Title: Recap%20From%20Previous%20Classes%20(I)
1Recap 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
2Recap 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
3Games as Information Systems(Ch. 17)
4Information 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
5Perfect Information Games
- Does the player knows all information about the
current state of the game? - Yes perfect information game
6Imperfect Information Games
- Does the player knows all information about the
current state of the game? - No imperfect information game
7Do 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
8Kinds 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)
9Economy 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