Orando2010 5
Upcoming SlideShare
Loading in...5
×

Like this? Share it with your network

Share

Orando2010 5

  • 1,183 views
Uploaded on

GameTech conference 2010 Will Wright

GameTech conference 2010 Will Wright

More in: Design
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Be the first to comment
No Downloads

Views

Total Views
1,183
On Slideshare
1,182
From Embeds
1
Number of Embeds
1

Actions

Shares
Downloads
28
Comments
0
Likes
4

Embeds 1

http://www.slideshare.net 1

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
    No notes for slide

Transcript

  • 1. Games as Tools
    for
    Science and Society
    -Will Wright
  • 2. Senet
    3500BC
  • 3.
  • 4.
  • 5.
  • 6. 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.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11. General Problem Solving
    Realistic
    Abstract
    Minor
    Field
    Exercises
    Major
    Field
    Exercises
    Map
    Exercises
    Computer
    Simulations
    War
    Games
    Analytical
    Models
    Expensive
    Cheap
  • 12.
  • 13. Weapons Development
    Campaign Planning
    Battle Planning
    Logistics
    Individual Skills
  • 14. Thinking - Intelligence
  • 15. Repetition
    Practice
    Mastery
    Basic Skills
    Deconstruction
    Emergence
    Strategy
    Systemic
    Social
    Empathy
    Leadership
    Perception
    Awareness
    Filtering
    Subconscious
    Associative
    Intuition
    Holistic
  • 16. Repetition
    Practice
    Mastery
    Basic Skills
    Deconstruction
    Emergence
    Strategy
    Systemic
    Social
    Empathy
    Leadership
    Perception
    Awareness
    Filtering
    Subconscious
    Associative
    Intuition
    Holistic
  • 17.
  • 18. PREFACE
    CHAPTER 1. INTRODUCTION
    Section I. BACKGROUND
    1-1. NATURE OF LOW-INTENSITY CONFLICT
    1-2. ENVIRONMENTAL CONSIDERATIONS
    1-3. MILITARY ROLE IN LOW-INTENSITY CONFLICT
    Section II. IMPERATIVES
    1-4. POLITICAL DOMINANCE
    1-5. UNITY OF EFFORT
    1-6. ADAPTABILITY
    1-7. LEGITIMACY
    1-8. PERSEVERANCE
    Section III. OPERATIONAL CATEGORIES
    1-9. SUPPORT FOR INSURGENCY AND COUNTERINSURGENCY
    1-10. COMBATTING TERRORISM
    1-11. PEACEKEEPING OPERATIONS
    1-12. PEACETIME CONTINGENCY OPERATIONS
    Section IV. LEADERSHIP CHALLENGES
    1-13. FORCE PROTECTION
    1-14. FORCE SUSTAINMENT
    1-15. DISCIPLINE MAINTENANCE
    1-16. FRATRICIDE PREVENTION
    CHAPTER 2. SUPPORT FOR INSURGENCY AND COUNTERINSURGENCY
    Section I. THE NATURE OF INSURGENCY
    2-1. GOALS
    2-2. ENVIRONMENT
    2-3. CHARACTERISTICS
    2-4. POPULAR AND LOGISTIC SUPPORT
    2-5. GUERRILLA TACTICS
    2-6. DEVELOPMENT PHASES
    Section II. BRIGADE AND BATTALION TASK FORCE IN COUNTERINSURGENCY
    2-7. FOREIGN INTERNAL DEFENSE AUGMENTATION FORCE OPERATIONS
    2-8. CONDUCT OF TACTICAL OPERATIONS
    2-9. PLANNING
    2-10. OPERATION PRINCIPLES
    2-11. TASK ORGANIZATION
    Section III. OFFENSIVE OPERATIONS
    2-12. PHASE I - LATENT AND INCIPIENT INSURGENCY
    2-13. PHASE II - GUERRILLA WARFARE
    2-14. PHASE III - WAR OF MOVEMENT
  • 19. Pragmatic approach…
  • 20.
  • 21.
  • 22.
  • 23.
  • 24.
  • 25. -Individual
    -Group
    -Peer to Peer
  • 26. Me
    World
  • 27. models
    imagination
    A
    B
    C
    World
  • 28. We build models by abstracting lots of examples
  • 29. Behavior
    Models – (Predictive)
    Schema – (Abstractions)
    Metaphors – (Patterns)
    Examples – (Data)
  • 30. 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.
  • 31. Classification
  • 32.
  • 33. -Enter restaurant
    -Be seated
    -Get menu
    -Place drink order
    -Receive drinks
    -Place food order
    -Eat food
    -Receive check
    -Pay check
    -Leave
    Causality
  • 34. Schema gone bad…
  • 35. James Bond
  • 36.
  • 37. Failure Based Learning
  • 38. Professional
    Apprenticeship
  • 39.
  • 40. TIME
    Success
    10
    sec.
    10
    min.
    1
    hr.
    10
    hrs.
    Failure
    Patterns in time
  • 41. Marriage
    Children
    Success
    Friendship
    Romance
    Parties
    Family
    Objects
    House
    Efficiency
    Social -
    Friends
    Breakup
    Social Services
    Affair
    Military School
    Job/Skills
    Economy
    Happy
    Free Time
    Argument
    Insult
    Jealousy
    Fight
    Move
    Interact
    Demotion
    Lose Job
    Repo Man
    Electrocution
    Needs
    Pee
    Collapse
    Lonely
    Starve
    Basic
    Control
    Failure
  • 42. failure
  • 43.
  • 44. others
    toy
    experiences
    Play
    experience
  • 45. Story
    toy
    experiences
    Play
    experience
    Educational
    Technologies
  • 46. Future
    Now
    Past
    Educational technologies for dealing with time
  • 47. Games
  • 48. Play
    Games
    Games are a subset of play
  • 49. Possibility Space
  • 50. Repetition
    Practice
    Mastery
    Basic Skills
    Deconstruction
    Emergence
    Strategy
    Systemic
    Social
    Empathy
    Leadership
    Perception
    Awareness
    Filtering
    Subconscious
    Associative
    Intuition
    Holistic
  • 51.
  • 52.
  • 53. possibilities
  • 54. Gameplay Landscape (Sims)
    Success
    Social
    Material
    Start
  • 55.
  • 56.
  • 57. Real design target
  • 58.
  • 59.
  • 60. Scott Diddams
    Timmy
    Physicist - National Institute of Standards and Technology (NIST)
    Toddler (3yrs.old) – Carolina Day School
    Quantum – Optical interactions
    Properties of magnetic interaction
    Comprehensive, Complex & Robust?
    Physics model
    Comprehensive World Model
  • 61. Models – build – test - replace
  • 62. Gm m
    1 2
    F =
    r
    2
    Science
    compression
  • 63. Mental Model
    Games
    if ((fdLen = DFANgetfdslen(dfanFileID, 1)) == FAIL) {
    if (verbose) cout << "There is no file desc annotation. ";
    } else { numFd++;
    DFANgetfds(dfanFileID, cdesc1, fdLen, 1);
    while((fdLen = DFANgetfidlen(dfanFileID, 0)) != FAIL) {
    numFd++;
    }
    } // endif desc1
    phase space - player perception
  • 64. imagination
    Play builds models
    Games test models
    imagination
  • 65. Structural Models
  • 66. Structure
    Dynamics
  • 67. Dynamics
  • 68. Systemic
    Understanding
    deconstructing…then reconstructing
  • 69. Topologies
    Nouns
    Layers
    Propagation
    Cybernetics
    Growth
    System Dynamics
    Cellular Automata
    Grouping
    Chaos Theory
    Adaptive Systems
    Order
    Network Theory
    Allocation
    Mapping
    Specialization
    Nesting
    Networks
    Agents
    Dynamics
    Verbs
    Paradigms
    Grammar
  • 70. Topology
    Propagation
    Cybernetics
    Growth
    System Dynamics
    Cellular Automata
    Grouping
    Chaos Theory
    Adaptive Systems
    Order
    Network Theory
    Allocation
    Mapping
    Specialization
    Nesting
    Layers
    Networks
    Agents
    relationships
  • 71. Flexible
    Rigid
    Agents
    Networks
    Layers
  • 72.
  • 73. Topology
    Propagation
    Cybernetics
    Growth
    System Dynamics
    Cellular Automata
    Grouping
    Chaos Theory
    Adaptive Systems
    Order
    Network Theory
    Allocation
    Mapping
    Specialization
    Nesting
    Layers
    Networks
    Agents
  • 74. Layers
    Networks
    Propagation
    Cybernetics
    Growth
    System Dynamics
    Cellular Automata
    Grouping
    Chaos Theory
    Adaptive Systems
    Order
    Network Theory
    Allocation
    Mapping
    Specialization
    Nesting
    Agents
    Dynamics
    topology change through time
  • 75. Propagation
    Material
    Information
    Patterns
  • 76. Growth
    Structure
    Quantity
    State
  • 77. Specialized
    Similar
    Grouping
  • 78. Order
    Linear
    Branching
  • 79. Allocation
    Time
    Material
  • 80. Mapping
  • 81. ?
  • 82. Specialization
  • 83. Nesting
  • 84. TIME
    10
    sec.
    10
    min.
    1
    hr.
    10
    hrs.
    Failure
    Success
    Patterns in time
  • 85. Layers
    Networks
    Propagation
    Cybernetics
    Growth
    System Dynamics
    Cellular Automata
    Grouping
    Chaos Theory
    Adaptive Systems
    Order
    Network Theory
    Allocation
    Mapping
    Specialization
    Nesting
    Agents
    Dynamics
    topology change through time
  • 86. Layers
    Networks
    Propagation
    Growth
    Cybernetics
    System Dynamics
    Grouping
    Cellular Automata
    Chaos Theory
    Order
    Adaptive Systems
    Network Theory
    Allocation
    Mapping
    Specialization
    Nesting
    Agents
    Paradigms
    Deconstruction - metamodeling
  • 87. Futurism
  • 88.
  • 89. The Nucleon
  • 90.
  • 91.
  • 92. Cybernetics
    Feedback
    IN
    OUT
    POSITIVE
    NEGATIVE
    control theory
  • 93.
  • 94. chained together – analog electronics
  • 95. Analog computation
  • 96. Stock
    Flow
    System Dynamics
    Jay Forrester
    magnetic-core memory
  • 97.
  • 98.
  • 99. 72
  • 100. Cellular Automata
  • 101. Von Neumann
    Digital computation – true emergence
  • 102. Value
    -
    +
    Pop.
    Crime.
    +
    Land Value = Crime + Location
    Population = Land Value + Zoning
    Crime = Population – Land Value
  • 103. Res.
    Ind.
    System
    Dynamics
    +
    Cellular
    Automata
  • 104. Chaos Theory / Phase Space
    Phase space
  • 105. Stable System
  • 106. Chaotic System
  • 107.
  • 108.
  • 109.
  • 110.
  • 111.
  • 112.
  • 113. Complex Adaptive Systems
  • 114. Feedback
    IN
    OUT
    Rule System
    Feedback
    IN
    OUT
    genetic algorithms – neural networks – etc.
  • 115. Adaptive Landscape
  • 116.
  • 117. Network Theory
  • 118.
  • 119. Social
    Metabolic
    Infrastructure
    Financial
  • 120. Power law distribution
    Graph Width
    (6 degrees of separation)
    Graph Connectedness
  • 121. Models , not reality
  • 122. Reality
    Relativity Theory
    Quantum Mechanics
  • 123. Cooperation
    Local
    Disordered
    Competition
    Global
    Ordered
  • 124. Topologies
    Layers
    Networks
    Propagation
    Growth
    Grouping
    Order
    Allocation
    Mapping
    Specialization
    Nesting
    Agents
    Cybernetics
    System Dynamics
    Dynamics
    Cellular Automata
    Chaos Theory
    Adaptive Systems
    Network Theory
    Paradigms
    Local
    Global
    Order
    Disorder
    Compete
    Cooperate
    emmergence
  • 125. Repetition
    Practice
    Mastery
    Basic Skills
    Deconstruction
    Emergence
    Strategy
    Systemic
    Social
    Empathy
    Leadership
    Perception
    Awareness
    Filtering
    Subconscious
    Associative
    Intuition
    Holistic
  • 126. Social
    Intelligence
  • 127. Less about Firepower…
    More about
    Social Awareness
  • 128. PSYOPs
    Not just for specialists…
  • 129. Going from “soft science”…
  • 130. …to data driven.
  • 131. evolution
  • 132. Psychopath
    Good Samaritan
    Manic Depressive
    evolution
  • 133.
  • 134.
  • 135. Griefers
  • 136.
  • 137.
  • 138. Primary landscapes
  • 139.
  • 140.
  • 141. U.S. Army Counterinsurgency Handbook
    Appendix B - "Social Network Analysis and Other Analytical Tools"
  • 142. -Culture
    -Ideas
    -Opinions
  • 143. Awash in information
  • 144.
  • 145. Synthetic Awareness
  • 146. Repetition
    Practice
    Mastery
    Basic Skills
    Deconstruction
    Emergence
    Strategy
    Systemic
    Social
    Empathy
    Leadership
    Perception
    Awareness
    Filtering
    Subconscious
    Associative
    Intuition
    Holistic
  • 147. Smart Dust
  • 148.
  • 149.
  • 150. Information Network
    -Collect
    -Process
    -Distribute
  • 151. P1
    P1
    -Collect
    P1
    P1
    P1
    -Process
    -Distribute
    P1
    P1
    P1
    P1
    P1
    P1
    P1
    P1
    P1
    P1
  • 152. -Collect
    P2
    -Process
    P2
    -Distribute
    P2
    P2
    P2
    P2
    P2
    P2
    P2
  • 153. -Collect
    P2
    -Process
    P2
    -Distribute
    P2
    P2
    P2
    P2
    P2
    P2
    P2
  • 154. P3
    -Collect
    -Process
    -Distribute
    P3
    P3
    P3
    P3
    P3
  • 155. Information
    Gradient
  • 156.
  • 157. Synthetic
    Senses
  • 158. Augmented Reality
    Blended Reality
  • 159. Virtual Reality
  • 160.
  • 161.
  • 162.
  • 163.
  • 164.
  • 165.
  • 166.
  • 167. Wearable
    Computing

  • 168.
  • 169.
  • 170. Replacing my
    instincts
  • 171. Repetition
    Practice
    Mastery
    Basic Skills
    Deconstruction
    Emergence
    Strategy
    Systemic
    Social
    Empathy
    Leadership
    Perception
    Awareness
    Filtering
    Subconscious
    Associative
    Intuition
    Holistic
  • 172. Data In (bps)
    10,000,000
    sight
    1,000,000
    touch
    50 bps
    100,000
    sound
    100,000
    smell
    consciousness
    1000
    taste
  • 173. Conscious
    Intelligence / Awareness
    Pre-conscious Intelligence
    Intuition
  • 174.
  • 175. Basic Skills
    Strategy
    Social
    Perception
    Intuition
  • 176.
  • 177.
  • 178.
  • 179.
  • 180. Perspectives are more valuable than solutions
  • 181. Story
    Systemic
    Play
    Visual
  • 182. Tactile / Immersive
    Historical / Regional
    Abstractions
    Toy-like / Systemic
    Dramatic / Cultural
  • 183. Symbolic
    Perceptual
    ?
    Intuitive
  • 184. weapons
    development
    combined forces
    objectives
    military
    campaign
    force
    development
    branch
    deployment
    strategic
    planning
    operational
    planning
    army
    tactical
    planning
    training
    division
    logistics
    tactics
    advanced
    skills
    company
    basic
    skills
    career
    development
    assignments
    duties
    Scale
    individual
    years
    months
    weeks
    days
    decades
    Time
  • 185. weapons
    development
    Analytical Models
    combined forces
    objectives
    military
    campaign
    force
    development
    branch
    deployment
    Wargaming
    strategic
    planning
    operational
    planning
    army
    Strategy
    tactical
    planning
    training
    Group Exercises
    division
    Social
    logistics
    tactics
    Skills
    advanced
    skills
    Simulations
    company
    basic
    skills
    career
    development
    assignments
    Perception
    duties
    Scale
    individual
    years
    months
    weeks
    days
    decades
    Time
  • 186. The Future is becoming less predictable
    1700
    1800
    1900
    2000
    2100
  • 187.
  • 188.
  • 189.
  • 190. I wonder…
    The
    End
  • 191. Perceptual
  • 192. Verbs into Nouns
  • 193. Charles Joseph Minard