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GameTech conference 2010 Will Wright
Citation preview
-Will Wright
Games as Tools for
Science and Society
Senet3500BC
Little Wars: a game for boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys' games and books.
Expensive Cheap
Realistic Abstract
MapExercises
ComputerSimulations
WarGames
AnalyticalModels
MinorField
Exercises
MajorField
Exercises
General Problem Solving
Individual Skills
Logistics
Battle Planning
Campaign Planning
Weapons Development
Thinking - Intelligence
Intuition
Strategy Systemic
Holistic
Mastery
SubconsciousAssociative
DeconstructionEmergence
RepetitionPractice
Perception Awareness Filtering
Basic Skills
LeadershipSocial Empathy
Intuition
Strategy Systemic
Holistic
Mastery
SubconsciousAssociative
DeconstructionEmergence
RepetitionPractice
Perception Awareness Filtering
Basic Skills
LeadershipSocial Empathy
PREFACECHAPTER 1. INTRODUCTIONSection I. BACKGROUND
1-1. NATURE OF LOW-INTENSITY CONFLICT1-2. ENVIRONMENTAL CONSIDERATIONS1-3. MILITARY ROLE IN LOW-INTENSITY CONFLICTSection II. IMPERATIVES1-4. POLITICAL DOMINANCE1-5. UNITY OF EFFORT1-6. ADAPTABILITY1-7. LEGITIMACY1-8. PERSEVERANCESection III. OPERATIONAL CATEGORIES1-9. SUPPORT FOR INSURGENCY AND COUNTERINSURGENCY1-10. COMBATTING TERRORISM1-11. PEACEKEEPING OPERATIONS1-12. PEACETIME CONTINGENCY OPERATIONSSection IV. LEADERSHIP CHALLENGES1-13. FORCE PROTECTION1-14. FORCE SUSTAINMENT1-15. DISCIPLINE MAINTENANCE1-16. FRATRICIDE PREVENTIONCHAPTER 2. SUPPORT FOR INSURGENCY AND COUNTERINSURGENCYSection I. THE NATURE OF INSURGENCY2-1. GOALS2-2. ENVIRONMENT2-3. CHARACTERISTICS2-4. POPULAR AND LOGISTIC SUPPORT2-5. GUERRILLA TACTICS2-6. DEVELOPMENT PHASESSection II. BRIGADE AND BATTALION TASK FORCE IN COUNTERINSURGENCY2-7. FOREIGN INTERNAL DEFENSE AUGMENTATION FORCE OPERATIONS2-8. CONDUCT OF TACTICAL OPERATIONS2-9. PLANNING2-10. OPERATION PRINCIPLES2-11. TASK ORGANIZATIONSection III. OFFENSIVE OPERATIONS2-12. PHASE I - LATENT AND INCIPIENT INSURGENCY2-13. PHASE II - GUERRILLA WARFARE2-14. PHASE III - WAR OF MOVEMENT
Pragmatic approach…
-Individual
-Group
-Peer to Peer
World Me
World
models
imagination
A B C
We build models by abstracting lots of examples
Examples – (Data)
Metaphors – (Patterns)
Schema – (Abstractions)
Models – (Predictive)
Behavior
Light bulb Joke Schema
Q: How many members of a particular demographic group does it take to change a light bulb?
A: Some finite number. One to change the bulb, and the rest to act in a manner that reinforces the stereotype of that particular group.
Classification
-Enter restaurant-Be seated-Get menu-Place drink order-Receive drinks-Place food order-Eat food-Receive check-Pay check-Leave Causality
Schema gone bad…
James Bond
Failure Based Learning
Apprenticeship
Professional
TIME
10sec.
Patterns in time
Success
Failure
10min.
1hr.
10hrs.
Basic Control
Needs
PeeCollapseLonelyStarve
HappyFree Time
Job/SkillsEconomy
DemotionLose JobRepo ManElectrocution
ObjectsHouseEfficiency
Family
BreakupSocial ServicesAffairMilitary School
MarriageChildren
Social -Friends
ArgumentInsultJealousyFight
FriendshipRomanceParties
Success
Failure
MoveInteract
failure
experience
toyexperiences
others
Play
experience
toyexperiences
Play
Story
EducationalTechnologies
Educational technologies for dealing with time
Now
Future
Past
Games
Games are a subset of play
Games
Play
Possibility Space
Intuition
Strategy Systemic
Holistic
Mastery
SubconsciousAssociative
DeconstructionEmergence
RepetitionPractice
Perception Awareness Filtering
Basic Skills
LeadershipSocial Empathy
possibilities
SocialMaterial
Success
Gameplay Landscape (Sims)
Start
Real design target
Scott Diddams
Quantum – Optical interactions
Timmy
Properties of magnetic interaction
Physics model Comprehensive World Model
Physicist - National Institute of Standards and Technology (NIST) Toddler (3yrs.old) –
Carolina Day School
Comprehensive, Complex & Robust?
Models – build – test - replace
Science
F =
Gm m1 2
r 2
compression
Games
if ((fdLen = DFANgetfdslen(dfanFileID, 1)) == FAIL) { if (verbose) cout << "There is no file desc annotation.\n"; } else { numFd++; DFANgetfds(dfanFileID, cdesc1, fdLen, 1); while((fdLen = DFANgetfidlen(dfanFileID, 0)) != FAIL) {numFd++; }
} // endif desc1 phase space - player perception
Mental Model
Games test models
Play builds modelsimagination
imagination
Structural Models
Structure
Dynamics
Dynamics
deconstructing…then reconstructing
SystemicUnderstanding
AgentsNetworks
Layers
Propagation
Growth
Grouping
Order
Allocation
Mapping
Specialization
Nesting
TopologiesD
ynam
ics
Paradigms
Cybernetics
System
Dynam
ics
Cellular A
utomata
Chaos T
heory
Adaptive S
ystems
Netw
ork TheoryV
erb
s
Nouns
Grammar
AgentsNetworks
Layers
Propagation
Growth
Grouping
Order
Allocation
Mapping
Specialization
Nesting
Cybernetics
System
Dynam
ics
Cellular A
utomata
Chaos T
heory
Adaptive S
ystems
Netw
ork Theory
Topology
relationships
Rig
id
Fle
xibl
e
Networks
Agents
Layers
AgentsNetworks
Layers
Propagation
Growth
Grouping
Order
Allocation
Mapping
Specialization
Nesting
Cybernetics
System
Dynam
ics
Cellular A
utomata
Chaos T
heory
Adaptive S
ystems
Netw
ork Theory
Topology
AgentsNetworks
Layers
Propagation
Growth
Grouping
Order
Allocation
Mapping
Specialization
Nesting
Cybernetics
System
Dynam
ics
Cellular A
utomata
Chaos T
heory
Adaptive S
ystems
Netw
ork Theory
Dyn
amic
s
topology change through time
Propagation
Material
Information
Patterns
Growth
Quantity
State
Structure
Grouping
SimilarSpecialized
Order
LinearBranching
Allocation
Material
Time
Mapping
?
Specialization
Nesting
TIME
Failure
Success
10sec.
10min.
1hr.
10hrs.
Patterns in time
AgentsNetworks
Layers
Propagation
Growth
Grouping
Order
Allocation
Mapping
Specialization
Nesting
Cybernetics
System
Dynam
ics
Cellular A
utomata
Chaos T
heory
Adaptive S
ystems
Netw
ork Theory
Dyn
amic
s
topology change through time
AgentsNetworks
Layers
Propagation
Growth
Grouping
Order
Allocation
Mapping
Specialization
Nesting
Paradigms
Cyb
ernetics
System
Dyn
amics
Cellu
lar Au
tom
ata
Ch
aos T
heo
ry
Ad
aptive S
ystems
Netw
ork T
heo
ry
Deconstruction - metamodeling
Futurism
IN OUT
Feedback
POSITIVENEGATIVE
Cybernetics
control theory
chained together – analog electronics
Analog computation
System Dynamics
magnetic-core memory
StockFlow
Jay Forrester
72
Cellular Automata
Von Neumann
Digital computation – true emergence
Land Value = Crime + Location
Population = Land Value + Zoning
Crime = Population – Land Value
Value
Pop. Crime.+
-+
Ind. Res.SystemDynamics
CellularAutomata
+
Chaos Theory / Phase Space
Phase space
Stable System
Chaotic System
Complex Adaptive Systems
IN OUT
Feedback
IN OUT
Feedback
Rule System
genetic algorithms – neural networks – etc.
Adaptive Landscape
Network Theory
Social
Infrastructure Financial
Metabolic
Power law distribution
Graph Width(6 degrees of separation)
Graph Connectedness
Models , not reality
Relativity Theory Quantum Mechanics
Reality
Disordered
Ordered
Local
Global
Cooperation
Competition
AgentsNetworks
Layers
Propagation
Growth
Grouping
Order
Allocation
Mapping
Specialization
Nesting
TopologiesD
ynam
ics
Paradigms
Cybernetics
System
Dynam
ics
Cellular A
utomata
Chaos T
heory
Adaptive S
ystems
Netw
ork Theory
Local GlobalOrder Disorder
CompeteCooperate emmergence
Intuition
Strategy Systemic
Holistic
Mastery
SubconsciousAssociative
DeconstructionEmergence
RepetitionPractice
Perception Awareness Filtering
Basic Skills
LeadershipSocial Empathy
SocialIntelligence
Less about Firepower…
More about Social Awareness
PSYOPs
Not just for specialists…
Going from “soft science”…
…to data driven.
evolution
evolution
Good Samaritan Psychopath
Manic Depressive
Griefers
Primary landscapes
Appendix B - "Social Network Analysis and Other Analytical Tools"
U.S. Army Counterinsurgency Handbook
-Culture-Ideas-Opinions
Awash in information
Synthetic Awareness
Intuition
Strategy Systemic
Holistic
Mastery
SubconsciousAssociative
DeconstructionEmergence
RepetitionPractice
Perception Awareness Filtering
Basic Skills
LeadershipSocial Empathy
Smart Dust
Information Network-Collect
-Process
-Distribute
-DistributeP1
P1
P1
P1P1
P1
P1
P1
P1
P1
P1
P1P1
P1
P1
-Collect
-Process
P2P2
P2
P2
P2
P2
P2
P2
P2-Distribute
-Collect
-Process
P2
P2P2
P2
P2
P2
P2
P2
P2-Distribute
-Collect
-Process
P3
P3
P3
P3
P3
P3
-Distribute
-Collect
-Process
InformationGradient
Synthetic Senses
Augmented Reality
Blended Reality
Virtual Reality
Wearable Computing
Replacing my instincts
Intuition
Strategy Systemic
Holistic
Mastery
SubconsciousAssociative
DeconstructionEmergence
RepetitionPractice
Perception Awareness Filtering
Basic Skills
LeadershipSocial Empathy
10,000,000
1,000,000
100,000
100,000
1000
sight
touch
sound
smell
taste
Data In (bps)
50 bps
consciousness
Conscious Intelligence / Awareness
Pre-conscious IntelligenceIntuition
Intuition
Strategy
Perception
Basic Skills
Social
Perspectives are more valuable than solutions
Story
PlayVisual
Systemic
Tactile / Immersive
Toy-like / Systemic
Historical / Regional
Dramatic / Cultural
Abstractions
Symbolic
Perceptual
Intuitive ?
Sca
le
decadesyearsmonthsweeksdays
army
weaponsdevelopment
militarycampaign
tacticalplanning
forcedevelopment
operationalplanning
logisticstactics
company
Time
individual
division
branch
combined forces
basicskills career
developmentassignmentsduties
training
deployment
strategicplanning
objectives
advancedskills
Timedecadesyearsmonthsweeksdays
combined forces
branch
army
weaponsdevelopment
militarycampaign
tacticalplanning
forcedevelopment
operationalplanning
logisticstactics
company
Sca
le
individual
division
basicskills career
developmentassignmentsduties
training
deployment
strategicplanning
objectives
advancedskillsSimulations
Group Exercises
Wargaming
Analytical Models
Skills
Social
Strategy
Perception
1700 1800 1900 2000 2100
The Future is becoming less predictable
I wonder…
TheEnd
Perceptual
Verbs into Nouns
Charles Joseph Minard