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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
Elements of a Cybernetic System“The feedback Loop”
Environment
Comparator
Sensor
Activator
• AC-unit-in-a-room example
feedback
adjustmentoutput
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
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
Feedback Lops in Games(Marc LeBlanc)
Environment
Comparator
Sensor
Activator
feedback
adjustmentoutput
Game state
Game mechanical bias
Scoring function
Controller
Game state
Information known to all playersInformation known to only one playerInformation known to the game onlyRandomly generated information
Example of negative Feedback: Downforce
http://www.youtube.com/watch?v=37g5uNwmqz4 http://www.youtube.com/watch?v=z-OQzqUdbs4
•Negative:Simulated gravity vs. playerAI lets itself catch-up if you are loosingAI catches up if you are winning
AI lets itself catch-up if you are loosing
feedback
adjustmentoutput
Game state
Game mechanical bias
Scoring function
Controller
•Position of autos•Configuration of track•…
•Player loosing? Formally:Distance(player, finish) > Distance(leadingCar, finish)
•Player position, leadingCar position•Formally: Distance(player,finish), Distance(leadingCar,finish)
•Slow down leading-car
•Formally: speed(leadingCar) speed(player) f(Distance(player, leadingCar)
Example Positive Feedback
http://www.youtube.com/watch?v=bEGTX1cLeMo
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
Simulated gravity vs player control
feedback
adjustmentoutput
Game state
Game mechanical bias
Scoring function
Controller
•Position of autos•Configuration of track•speed…
•Player going out of road?
•Player direction•Road direction
•Steer car towards road
Mortal Combat: combo
feedback
adjustmentoutput
Game state
Game mechanical bias
Scoring function
Controller
•Health Points player•Health points opponent•Disabled (Yes, No)•Opponent situation (chance for next combo, no chance)
•Disabled = Yes•Opponent situation = chance for next combo
•Disabled,•Opponent situation
•Disabling attack
Difficulty Levels Brigette 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)
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?
Use of Feedback in Games (Marc LeBlanc)
• 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!
Examples?