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Recap%20From%20Previous%20Classes%20(I)

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Uniform distribution: all alternative events have the same probability (ex: ... events have a higher probability than others (ex: loot in an RPG game) ... – PowerPoint PPT presentation

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Title: Recap%20From%20Previous%20Classes%20(I)


1
Recap From Previous Classes (I)
  • Games as Schemes of Uncertainty
  • Macro-level We dont know outcome of game
  • Micro-level Probability is assigned to outcome
    of actions
  • Uniform distribution all alternative events have
    the same probability (ex rolling the dice in
    Chutes and Ladders)
  • Non uniform distribution some alternative events
    have a higher probability than others (ex loot
    in an RPG game)
  • Expected Utility a measure of how much I (the
    player) win from taking an action. It factors
  • Values of positive outcome and their
    probabilities
  • Values of negative outcomes and their
    probabilities
  • Successful games have merged both micro-level and
    macro-level uncertainty
  • http//www.youtube.com/watch?vSBtGot4-c2c

2
Recap From Previous Classes (II)
  • Games as Schemes of Information Theory Systems
  • Amount of information gained from an event is an
    inverse function of the probability of that event
    occurring
  • Noise and Redundancy
  • How much information 2 gained?
  • Was there any distortion (noise) while passing
    the information?

information
1
2
  • Noise distortion in the communication

information
1
2
  • Redundancy passing the same information by two
    or more different channels

information
1
2
information
3
Games as Information Systems(Ch. 17)
4
Information From Data to Knowledge
Abstract
Meta-relations 1. Any parent of X is an
ancestor of X 2. Any ancestor of a parent of X
is an ancestor of X
Knowledge
Relations john is a parent of Sebastian
Data
Simple objects john, Sebastian
Concrete
5
Perfect Information Games
  • Does the player knows all information about the
    current state of the game?
  • Yes perfect information game

6
Imperfect Information Games
  • Does the player knows all information about the
    current state of the game?
  • No imperfect information game

7
Do not Confuse information with information
  • From the perspective of Information Theory (Ch.
    16), information is a non-semiotic artifact
  • Everywhere else (including now when we talk about
    Information Systems) we use information to
    refer to knowledge
  • Under this view games put information at play
  • Classical Example

http//www.youtube.com/watch?v_OYwPGMaqMc
8
Kinds of Information in a Game
  • Information known to all players
  • Information known to only one player
  • Information known to the game only
  • Randomly generated information

http//www.youtube.com/watch?vw_28ZS3jcgA (clip
from Civilization I)
9
Economy of Information
  • Crucial game design question how much
    information you going to show to the player.
  • Hiding information is a good way to caught
    players interest. Examples of a genre built
    around this?
  • But, too much information, may make actions non
    discernable

http//www.youtube.com/watch?v43mU1-lirhM
http//www.youtube.com/watch?vPevWsWNjSZ4
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