Games as Tools for Science and Society-Will Wright
Senet3500BC
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 SolvingRealisticAbstractMinorFieldExercisesMajorFieldExercisesMapExercisesComputerSimulationsWarGamesAnalyticalModelsExpensiveCheap
Weapons DevelopmentCampaign PlanningBattle PlanningLogisticsIndividual Skills
Thinking - Intelligence
RepetitionPracticeMasteryBasic SkillsDeconstructionEmergenceStrategySystemicSocialEmpathyLeadershipPerceptionAwarenessFilteringSubconsciousAssociativeIntuitionHolistic
RepetitionPracticeMasteryBasic SkillsDeconstructionEmergenceStrategySystemicSocialEmpathyLeadershipPerceptionAwarenessFilteringSubconsciousAssociativeIntuitionHolistic
PREFACECHAPTER 1. INTRODUCTIONSection I. BACKGROUND1-1. NATURE OF LOW-INTENSITY CONFLICT1-2. ENVIRONMENTAL CONSIDERATIONS1-3. MILITARY ROLE IN LOW-INTENSITY CONFLICTSection II. IMPERATIVES1-4. POLITICAL DOMINANCE1-5. UNITY OF EFFORT1-6. ADAPTABILITY1-7. LEGITIMACY1-8. PERSEVERANCESection III. OPERATIONAL CATEGORIES1-9. SUPPORT FOR INSURGENCY AND COUNTERINSURGENCY1-10. COMBATTING TERRORISM1-11. PEACEKEEPING OPERATIONS1-12. PEACETIME CONTINGENCY OPERATIONSSection IV. LEADERSHIP CHALLENGES1-13. FORCE PROTECTION1-14. FORCE SUSTAINMENT1-15. DISCIPLINE MAINTENANCE1-16. FRATRICIDE PREVENTIONCHAPTER 2. SUPPORT FOR INSURGENCY AND COUNTERINSURGENCYSection I. THE NATURE OF INSURGENCY2-1. GOALS2-2. ENVIRONMENT2-3. CHARACTERISTICS2-4. POPULAR AND LOGISTIC SUPPORT2-5. GUERRILLA TACTICS2-6. DEVELOPMENT PHASESSection II. BRIGADE AND BATTALION TASK FORCE IN COUNTERINSURGENCY2-7. FOREIGN INTERNAL DEFENSE AUGMENTATION FORCE OPERATIONS2-8. CONDUCT OF TACTICAL OPERATIONS2-9. PLANNING2-10. OPERATION PRINCIPLES2-11. TASK ORGANIZATIONSection III. OFFENSIVE OPERATIONS2-12. PHASE I - LATENT AND INCIPIENT INSURGENCY2-13. PHASE II - GUERRILLA WARFARE2-14. PHASE III - WAR OF MOVEMENT
Pragmatic approach…
-Individual -Group-Peer to Peer
MeWorld
modelsimaginationABCWorld
We build models by abstracting lots of examples
BehaviorModels – (Predictive)Schema – (Abstractions)Metaphors – (Patterns)Examples – (Data)
Light bulb Joke SchemaQ: 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-LeaveCausality
Schema gone bad…
James Bond
Failure Based Learning
ProfessionalApprenticeship
TIMESuccess10sec.10min.1hr.10hrs.FailurePatterns in time
MarriageChildrenSuccessFriendshipRomancePartiesFamilyObjectsHouseEfficiencySocial -FriendsBreakupSocial ServicesAffairMilitary SchoolJob/SkillsEconomyHappyFree TimeArgumentInsultJealousyFightMoveInteractDemotionLose JobRepo ManElectrocutionNeedsPeeCollapseLonelyStarveBasic ControlFailure
failure
otherstoyexperiencesPlayexperience
StorytoyexperiencesPlayexperienceEducationalTechnologies
FutureNowPastEducational technologies for dealing with time
Games
PlayGamesGames are a subset of play
Possibility Space
RepetitionPracticeMasteryBasic SkillsDeconstructionEmergenceStrategySystemicSocialEmpathyLeadershipPerceptionAwarenessFilteringSubconsciousAssociativeIntuitionHolistic
possibilities
Gameplay Landscape (Sims)SuccessSocialMaterialStart
Real design target
Scott DiddamsTimmyPhysicist - National Institute of Standards and Technology (NIST)Toddler (3yrs.old) – Carolina Day SchoolQuantum – Optical interactionsProperties of magnetic interactionComprehensive, Complex & Robust?Physics modelComprehensive World Model
Models – build – test - replace
Gm m1     2F =r2Sciencecompression
Mental ModelGamesif ((fdLen = DFANgetfdslen(dfanFileID, 1)) == FAIL) { 	if (verbose) cout << "There is no file desc annotation.\n"; 	} else { numFd++; 	DFANgetfds(dfanFileID, cdesc1, fdLen, 1); 	while((fdLen = DFANgetfidlen(dfanFileID, 0)) != FAIL) {	numFd++; 	}} // endif desc1 phase space - player perception
imaginationPlay builds modelsGames test modelsimagination
Structural Models
StructureDynamics
Dynamics
SystemicUnderstandingdeconstructing…then reconstructing
TopologiesNounsLayersPropagationCyberneticsGrowthSystem DynamicsCellular AutomataGroupingChaos TheoryAdaptive SystemsOrderNetwork TheoryAllocationMappingSpecialization      NestingNetworksAgentsDynamicsVerbsParadigmsGrammar
TopologyPropagationCyberneticsGrowthSystem DynamicsCellular AutomataGroupingChaos TheoryAdaptive SystemsOrderNetwork TheoryAllocationMappingSpecialization      NestingLayersNetworksAgentsrelationships
FlexibleRigidAgentsNetworksLayers
TopologyPropagationCyberneticsGrowthSystem DynamicsCellular AutomataGroupingChaos TheoryAdaptive SystemsOrderNetwork TheoryAllocationMappingSpecialization      NestingLayersNetworksAgents
LayersNetworksPropagationCyberneticsGrowthSystem DynamicsCellular AutomataGroupingChaos TheoryAdaptive SystemsOrderNetwork TheoryAllocationMappingSpecialization      NestingAgentsDynamicstopology change through time
PropagationMaterialInformationPatterns
GrowthStructureQuantityState
SpecializedSimilarGrouping
OrderLinearBranching
AllocationTimeMaterial
Mapping
?
Specialization
Nesting
TIME10sec.10min.1hr.10hrs.FailureSuccessPatterns in time
LayersNetworksPropagationCyberneticsGrowthSystem DynamicsCellular AutomataGroupingChaos TheoryAdaptive SystemsOrderNetwork TheoryAllocationMappingSpecialization      NestingAgentsDynamicstopology change through time
LayersNetworksPropagationGrowthCyberneticsSystem DynamicsGroupingCellular AutomataChaos TheoryOrderAdaptive SystemsNetwork TheoryAllocationMappingSpecializationNestingAgentsParadigmsDeconstruction - metamodeling
Futurism
The Nucleon
CyberneticsFeedbackINOUTPOSITIVENEGATIVEcontrol theory
chained together – analog electronics
Analog computation
StockFlowSystem DynamicsJay Forrestermagnetic-core memory
72
Cellular Automata
Von NeumannDigital computation – true emergence
Value-+Pop.Crime.+Land Value = Crime + LocationPopulation = Land Value + ZoningCrime = Population – Land Value
Res.Ind.SystemDynamics+CellularAutomata
Chaos Theory / Phase SpacePhase space
Stable System
Chaotic System
Complex Adaptive Systems
FeedbackINOUTRule SystemFeedbackINOUTgenetic algorithms – neural networks – etc.
Adaptive Landscape
Network Theory
SocialMetabolicInfrastructureFinancial
Power law distributionGraph Width(6 degrees of separation)Graph Connectedness
Models , not reality
RealityRelativity TheoryQuantum Mechanics
CooperationLocalDisorderedCompetitionGlobalOrdered
TopologiesLayersNetworksPropagationGrowthGroupingOrderAllocationMappingSpecialization      NestingAgentsCyberneticsSystem DynamicsDynamicsCellular AutomataChaos TheoryAdaptive SystemsNetwork TheoryParadigmsLocalGlobalOrderDisorderCompeteCooperateemmergence
RepetitionPracticeMasteryBasic SkillsDeconstructionEmergenceStrategySystemicSocialEmpathyLeadershipPerceptionAwarenessFilteringSubconsciousAssociativeIntuitionHolistic
SocialIntelligence
Less about Firepower…More about Social Awareness
PSYOPsNot just for specialists…
Going from “soft science”…
…to data driven.
evolution
PsychopathGood SamaritanManic Depressiveevolution
Griefers
Primary landscapes
U.S. Army Counterinsurgency HandbookAppendix B - "Social Network Analysis and Other Analytical Tools"
-Culture-Ideas-Opinions
Awash in information
Synthetic Awareness
RepetitionPracticeMasteryBasic SkillsDeconstructionEmergenceStrategySystemicSocialEmpathyLeadershipPerceptionAwarenessFilteringSubconsciousAssociativeIntuitionHolistic
Smart Dust
Information Network-Collect-Process-Distribute
P1P1-CollectP1P1P1-Process-DistributeP1P1P1P1P1P1P1P1P1P1
-CollectP2-ProcessP2-DistributeP2P2P2P2P2P2P2
-CollectP2-ProcessP2-DistributeP2P2P2P2P2P2P2
P3-Collect-Process-DistributeP3P3P3P3P3
InformationGradient
Synthetic Senses
Augmented RealityBlended Reality
Virtual Reality
Wearable Computing
Replacing my instincts
RepetitionPracticeMasteryBasic SkillsDeconstructionEmergenceStrategySystemicSocialEmpathyLeadershipPerceptionAwarenessFilteringSubconsciousAssociativeIntuitionHolistic
Data In (bps)10,000,000sight1,000,000touch50 bps100,000sound100,000smellconsciousness1000taste
Conscious Intelligence / AwarenessPre-conscious IntelligenceIntuition
Basic SkillsStrategySocialPerceptionIntuition
Perspectives are more valuable than solutions
StorySystemicPlayVisual
Tactile / ImmersiveHistorical / RegionalAbstractionsToy-like / SystemicDramatic / Cultural
SymbolicPerceptual?Intuitive
weaponsdevelopmentcombined forcesobjectivesmilitarycampaignforcedevelopmentbranchdeploymentstrategicplanningoperationalplanningarmytacticalplanningtrainingdivisionlogisticstacticsadvancedskillscompanybasicskillscareerdevelopmentassignmentsdutiesScaleindividualyearsmonthsweeksdaysdecadesTime
weaponsdevelopmentAnalytical Modelscombined forcesobjectivesmilitarycampaignforcedevelopmentbranchdeploymentWargamingstrategicplanningoperationalplanningarmyStrategytacticalplanningtrainingGroup ExercisesdivisionSociallogisticstacticsSkillsadvancedskillsSimulationscompanybasicskillscareerdevelopmentassignmentsPerceptiondutiesScaleindividualyearsmonthsweeksdaysdecadesTime
The Future is becoming less predictable 17001800190020002100
I wonder…TheEnd
Perceptual
Verbs into Nouns
Charles Joseph Minard
Orando2010 5

Orando2010 5