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Games as Tools  for  Science and Society -Will Wright
Senet 3500BC
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.
General Problem Solving Realistic Abstract Minor Field Exercises Major Field Exercises Map Exercises Computer Simulations War Games Analytical Models Expensive Cheap
Weapons Development Campaign Planning Battle Planning Logistics Individual Skills
Thinking - Intelligence
Repetition Practice Mastery Basic Skills Deconstruction Emergence Strategy Systemic Social Empathy Leadership Perception Awareness Filtering Subconscious Associative Intuition Holistic
Repetition Practice Mastery Basic Skills Deconstruction Emergence Strategy Systemic Social Empathy Leadership Perception Awareness Filtering Subconscious Associative Intuition Holistic
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
Pragmatic approach…
-Individual  -Group -Peer to Peer
Me World
models imagination A B C World
We build models by abstracting lots of examples
Behavior Models – (Predictive) Schema – (Abstractions) Metaphors – (Patterns) Examples – (Data)
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.
Classification
-Enter restaurant -Be seated -Get menu -Place drink order -Receive drinks -Place food order -Eat food -Receive check -Pay check -Leave Causality
Schema gone bad…
James Bond
Failure Based Learning
Professional Apprenticeship
TIME Success 10 sec. 10 min. 1 hr. 10 hrs. Failure Patterns in time
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
failure
others toy experiences Play experience
Story toy experiences Play experience Educational Technologies
Future Now Past Educational technologies for dealing with time
Games
Play Games Games are a subset of play
Possibility Space
Repetition Practice Mastery Basic Skills Deconstruction Emergence Strategy Systemic Social Empathy Leadership Perception Awareness Filtering Subconscious Associative Intuition Holistic
possibilities
Gameplay Landscape (Sims) Success Social Material Start
Real design target
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
Models – build – test - replace
Gm m 1     2 F = r 2 Science compression
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
imagination Play builds models Games test models imagination
Structural Models
Structure Dynamics
Dynamics
Systemic Understanding deconstructing…then reconstructing
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
Topology Propagation Cybernetics Growth System Dynamics Cellular Automata Grouping Chaos Theory Adaptive Systems Order Network Theory Allocation Mapping Specialization       Nesting Layers Networks Agents relationships
Flexible Rigid Agents Networks Layers
Topology Propagation Cybernetics Growth System Dynamics Cellular Automata Grouping Chaos Theory Adaptive Systems Order Network Theory Allocation Mapping Specialization       Nesting Layers Networks Agents
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
Propagation Material Information Patterns
Growth Structure Quantity State
Specialized Similar Grouping
Order Linear Branching
Allocation Time Material
Mapping
?
Specialization
Nesting
TIME 10 sec. 10 min. 1 hr. 10 hrs. Failure Success Patterns in time
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
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
Futurism
The Nucleon
Cybernetics Feedback IN OUT POSITIVE NEGATIVE control theory
chained together – analog electronics
Analog computation
Stock Flow System Dynamics Jay Forrester magnetic-core memory
72
Cellular Automata
Von Neumann Digital computation – true emergence
Value - + Pop. Crime. + Land Value = Crime + Location Population = Land Value + Zoning Crime = Population – Land Value
Res. Ind. System Dynamics + Cellular Automata
Chaos Theory / Phase Space Phase space
Stable System
Chaotic System
Complex Adaptive Systems
Feedback IN OUT Rule System Feedback IN OUT genetic algorithms – neural networks – etc.
Adaptive Landscape
Network Theory
Social Metabolic Infrastructure Financial
Power law distribution Graph Width (6 degrees of separation) Graph Connectedness
Models , not reality
Reality Relativity Theory Quantum Mechanics
Cooperation Local Disordered Competition Global Ordered
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
Repetition Practice Mastery Basic Skills Deconstruction Emergence Strategy Systemic Social Empathy Leadership Perception Awareness Filtering Subconscious Associative Intuition Holistic
Social Intelligence
Less about Firepower… More about  Social Awareness
PSYOPs Not just for specialists…
Going from “soft science”…
…to data driven.
evolution
Psychopath Good Samaritan Manic Depressive evolution
Griefers
Primary landscapes
U.S. Army Counterinsurgency Handbook Appendix B - "Social Network Analysis and Other Analytical Tools"
-Culture -Ideas -Opinions
Awash in information
Synthetic Awareness
Repetition Practice Mastery Basic Skills Deconstruction Emergence Strategy Systemic Social Empathy Leadership Perception Awareness Filtering Subconscious Associative Intuition Holistic
Smart Dust
Information Network -Collect -Process -Distribute
P1 P1 -Collect P1 P1 P1 -Process -Distribute P1 P1 P1 P1 P1 P1 P1 P1 P1 P1
-Collect P2 -Process P2 -Distribute P2 P2 P2 P2 P2 P2 P2
-Collect P2 -Process P2 -Distribute P2 P2 P2 P2 P2 P2 P2
P3 -Collect -Process -Distribute P3 P3 P3 P3 P3
Information Gradient
Synthetic  Senses
Augmented Reality Blended Reality
Virtual Reality
Wearable  Computing 
Replacing my  instincts
Repetition Practice Mastery Basic Skills Deconstruction Emergence Strategy Systemic Social Empathy Leadership Perception Awareness Filtering Subconscious Associative Intuition Holistic
Data In (bps) 10,000,000 sight 1,000,000 touch 50 bps 100,000 sound 100,000 smell consciousness 1000 taste
Conscious  Intelligence / Awareness Pre-conscious Intelligence Intuition
Basic Skills Strategy Social Perception Intuition
Perspectives are more valuable than solutions
Story Systemic Play Visual
Tactile / Immersive Historical / Regional Abstractions Toy-like / Systemic Dramatic / Cultural
Symbolic Perceptual ? Intuitive
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
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
The Future is becoming less predictable  1700 1800 1900 2000 2100
I wonder… The End
Perceptual
Verbs into Nouns
Charles Joseph Minard
Orando2010 5

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Orando2010 5