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TOPIC FOR TODAY’S LECTURE
GAMMING SIMULATION FOR
EFFICIENT SYSTEM MANAGEMENT
BASIC CONCEPTS
 Simulation
 Dictionary defines SIMULATE as simply ‘to give an
appearance of’. In a crude sense it describes or creates
situations which are somewhat like those in the ‘real-
world’ as accurately as possible.
 To the engineer or analyst, simulation involves the
utilization of a model to obtain some insight into the
behaviour of a physical process.
 Simulation is a process by which a particular problem
can e studied in varying depths of detail to obtain
answers or to confirm hypothesis.
 In simulation, numerous factors are integrated to
produce information giving an insight into the
interrelationships of processes involved, on the basis of
which managers can make intelligent decisions.
 Role Playing
 In involves the act of being someone else and the act of
acquiring experience in a set of activities in which the
actor seeks to acquire or increase his or her competence.
 The use of role playing is to enable to participant to
acquire understanding of a situation or of relationships
among real life participants of a social process.
 Role playing is used to assist the participants to gain
some perception of the actions, attitudes, and/or situation
of another person.
 The use of driver-training simulators or flight simulators
are examples of role playing.
 Role playing seeks to provide competence or
understanding in a particular role for the person playing
that role.
 Games
 It is a kind of simulation activity like role playing with added
element of choice of strategies and some pay-off-rewards
or deprivations dictated by chance or choice of strategies.
 Decisions and rewards or outcomes are subject to
structures of rules known to all players.
 The situations employed involve outcomes which are
affected by decisions made by one or more decision-
makers.
 The decision makers in a game may be competing for non-
divisible objectives or their preferences may be such that
they seek essentially the same objectives, but place the
objectives in different rank order of priorities.
 Gaming involves making decisions in situations that depict
conflict.
BASIC CATEGORIES OF GAME MODELS
 Realism
Games are modeled on some analogous real
situation
Game models represents some compression of
reality in both spatial and temporal scale.
Objectives of game models or gaming simulation
are
To study the behaviour under intervention
To train operators, to process information, to
handle the system better in varying environmental
states.
 Single Player Vs. Multiple Player Games
Objective of :-
Single Player Game – Perform ‘well against’ or with the
system
Multiple Player Game - Each player tries to maximize an
objective of his own in the face of
multiple conflicting demands.
Structure Creating Vs Structure
The game objectives (in some cases) is to create structures (or
rules) to achieve the ultimate objectives.
In some games, the position, relationships and properties of the
players are well-defined (as in a business management game).
Structured multiple player games usually have as their goal, to
enhance the understanding of the players in the system
operation and thereby possibly generating hypotheses or
causing a change in behaviour of participants.
SALIENT FEATURES OF GAMES
 Focal Point
 This is to identify the ultimate objective of the game
 Game designer should borne in mind the issues and
understandings that the games endeavours to raise on
the participants e.g. a game participant (or a farmer)
evaluate water distribution from the perspective of
production & equity
 Conceptual & Visual approach
 Certain parameters to be identified as game working
tool e.g. Soil Moisture Deficiency Profile could be a
good indicator of a crop’s overall status
 Traditional Vs. Computerized
 Traditional hand-playing games using graphs,
tables & manual calculations
 Computerized game relies on modelling of
game parameters involved
 Allows game participant to easily grasp
sequence of events
 Facilitates participant to easily view the
possible outcomes of major decisions
 Balance between sufficient reality and
excessive complexity.
Game Transparency
Game Structure
Advantages of Games As Training /Learning Tool
 Help novices / learners work through
probables consequences of policies and decisions
without actually suffering from the consequences of
the mistakes.
 Participants adopt roles to perceive
simulated reality.
 Participants monitor results of their actions and
learn any inadequacy of their performance.
 Participants make decisions, learn, adjust &
progress towards better solution – better
knowledge retention.
 Experiences gained in a compressed time period.
DESIGN OF GAMES FOR MAIN
SYSTEM OPERATION
INTRODUCTION
 Gaming simulation of irrigation systems can be
used as a simulator for effective training of the
personnel entrusted with management of
irrigation systems.
 Games can also be an effective vehicle for
sensitising the water users and farmers for
efficient water use.
 It is attempted here to evolve two game models
reflecting the prevailing scenarios of diversion-
based and reservoir - based traditional irrigation
systems in India and other countries.
REMASS-IN-DIVE – For Diversion-based irrigation system
REMASS-IN-RES– For Reservoir-based irrigation system
Formulation of Planned Canal Regulation Schedule Prior To Irrigation SupplyFormulation of Planned Canal Regulation Schedule Prior To Irrigation Supply
Select River Flow At Start of Crop Season
Select River Flow At Start of Crop Season
Read Corresponding Canal Discharge And Water Level From the Rating ChartRead Corresponding Canal Discharge And Water Level From the Rating Chart
AA
Find Effective Rainfall if any for Cropping Pattern, Meteorological and Soil Moisture conditionsFind Effective Rainfall if any for Cropping Pattern, Meteorological and Soil Moisture conditions
Compare Final Water Availability For the Period After Accounting For Eff. Rainfall if anyCompare Final Water Availability For the Period After Accounting For Eff. Rainfall if any
Read Corresponding Silt Concentration And Siltation Depth In Canal Near Intake Point For Adopting Actual
Reduced Canal Discharge Due To Siltation From Rating Charts
Read Corresponding Silt Concentration And Siltation Depth In Canal Near Intake Point For Adopting Actual
Reduced Canal Discharge Due To Siltation From Rating Charts
Compare Available Canal Discharge With Planned Canal Regulation ScheduleCompare Available Canal Discharge With Planned Canal Regulation Schedule
REMASS-IN-DIVE – For Diversion-based irrigation system
Decision For Irrigation Water Supply
Decision For Irrigation Water Supply
Qact = Qp
Qact = Qp
Operate System as per Planned
Roster
Operate System as per Planned
Roster
Qact > Qp
Qact > Qp
Supply Water As Per Crop Water
Needs & Excess Either Stored In Off-
channel Storage Space or Escaped
Supply Water As Per Crop Water
Needs & Excess Either Stored In Off-
channel Storage Space or Escaped
Qact < Qp
Qact < Qp
Decide Canal Regulation Schedule For Adoption In
Real Time And Distribute Water To Distributary
Channels By Any One From Amongst Following Four
Options
Decide Canal Regulation Schedule For Adoption In
Real Time And Distribute Water To Distributary
Channels By Any One From Amongst Following Four
Options
Proportional
Distribution of Shortfall
Proportional
Distribution of Shortfall Priority of Crop Value
Priority of Crop Value Priority of Water Deficit
Priority of Water Deficit
Operating Max Channels Full & Rest
Partial As Per Minimising seepage
Operating Max Channels Full & Rest
Partial As Per Minimising seepage
Lag Times, W. L. & Discharge At Nodal Points
Read From Charts
Lag Times, W. L. & Discharge At Nodal Points
Read From Charts
Repeat For Other Values of Q Change time Period till
Coverage of full Crop Season
Repeat For Other Values of Q Change time Period till
Coverage of full Crop Season
Read Feed-Back on Actual Irrigation Depth &
Interval
Read Feed-Back on Actual Irrigation Depth &
Interval
Evaluate Total Production of Crop And
Productivity Per Unit Volume of Water
Evaluate Total Production of Crop And
Productivity Per Unit Volume of Water
A
A
Flow-chart of Remass-In-Dive
REMASS-IN-RES
 This involves main canal operation depending on supply from
reservoir and demand of crops at distributary head.
 Four Modules
i) Reservoir simulation module
ii) Irrigation requirement module
iii) Crop yield response module
iv) Canal capacity module
 It asks for date & reservoir water level in current week.
 Calculates current reservoir volume & current demand.
 Compares current volume & demand with predicted
volume & demand.
 Player will decide now whether to run canal as per roster or
modify it by changing irrigation interval.
 Player can try different options for clubbing distributaries
and decide his choice to see the outcome in terms of flow
depth, travel time & combination of distributaries.
SUMMARY AND CONCLUSIONS
 Keeping in view the ground realities, traditional
practices and the social ethos of India and the south
Asian region where very large irrigation infrastructure is
in existence for over two centuries, two game
models evolved for efficient main system
management.
 Efforts have been made to formulate the games in
the backdrop of prevailing high irrigation demand
outstripping supply, and fluvio - morphological
constraints.
 These outline games require development and
refinements on experimental sessions and feed backs
Inherent attributes of role playing and gaming
simulation underline.
Lay-Out Plan Of A Diversion Irrigation System
River
Diversion
Barrage
Branch Canal or
Distribution
Main Canal
Outlet
Field
Channel
Outlet
Command Area
Minor
THANK YOU

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Gaming simulation

  • 1. TOPIC FOR TODAY’S LECTURE GAMMING SIMULATION FOR EFFICIENT SYSTEM MANAGEMENT
  • 2.
  • 3.
  • 4. BASIC CONCEPTS  Simulation  Dictionary defines SIMULATE as simply ‘to give an appearance of’. In a crude sense it describes or creates situations which are somewhat like those in the ‘real- world’ as accurately as possible.  To the engineer or analyst, simulation involves the utilization of a model to obtain some insight into the behaviour of a physical process.  Simulation is a process by which a particular problem can e studied in varying depths of detail to obtain answers or to confirm hypothesis.  In simulation, numerous factors are integrated to produce information giving an insight into the interrelationships of processes involved, on the basis of which managers can make intelligent decisions.
  • 5.  Role Playing  In involves the act of being someone else and the act of acquiring experience in a set of activities in which the actor seeks to acquire or increase his or her competence.  The use of role playing is to enable to participant to acquire understanding of a situation or of relationships among real life participants of a social process.  Role playing is used to assist the participants to gain some perception of the actions, attitudes, and/or situation of another person.  The use of driver-training simulators or flight simulators are examples of role playing.  Role playing seeks to provide competence or understanding in a particular role for the person playing that role.
  • 6.  Games  It is a kind of simulation activity like role playing with added element of choice of strategies and some pay-off-rewards or deprivations dictated by chance or choice of strategies.  Decisions and rewards or outcomes are subject to structures of rules known to all players.  The situations employed involve outcomes which are affected by decisions made by one or more decision- makers.  The decision makers in a game may be competing for non- divisible objectives or their preferences may be such that they seek essentially the same objectives, but place the objectives in different rank order of priorities.  Gaming involves making decisions in situations that depict conflict.
  • 7. BASIC CATEGORIES OF GAME MODELS  Realism Games are modeled on some analogous real situation Game models represents some compression of reality in both spatial and temporal scale. Objectives of game models or gaming simulation are To study the behaviour under intervention To train operators, to process information, to handle the system better in varying environmental states.
  • 8.  Single Player Vs. Multiple Player Games Objective of :- Single Player Game – Perform ‘well against’ or with the system Multiple Player Game - Each player tries to maximize an objective of his own in the face of multiple conflicting demands. Structure Creating Vs Structure The game objectives (in some cases) is to create structures (or rules) to achieve the ultimate objectives. In some games, the position, relationships and properties of the players are well-defined (as in a business management game). Structured multiple player games usually have as their goal, to enhance the understanding of the players in the system operation and thereby possibly generating hypotheses or causing a change in behaviour of participants.
  • 9. SALIENT FEATURES OF GAMES  Focal Point  This is to identify the ultimate objective of the game  Game designer should borne in mind the issues and understandings that the games endeavours to raise on the participants e.g. a game participant (or a farmer) evaluate water distribution from the perspective of production & equity  Conceptual & Visual approach  Certain parameters to be identified as game working tool e.g. Soil Moisture Deficiency Profile could be a good indicator of a crop’s overall status
  • 10.  Traditional Vs. Computerized  Traditional hand-playing games using graphs, tables & manual calculations  Computerized game relies on modelling of game parameters involved  Allows game participant to easily grasp sequence of events  Facilitates participant to easily view the possible outcomes of major decisions  Balance between sufficient reality and excessive complexity. Game Transparency Game Structure
  • 11. Advantages of Games As Training /Learning Tool  Help novices / learners work through probables consequences of policies and decisions without actually suffering from the consequences of the mistakes.  Participants adopt roles to perceive simulated reality.  Participants monitor results of their actions and learn any inadequacy of their performance.  Participants make decisions, learn, adjust & progress towards better solution – better knowledge retention.  Experiences gained in a compressed time period.
  • 12. DESIGN OF GAMES FOR MAIN SYSTEM OPERATION
  • 13. INTRODUCTION  Gaming simulation of irrigation systems can be used as a simulator for effective training of the personnel entrusted with management of irrigation systems.  Games can also be an effective vehicle for sensitising the water users and farmers for efficient water use.  It is attempted here to evolve two game models reflecting the prevailing scenarios of diversion- based and reservoir - based traditional irrigation systems in India and other countries.
  • 14. REMASS-IN-DIVE – For Diversion-based irrigation system REMASS-IN-RES– For Reservoir-based irrigation system
  • 15. Formulation of Planned Canal Regulation Schedule Prior To Irrigation SupplyFormulation of Planned Canal Regulation Schedule Prior To Irrigation Supply Select River Flow At Start of Crop Season Select River Flow At Start of Crop Season Read Corresponding Canal Discharge And Water Level From the Rating ChartRead Corresponding Canal Discharge And Water Level From the Rating Chart AA Find Effective Rainfall if any for Cropping Pattern, Meteorological and Soil Moisture conditionsFind Effective Rainfall if any for Cropping Pattern, Meteorological and Soil Moisture conditions Compare Final Water Availability For the Period After Accounting For Eff. Rainfall if anyCompare Final Water Availability For the Period After Accounting For Eff. Rainfall if any Read Corresponding Silt Concentration And Siltation Depth In Canal Near Intake Point For Adopting Actual Reduced Canal Discharge Due To Siltation From Rating Charts Read Corresponding Silt Concentration And Siltation Depth In Canal Near Intake Point For Adopting Actual Reduced Canal Discharge Due To Siltation From Rating Charts Compare Available Canal Discharge With Planned Canal Regulation ScheduleCompare Available Canal Discharge With Planned Canal Regulation Schedule REMASS-IN-DIVE – For Diversion-based irrigation system
  • 16. Decision For Irrigation Water Supply Decision For Irrigation Water Supply Qact = Qp Qact = Qp Operate System as per Planned Roster Operate System as per Planned Roster Qact > Qp Qact > Qp Supply Water As Per Crop Water Needs & Excess Either Stored In Off- channel Storage Space or Escaped Supply Water As Per Crop Water Needs & Excess Either Stored In Off- channel Storage Space or Escaped Qact < Qp Qact < Qp Decide Canal Regulation Schedule For Adoption In Real Time And Distribute Water To Distributary Channels By Any One From Amongst Following Four Options Decide Canal Regulation Schedule For Adoption In Real Time And Distribute Water To Distributary Channels By Any One From Amongst Following Four Options Proportional Distribution of Shortfall Proportional Distribution of Shortfall Priority of Crop Value Priority of Crop Value Priority of Water Deficit Priority of Water Deficit Operating Max Channels Full & Rest Partial As Per Minimising seepage Operating Max Channels Full & Rest Partial As Per Minimising seepage Lag Times, W. L. & Discharge At Nodal Points Read From Charts Lag Times, W. L. & Discharge At Nodal Points Read From Charts Repeat For Other Values of Q Change time Period till Coverage of full Crop Season Repeat For Other Values of Q Change time Period till Coverage of full Crop Season Read Feed-Back on Actual Irrigation Depth & Interval Read Feed-Back on Actual Irrigation Depth & Interval Evaluate Total Production of Crop And Productivity Per Unit Volume of Water Evaluate Total Production of Crop And Productivity Per Unit Volume of Water A A Flow-chart of Remass-In-Dive
  • 17. REMASS-IN-RES  This involves main canal operation depending on supply from reservoir and demand of crops at distributary head.  Four Modules i) Reservoir simulation module ii) Irrigation requirement module iii) Crop yield response module iv) Canal capacity module  It asks for date & reservoir water level in current week.  Calculates current reservoir volume & current demand.  Compares current volume & demand with predicted volume & demand.  Player will decide now whether to run canal as per roster or modify it by changing irrigation interval.  Player can try different options for clubbing distributaries and decide his choice to see the outcome in terms of flow depth, travel time & combination of distributaries.
  • 18. SUMMARY AND CONCLUSIONS  Keeping in view the ground realities, traditional practices and the social ethos of India and the south Asian region where very large irrigation infrastructure is in existence for over two centuries, two game models evolved for efficient main system management.  Efforts have been made to formulate the games in the backdrop of prevailing high irrigation demand outstripping supply, and fluvio - morphological constraints.  These outline games require development and refinements on experimental sessions and feed backs Inherent attributes of role playing and gaming simulation underline.
  • 19. Lay-Out Plan Of A Diversion Irrigation System River Diversion Barrage Branch Canal or Distribution Main Canal Outlet Field Channel Outlet Command Area Minor