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RULES Part III

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... an outcome that can be defined in a strict measure of utility ... The dedicated player. The unsportsmanlike player. The cheat. The spoil-sport. S&Z p. 276 ... – PowerPoint PPT presentation

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Title: RULES Part III


1
RULES Part III
  • Victor Kaptelinin 06-10-09

2
Outline
  • Games as systems of information
  • Games as cybernetic systems
  • Games as game theory systems
  • Games as systems of conflict
  • Breaking the rules

3
Games as systems of information
  • Information
  • according to information theory (a measure of
    uncertainty, not knowledge)
  • as knowledge
  • Example an exam grade info
  • 11 vs. Passed/ With distinction
  • How to handle knowledge in a game
  • Perfect vs. imperfect information
  • Information economy
  • Hiding and revealing systems

4
How to handle knowledge in a game
  • In this schema we consider games as interactive
    systems that put knowledge or information at
    play. Depending on the game, information can be
    randomized, acquired, transformed, hidden,
    rearranged, remembered, or forgotten.
  • SZ p. 204

5
Perfect vs. imperfect information
  • Perfect information
  • all players have complete knowledge about
    every element in the game at all time
  • Imperfect information
  • some information may be hidden from players
    during the game
  • Examples Roulette (perfect) vs. Blackjack
    (imperfect)
  • Both can provide meaningful play
  • analytically competitive games (p) or treachery
    and deception (ip)
  • Four types of games according to Celia Pearce
  • information known to all players, information
    known to only one player, information known to
    the game only, randomly generated information

6
Information economy
  • The value of the information known to a player
    gains meaning within a larger system of the game
    an economy of information

7
Hiding and revealing systems
  • The fog of war
  • Secret locations and hidden moves
  • Item economies (e.g., earn points to learn and
    use new resources)
  • Rules as information (discovering rules during a
    game, e.g., MYST)

8
Games as cybernetic systems
  • Cybernetic feedback loop
  • sensor
  • comparator
  • activator
  • Positive feedback (instability)
  • Negative feedback (stability)
  • Dynamic difficulty adjustment

9
Games as game theory systems
  • Game theory
  • A branch of economics, the mathematical study of
    decision making it looks at how people behave in
    specific circumstances that resemble simple games
  • Assumptions
  • Rational players, who simultaneously reveal a
    strategy to arrive to an outcome that can be
    defined in a strict measure of utility

10
Decision tree strategy
  • Decision tree
  • a branching tree-like diagram that describes
    all possible moves
  • Strategy in game theory
  • NOT a set of general guidelines and rules of
    thumb that guide us as we play
  • A complete description of how you should act at
    every moment of the game

11
Decision tree an example
a. Two players take turns marking empty squares,
starting from opposite ends b. A player can mark
1, 2, or 3 squares during his/her turn c. The
player, who marks the last square, LOOSES
1
2
3
4
P1
P2
start
P1 1
P1 12
P1 1,23
P2 2,34
P2 4
P2 34
P2 4
P2 4
P2 34
P1 wins
P1 wins
P1 wins
P1 2
P1 23
P1 2
P1 2
P2 3
P2 wins
P2 wins
P2 wins
P1 wins
12
Some game theory concepts and phenomena
  • Payoff matrix
  • A grid describing the possible outcomes of a game
    theory problem
  • Zero-sum games
  • The utilities of two players are the inverse of
    each other (one players gain is another players
    loss)
  • Degenerate strategy (exploit)
  • A way to play a game that leads to victory every
    time. Are to be avoided
  • The prisoners dilemma

13
Games as systems of conflict
  • Types of conflict
  • Single player vs. a single player
  • Group vs. Group
  • One against many
  • Every player for themselves
  • Single player against a game
  • Individual players competing independently
    against a game system
  • A group of players cooperating against a game
  • The New Games Movement
  • The role of the goal
  • The level playing field of conflict

14
Breaking the rules
  • Types of players
  • The standard player
  • The dedicated player
  • The unsportsmanlike player
  • The cheat
  • The spoil-sport
  • SZ p. 276
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