This document outlines refinements to an interactive game intended to provide guidance to players based on their inputs. It proposes capturing player inputs as a 4-vector representing individuality, unionization, ease, and time. Operators like peace, excitement, and happiness would then be used to generate eigenvectors and eigenvalues from the input vector using numerical methods. The output would recommend player actions to progress toward their desired goals when they next play the game.
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Želite imati svoj WordPress blog? Ovo je prava knjiga za vas u kojoj možete
pronaći sve tutoriale o izradi WP bloga od samog početka tj.izbora teme teme o kojoj će te pisati na blogu
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Instalacija i podešavanje word press blogaKruno Klukovic
Želite imati svoj WordPress blog? Ovo je prava knjiga za vas u kojoj možete
pronaći sve tutoriale o izradi WP bloga od samog početka tj.izbora teme teme o kojoj će te pisati na blogu
do kraja kad vam je vrlo važna seo optimizacija kako bi imali što više posjetitelja na svom blogu.
Svi tutoriali sadrže slike radi lakšeg snalaženja.
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2. The Thread So Far
• Take 0 - http://www.slideshare.net/SomNandivada/gnothi-seauton-take-0
• Take 1 - http://www.slideshare.net/SomNandivada/gnothi-seauton-take-1
• Take 2 - http://www.slideshare.net/SomNandivada/gnothi-seauton-take-2
• This Take – Further refinement of the Input/Process/Output
• Recap of the Theme – This game is intended to start out as a friendly sounding
board for the player, and ultimately to evolve into executing a similar function to
what the Oracle of Delphi did, in an automated way. We are crowd-sourcing for
inputs, but not just as a call to bulwark a start-up idea. This is bigger than that, this
can be a phase transition in human history. If we can find mathematical ways to
get readings of the personal destiny paths of individual humans (glean out the
Eigenvalues for Personal Operators, and resolve the spectral pollutions that
obscure them) such as what specific actions and decisions have better odds to lead
to Happiness for a specific individual, … then hey, every player can effectively be
an Arthur with an automated Merlin at their behest
3. The Inputs
• In the Mock-up in Take 2, we tentatively drafted a means of capturing complex
numbers from the user into one single variable – but instead we will use 4-vectors,
since there is a whole lot of structure that has evolved over the years around
(x,y,z,t) and it will lend itself better for Hilbert Space based formalisms
– Basis Vector î will be – “How healthy do you feel about yourself, as an approximately self-contained
organism?” This will carry its complex number value from the obtained game score.
We call this the Individuality Basis Vector.
– Basis Vector û will be – “How balanced do you feel about yourself, as a part of an inter-connected
network of organisms?” This will carry its own complex number value from the
obtained game score. We call this the Unionization Basis Vector.
– Basis Vector ê will be – “How much at ease are you with respect to your current role in the
scheme of things – work, avocations, recreation etc.?” This in turn will carry its own complex
number value, from the obtained game score. We call this the Ease Basis Vector.
– And then, Time of course, maybe captured as the Unix clock (# of seconds since 1970 till the
execution of the data capture?)
• This 4-Vector is what we will use, to capture the elements of the linear vector
space we will work with
4. The Process
• Operators would have to be defined (list as
elaborated in the next slide)
• The 4-Vector readings from The Input (likely
refinements of the criteria required, using Myers
/ Briggs or similar methodology) will be crunched
by standard algorithms such as:
– Finite Element Method techniques
– Galerkin Method techniques
– Quadratic Methods
• The goal is to obtain Eigenvectors and
Eigenvalues for the above defined Operators
5. The Output
• Draft List of Operators for which the game can generate Eigenvectors and
Eigenvalues for the player (depending on what a given player seeks) -
• Peace
• Excitement
• Power
• Contentment
• Passion
• Adventure
• Thrill
• Happiness
• …
• Based on the obtained Eigenvectors and Eigenvalues, the Game can
provide an automated response back to the player to the effect of - “See,
these are the recommended approaches you take for your actions,
between now and the next time you play the game, in order to get closer
to your desired goal(s)”.
• So now go play!