Gdc2003 Will Wright

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Slides are Will Wright's and not mine, but they are available elsewhere online, so I hope it's okay to share.

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Gdc2003 Will Wright

  1. 1. Dynamics for Designers
  2. 2. Why I Hate Calculus … and why I Love Compression
  3. 4. Trend> open ended, emergence - sniffing possibility space – dynamic emergence
  4. 5. Structure snapshot - parts
  5. 6. Dynamics parts interactions - cyclic – lifecycle - catastrophic
  6. 7. Humans build models Models
  7. 8. possibilities into rules – theories , models
  8. 9. Calculus Story Gameplay Linear Parallel Simulation
  9. 10. Monte Carlo Technique Stochastic Crops 7 47% 15
  10. 11. Dynamic Space ??? Prototypes
  11. 12. Dynamic Space
  12. 14. Agents Networks Layers Topologies Dynamics Paradigms order? Propagation Growth Grouping Order Allocation Mapping Specialization Nesting Cybernetics System Dynamics Cellular Automata Chaos Theory Adaptive Systems Network Theory
  13. 16. Agents Networks Layers Topology Propagation Growth Grouping Order Allocation Mapping Specialization Nesting Cybernetics System Dynamics Cellular Automata Chaos Theory Adaptive Systems Network Theory
  14. 17. Topologies relationships – functional – spatial - time
  15. 18. Agents Networks Layers The Sims The Sims Online SimCity Rigid Flexible
  16. 19. any game component
  17. 20. Agents Networks Layers Dynamics topology change through time Propagation Growth Grouping Order Allocation Mapping Specialization Nesting Cybernetics System Dynamics Cellular Automata Chaos Theory Adaptive Systems Network Theory
  18. 21. Growth
  19. 22. The tipping point
  20. 23. population – disease average>1 For each cell, try to add another nearby
  21. 24. ?
  22. 25. gravity – rocket – any curve possible Pick a random spot, if empty then add new cell
  23. 26. Propagation Material Information Pattern movement
  24. 27. Material ( people, cargo ) Information ( communication ) Pattern (compression traffic)
  25. 28. through networks
  26. 29. propagation>layer – through medium
  27. 30. Time now Also through time
  28. 31. Light Cone decisions act through space and time – time based level Now Future Past
  29. 32. Vector Fields Fluid - 13 Directed flow
  30. 33. surprise the designer, the programmer
  31. 34. Gossip Cheats New features Horizontal propagation (communities) amplitude, length Hardcore Casual Casual
  32. 36. Vertical propagation
  33. 37. Global Local Information propagation balance – scale-free networks
  34. 38. pheromone trails
  35. 39. trophallaxis
  36. 40. Social Stomach Private Stomach
  37. 41. Global Local
  38. 42. Pollination propagation>agent
  39. 45. Grouping Cooperation driven by competition Dependant on economies of scale Enabled by communication and control Encourages specialization
  40. 46. Classification (Grouping Similar Items)
  41. 47. level jumping – higher level of abstraction
  42. 50. Attraction Flocking – Schooling – Particle m 18
  43. 51. Boundaries conflict - arbitration
  44. 52. Similar Specialized
  45. 53. Specialization coordination effort (and dependency) less than inefficiencies of going it alone Worker Soldier Drone Queen
  46. 54. enabled by communication – competition as larger agent
  47. 55. material and info - auto industry – cooperation/competition Specialization breeds networks
  48. 56. Time specialization (person) - Production spec. (city) - roads Home Work Food Movie
  49. 57. strategy games – growth / specialization / networks
  50. 58. fan communities – critical mass of each component – coop/comp Webmasters Content Artists Story Creators Browsers Casual Players Tool Builders Collectors Fan Community
  51. 59. Allocation decisions, time, material – player model
  52. 60. Order - Priority Allocation of time
  53. 63. Mapping temporary associations (networks) - functional performance
  54. 66. State Machines Fight Flee Eat Forage Nest Environmental Situation Behavioral Response ?
  55. 68. specialized grouping
  56. 69. Grand Theft Pro Skater 1942
  57. 73. Nesting (emergence) what’s the point?
  58. 79. nested sets of specialized systems
  59. 81. Agents
  60. 82. Networks
  61. 83. Layers
  62. 84. Physics Chemistry Biology Mind richer set of possibilities Emergence
  63. 85. Physics Vehicles People Missions Situations Story/Game Arc GTA3 Emergence
  64. 86. -Production -Offense -Defense SimWar
  65. 87. 50/50 Cost - 5 Cost - 2 Cost - 1
  66. 91. avoid strategic convergence
  67. 94. Short term Long term
  68. 95. Risk - Reward High Low
  69. 96. Allocation
  70. 97. Order
  71. 98. Supply Networks
  72. 99. Boundaries
  73. 100. Player Decisions Short vs. Long Term Risk vs. Reward Order (production, missions) Allocation (time, resources) Network Design Mapping Collapse considerations into decisions
  74. 101. Competition Grouping Control Growth Networks Propagation Allocation Mapping Nesting (level jump) Specialization Boundaries
  75. 102. Agents Networks Layers Paradigms 37 Propagation Growth Grouping Order Allocation Mapping Specialization Nesting Cybernetics System Dynamics Cellular Automata Chaos Theory Adaptive Systems Network Theory
  76. 103. Relativity Theory Quantum Mechanics Reality
  77. 104. Futurism
  78. 106. The Nucleon
  79. 107. Dupont's Wonderful World of Chemistry musical
  80. 110. IN OUT Feedback POSITIVE NEGATIVE Cybernetics control theory
  81. 112. machines needed simple nervous system
  82. 113. chained together – analog electronics
  83. 114. Analog computation
  84. 115. System Dynamics magnetic-core memory Jay Forrester Stock Flow
  85. 121. 72
  86. 122. Cellular Automata
  87. 123. Von Neumann Digital computation – true emergence – biome 45
  88. 124. workhorse - SimCity as 3d CA
  89. 125. Land Value = Crime + Location Population = Land Value + Zoning Crime = Population – Land Value Value Pop. Crime. + - +
  90. 126. Ind. Res.
  91. 127. Global Local
  92. 128. Chaos Theory Phase space
  93. 129. Chaotic System
  94. 130. Stable System
  95. 139. Disordered Ordered Complexity Random Fractals Frozen Limit Cycles Homeostatic Chaotic Systems general theory of complex systems - failed
  96. 140. Complex Adaptive Systems
  97. 145. IN OUT Feedback genetic algorithms – neural networks – etc. IN OUT Feedback Rule System
  98. 146. Adaptive Landscape
  99. 148. Social Material Success Gameplay Landscape (Sims) Start
  100. 149. Network Theory
  101. 151. netcity53
  102. 152. Power law distribution scale free network – social systems – internet – biological - economy
  103. 153. TSO – Most Popular (number of friends)
  104. 157. Weak Links
  105. 158. take my node
  106. 160. Weak Links Social web
  107. 161. Agents Networks Layers Topologies Dynamics Paradigms Cell c? Propagation Growth Grouping Order Allocation Mapping Specialization Nesting Cybernetics System Dynamics Cellular Automata Chaos Theory Adaptive Systems Network Theory
  108. 162. Special Thanks <ul><li>Jason Shankle </li></ul><ul><li>Ed Goldman </li></ul><ul><li>Chiam GinGold </li></ul>http://thesims.ea.com/us/will/gdc.html
  109. 175. State Space Hill-Climbing Symmetry Topology Recursion Inheritance Compression
  110. 176. Symmetry Recursion Inheritance Compression
  111. 177. evolution

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