Computing Quality of Life in Civilization IV

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The original Civilization IV rewards imperialism through scoring the glory of the empire. I reprogrammed the game to score the health and happiness of the citizens. By adapting John Broome's extended quality-adjusted life years (QALYs), and responding to Derek Parfit's repugnant conclusions, I designed an ethical calculus that rewards restraint, diplomacy and art in Civilization IV. See the presentation and play the mod.

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Computing Quality of Life in Civilization IV

  1. 1. Ethan Kennerly Interactive Media School of Cinematic Arts University of Southern California
  2. 2. Yes No
  3. 3. Yes, I have played some version of Civilization
  4. 4. Yes No
  5. 5. Land Population Military power Monuments
  6. 6. Emperor, minister, governor, or a mayor? Only a citizen?
  7. 7. But rules of our nation will affect our quality of life
  8. 8. Civilization III Kurt Squire
  9. 9. Ayiti: The Cost of Life
  10. 10. Health Happiness ...
  11. 11. 2 hours in 2 minutes It will be fast. Are you ready?
  12. 12. Kenneth Arrow
  13. 13. Quality 100 90 ... 0 Healthy Sick Dead Quality 100% Healthy 90% Trade 9 healthy years for 10 years 0% Dead In use since 1970s (Gold and Fryback)
  14. 14. Health Happiness Research Culture …
  15. 15. Happiness index Quality of Life index Gross national happiness
  16. 16. John Broome, Weighing Lives, 2004
  17. 17. Attributes of a city Health Happiness Research Culture ...
  18. 18. Score = (Health Quality × Health Value) × (Happiness Quality × Happiness Value) × (...)
  19. 19. Utilitarian ethics Social computation
  20. 20. Summation
  21. 21. Quality 100 90 ... 0 Happy Sad Dead Cities Small and happy Large and sad
  22. 22. Large, sad city: (90 × 9) = ? = 90 Quality × 9 Life Years Small, happy city: (100 × 1) = ? = 100 Quality × 1 Life Years
  23. 23. Large and sad city: 810 QLY = 90 Quality × 9 Life Years Small and happy city: 100 QLY = 100 Quality × 1 Life Years
  24. 24. Derek Parfit
  25. 25. Average of the living
  26. 26. Large and sad city: = 90 Quality Years / 9 Lives Small and happy city: = 100 Quality Years / 1 Lives
  27. 27. Large and sad: 10 QY/L = 90 Quality Years / 9 Lives  Small and happy: 100 QY/L = 100 Quality Years / 1 Lives
  28. 28.  But what if someone dies?
  29. 29. Sad city dies in war: = (100 + 0) Quality Years / (1 + 0) Lives Sad city lives in peace: = (100 + 810) Quality Years / (1 + 9) Lives
  30. 30. Sad city dies: 100 QY/L (100 + 0) Quality Years / (1 + 0) Lives Sad city lives: 91 QY/L (100 + 810) Quality Years / (1 + 9) Lives
  31. 31.  Derek Parfit
  32. 32. Average of living and dead
  33. 33. Go to war, and sad city dies: (100 + 0) Quality Years / (1 + 9) Lives Keep peace, and sad city lives: (100 + 810) Quality Years / (1 + 9) Lives
  34. 34. Sad city dies: 10 QY/L (100 + 0) Quality Years / (1 + 9) Lives Sad city lives: 91 QY/L (100 + 810) Quality Years / (1 + 9) Lives
  35. 35. Large and sad city: = 90 Quality Years / 9 Lives Small and happy city: = 100 Quality Years / 1 Lives
  36. 36. Large and sad: 10 QY/L = 90 Quality Years / 9 Lives Small and happy: 100 QY/L = 100 Quality Years / 1 Lives
  37. 37. Collaborate to deploy in classroom Compute quality of life for animals Playtest multiplayer Collaborate to modify artificial intelligence
  38. 38. Ethics: Rob Bass Design: Peter Brinson Social computation: Anonymous reviewers Presentation: Andreas Witzel, participants of "Logic and the Simulation of Interaction and Reasoning 2"
  39. 39. Ethan Kennerly kennerly@finegamedesign.com To play the demo ask me today, or visit: http://finegamedesign.com/qualityoflife

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