ‘complexity’ subspace ‘tune’ to enhance any emergent ‘engines’

engine: an emergent phenomenon based on a subset of game features

examples: Brackeen’s side scroller1. jumping on fly to get to higher layer on

level 2

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Educational games

emergent phenomena make learning games more interesting if possible, match to emergent expertise

of content eg flight simulator skills vs GTA ??? eg typing tutor – real diphthongs, words?