Title: RULES Part III
1RULES Part III
- Victor Kaptelinin 06-10-09
2Outline
- Games as systems of information
- Games as cybernetic systems
- Games as game theory systems
- Games as systems of conflict
- Breaking the rules
3Games 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
4How 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
5Perfect 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
6Information economy
- The value of the information known to a player
gains meaning within a larger system of the game
an economy of information
7Hiding 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)
8Games as cybernetic systems
- Cybernetic feedback loop
- sensor
- comparator
- activator
- Positive feedback (instability)
- Negative feedback (stability)
- Dynamic difficulty adjustment
9Games 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
10Decision 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
11Decision 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
12Some 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
13Games 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
14Breaking the rules
- Types of players
- The standard player
- The dedicated player
- The unsportsmanlike player
- The cheat
- The spoil-sport
- SZ p. 276