Games as Cybernetic Systems systems theory + information theory thinking about feedback.

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Games as Cybernetic Systems systems theory + information theory thinking about feedback

Transcript of Games as Cybernetic Systems systems theory + information theory thinking about feedback.

Page 1: Games as Cybernetic Systems systems theory + information theory thinking about feedback.

Games as Cybernetic Systems

systems theory + information theory thinking about feedback

Page 2: Games as Cybernetic Systems systems theory + information theory thinking about feedback.

COSC 4126 cybernetics

Cybernetics - wikipedia Cybernetics is a theory of the

communication and control of regulatory feedback.

The term cybernetics stems from the Greek Κυβερνήτης (meaning steersman, governor, pilot, or rudder).

Cybernetics is the discipline that studies communication and control in living beings and in the machines built by humans.

Page 3: Games as Cybernetic Systems systems theory + information theory thinking about feedback.

COSC 4126 cybernetics

Homeostasis

Homeostasis is the property of an open system to regulate its internal environment to maintain a stable condition, not rigidly fixed but maintained within a bounded acceptable range.

e.g., eating, drinking, breathing enough to sustain life- simulated in characters in many games- Sim games are based on homeostatic models

Page 4: Games as Cybernetic Systems systems theory + information theory thinking about feedback.

COSC 4126 cybernetics

Feedback loop an activator produces an effect feedback allows the effect to

influence future action

activatoracts to produce effect/result

result

sensorcomparator

activates or not

goal

externaleffect

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COSC 4126 cybernetics

coldoutside

Feedback for homeostatis Negative feedback: how a system

reacts to maintain stable condition

furnacegenerate heat temperature

of room

thermometerthermostat

activates or not

temperaturesetting

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COSC 4126 cybernetics

Temperature control

time

goaltemperature

actualtemperature

furnaceoperating

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COSC 4126 cybernetics

Negative feedback - stability The term cybernetics stems from the

Greek Κυβερνήτης (meaning steersman, governor, pilot, or rudder). maintains course close to desired

direction other examples

funnel, sloped wings of aircraft predator / prey ecologies driving a car

Page 8: Games as Cybernetic Systems systems theory + information theory thinking about feedback.

COSC 4126 cybernetics

Automation and high level control

activatoracts to produce effect/result

result

sensorcomparator

activates or not

goal

higher level (containing system)

set goal

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COSC 4126 cybernetics

Automated control by goal setting

e.g., thermostat plus air-conditioner and furnace high level control – set goal temperature thermostat activates furnace and air-

conditioner as required to keep temperature in range

reacts to external heat and cold

Page 10: Games as Cybernetic Systems systems theory + information theory thinking about feedback.

COSC 4126 cybernetics

Negative and positive feedback

negative feedback modulates an action positive feedback catalyzes an action

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COSC 4126 cybernetics

LeBlanc,1999:

Negative feedback basketball for every N points of difference in the

score, the losing team can put another player on the court

Positive feedback basketball for every N points of difference in the

score, the winning teams can put another player on the court

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COSC 4126 cybernetics

Positive feedback

amplifies effect of action threatens a homeostatic system

activatoracts to produce effect/result

result

sensorcomparator

activates or not

goal

opposite conditionproduces positive

feedback

Page 13: Games as Cybernetic Systems systems theory + information theory thinking about feedback.

COSC 4126 cybernetics

Positive feedback

e.g., climate change in Arctic atmospheric warming melts ice bare soil, open water do not reflect as

much radiation warming accelerates

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COSC 4126 cybernetics

Feedback and control in homeostatic systems

equilibriumrange

stress stressbreakdown breakdown

hypothermia shivering normal sweating hyperthermiaexample: body temperature

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COSC 4126 cybernetics

Cybernetics in games

many feedback loops are embedded in games

comparators decide action in some loops, the comparator is the

player

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COSC 4126 cybernetics

inputacts to produce effect/result state

change

displayoutput

player

activates or not

goal

“Core mechanic”the basic action cycles of a game

exclude peripheral actions like set-up focus on core activity of game

can often be analyzed as feedback loops with player as ‘comparator’ game

dynamics

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COSC 4126 cybernetics

“Core mechanic”

purpose low level skill to be mastered and

automatic as quickly as possible tool for higher level play – Sims

“inefficient” activity in the magic circle? learning it is key to fun and meaning typically real-time e.g., driving game

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COSC 4126 cybernetics

Analysis of the feedback loop

inputacts to produce effect/result state

change

displayoutput

player

activates or not

goal

gamedynamics

1. game dynamics

a) state evolves independent of player

b) game reacts to player

c) only player causes state change

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COSC 4126 cybernetics

Analysis of the feedback loop

inputacts to produce effect/result state

change

displayoutput

player

activates or not

goal

gamedynamics

2. timing of feedback loop - delay

player sees display of state change of

input n before deciding action n+k

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COSC 4126 cybernetics

Analysis of the feedback loop

inputacts to produce effect/result state

change

displayoutput

player

activates or not

goal

gamedynamics

3. input is discrete, “continuous”

player explicitly generates each input; how difficult is the input action?

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Analysis of the feedback loop

inputacts to produce effect/result state

change

displayoutput

player

activates or not

goal

gamedynamics

4. effect of input

state change is deterministic, risky or uncertain?

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COSC 4126 cybernetics

Analysis of the feedback loop

inputacts to produce effect/result state

change

displayoutput

player

activates or not

goal

gamedynamics

5. discernability

display shows all effect on state of player input?

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COSC 4126 cybernetics

Analysis of the feedback loop

inputacts to produce effect/result state

change

displayoutput

player

activates or not

goal

gamedynamics

6. comparator decision complexity

high level control: is goal fixed or changing?how many input alternatives?

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COSC 4126 cybernetics

Summary of feedback loop factors

1. game dynamics2. timing of feedback loop – delay3. input is discrete, “continuous”4. effect of input5. discernability6. comparator decision complexity

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Example: driving a vehicle homeostatic system

controlledtravel

veer orskidleft

veer orskidright

crashleft

crashright

focus oncontrol

focus oncontrol

focus ongoal

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COSC 4126 cybernetics

Example: driving a vehicle feedback loop

3 4

56

1

2

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Designing the core mechanic feedback loop

3 4

56

1

2

1. game dynamics

2. timing of feedback loop – delay

3. input is discrete, “continuous”

4. effect of input

5. discernability

6. comparator decision complexity

Two ‘tool’ examples

1. SnagIt

2. Office Draw

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Feedback at higher levels

Adjusting level to match player skill Negative feedback

adjust AI player skills – e.g., racing games adjust random probabilities “Dynamic Difficulty Adjustment”

–Naughty Dog Entertainment dilemma of the magic circle – is

adjustment fair? shown to be counterproductive in

educational software

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Feedback at higher levels

Increase action and variety Positive feedback

introduces instability – e.g., oscillation Monopoly cash flow

reinforces differences playoff scheduling tennis seeding

homeostatis – produces new equilibrium