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Reality, Simulation, and Play

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He is in the artificial world of the game. He tends to believe what the computer tells him. ... Letting the computer cheat (giving it extra information) Graphics ... – PowerPoint PPT presentation

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Title: Reality, Simulation, and Play


1
Reality, Simulation, and Play
  • Ernest W. Adams
  • Adams Consulting Services UK

2
What Is A Simulation?
  • A simulation is a method of making a static model
    of an active process visible.
  • Scientific theories
  • Engineering plans
  • Game designs
  • A simulation allows us to see and try
  • When experimentation is too expensive.
  • Testing a bridge to destruction.
  • When experimentation is impossible.
  • Past events, like evolution.
  • Very large events, like the behavior of galaxies.

3
How Accurate are Simulations?
  • In scientific work, we want the simulation to be
    as accurate as possible. But
  • Some things we cannot perceive.
  • Some things we do not understand at all.
  • Some things we already understand well.
  • Some things are too expensive or difficult even
    to simulate!
  • We eliminate these things from the simulation by
    a process called abstraction.

4
Abstraction in Narrative Media
  • Abstraction is not limited to simulations.
  • It plays a key role in storytelling, too.
  • Books and movies abstract
  • Human bodily needs
  • Food, toilet, sleep, bathing, minor illnesses
  • Routine necessities
  • Shopping, cleaning the house, maintaining the car
  • Portions of conversations
  • Travel time
  • Books also abstract
  • Unimportant sensory details
  • (In movies, objects people are visible in the
    background, but they are not described in books.)

5
Abstraction by Elimination
  • Simplifying a simulation by eliminating features
    for some reason.
  • Example from a driving simulation
  • The performance of the car is unaffected by
  • Paint color
  • Interior decoration
  • Type of radio installed
  • These features of the car are simply not included
    in the simulation.

6
Abstraction by Simplification
  • If we dont need to simulate a complex feature,
    we can replace it with a simpler abstraction.
  • Example from a war simulation
  • A certain number of military aircraft are lost
    each year due to failure of their landing gear.
  • (Lets say we know from records that its 0.01.)
  • If we dont want to study the landing gear
    machinery
  • but we do need the problem in our war
    simulation
  • we can abstract this issue by building in a
    random 0.01 loss rate for military aircraft.
  • When it occurs, we tell the user it was because
    of landing gear failure.
  • The user can change the rate of loss to study the
    effects of improving the gear, even if he doesnt
    know how to actually improve the gear itself.

7
The Scientific Approach
Perceptions
Objective Reality
Mental Image
First we perceive the world
8
The Scientific Approach
Perceptions
Objective Reality
Mental Image
Then we form a theory to explain our perceptions
9
The Scientific Approach
Perceptions
Objective Reality
Mental Image
We perform experiments to test our theory
10
The Scientific Approach
Perceptions
Objective Reality
Mental Image
And we refine it if it contains errors.
11
The Scientific Approach
Objective Reality
Mental Image
But if we cannot experiment, we build a
simulation.
12
The Scientific Approach
Simulation
Objective Reality
Mental Image
Some details have to be abstracted.
13
The Scientific Approach
Simulation
Objective Reality
Mental Image
We compare simulation results with perceptions.
14
The Scientific Approach
Simulation
Objective Reality
Mental Image
And adjust both theory and simulation as needed.
15
Games
  • Games exist for many purposes
  • Entertainment
  • Research into processes and situations
  • Education and training
  • Practice and skill-development
  • The last three are called Serious Games.
  • There is great interest in them at the moment.
  • We will look at entertainment first.
  • Entertainment involves play.
  • Our goal is to produce not knowledge or
    understanding, but enjoyment.

16
The Entertainment Approach
Game Idea
We begin with a game idea intended to entertain.
17
The Entertainment Approach
Game Idea
From the idea we construct a design for the game.
18
The Entertainment Approach
Simulation
Game Idea
We then build a simulation of the static design.
19
The Entertainment Approach
Simulation
Game Idea
Objective Reality
We could use many ideas from reality
20
The Entertainment Approach
Simulation
Game Idea
Objective Reality
But in fact we abstract most of them.
21
The Entertainment Approach
Simulation
The Player
Game Idea
Objective Reality
The simulation is the heart of the game.
22
The Entertainment Approach
Simulation
Game Idea
Objective Reality
We refine the simulation by playtesting for
enjoyment.
23
The Entertainment Approach
Simulation
Game Idea
Objective Reality
We only care about realism if the player cares
about it.
24
The Entertainment Approach
Simulation
Game Idea
Objective Reality
If the player doesnt care, we dont care.
25
How Games are Different
  • We abstract features that are not fun.
  • We use illusion to create the appearance of
    reality.
  • The eye sees what it expects to see.
  • The brain finds patterns where none exist.
  • The player is already pretending anyway.
  • He is in the artificial world of the game.
  • He tends to believe what the computer tells him.
  • We are not concerned with being accurate we are
    concerned with being enjoyable.

26
How We Use Illusion to Simulate Intelligence
  • Most games arent really artificially
    intelligent.
  • We trick the player into thinking they are with
  • Software
  • Random numbers (faking the landing gear problem!)
  • Letting the computer cheat (giving it extra
    information)
  • Graphics
  • Non-uniform opponents, variations in animation
  • (People will assume a visual difference a real
    difference.)
  • Sound, ie. language
  • Very large numbers of audio clips to play back
    speech
  • Unfamiliar subject matter
  • If a subject is unfamiliar, players will trust
    the game.
  • Marketing
  • Ads that suggest the game is smarter than it
    really is

27
Simulation in Different Genres
28
Sports Games, e.g. Madden NFL Football
  • Simulated Issues
  • Athlete abilities
  • Strategies
  • Weather
  • Time
  • Pitch design
  • Most rules of the game
  • Injuries
  • Crowd excitement
  • Details that add realism
  • Athletes celebrating
  • TV commentary
  • Stadium appearance
  • Abstracted issues
  • Exact physics of human bodies
  • Athlete intelligence
  • Penalties the player cant prevent
  • (Can be adjustable.)
  • Morale
  • Egotism
  • Referee variability
  • Home field advantage
  • Details that we cant afford
  • Every person in the crowd

29
Flight Sims, e.g. Microsoft Flight Simulator
  • Simulated Issues
  • Basic physics
  • Thrust
  • Lift
  • Drag
  • Gravity
  • Performance limits
  • Ceiling
  • Speeds
  • Weight capacity
  • Fuel
  • Weather
  • Time
  • G-force effects on pilot
  • Abstracted Issues
  • Air traffic control
  • Aviation regulations
  • Prohibited airspace
  • Aircraft maintenance
  • Oil
  • De-icing fluid
  • Tire condition
  • Fragility of the craft
  • Engine problems
  • Interactions with passengers
  • Financial considerations

30
War Games, e.g. Medal of Honor
  • Simulated issues
  • Death
  • Strategy
  • Line of sight
  • Terrain
  • Vertical elevation
  • Concealment
  • Delay to travel
  • Weapon properties
  • Range
  • Rate of fire
  • Destructiveness
  • Vehicle properties
  • Speed
  • Turn rate
  • Armor
  • Ammunition remaining
  • (Sometimes.)
  • Abstracted issues
  • Reduced performance of damaged units
  • Logistics
  • Supply lines
  • Fuel
  • Weather
  • Time
  • Day and night
  • Changing seasons
  • Human needs
  • Food
  • Sleep
  • Care for the wounded
  • Accidents
  • (Landing gear again!)
  • Leadership morale
  • Diplomacy and politics!

31
Serious Games are a Mixture
  • They cannot abstract just to maximize fun.
  • They must blend reality and fantasy.
  • Games must be enjoyable enough to keep the
    players attention, but accurate enough to
    reflect reality.
  • There are safety issues involved.
  • Serious games that teach firefighters, police,
    etc., risk causing death or injury if they are
    not accurate.
  • Testing a serious game is more difficult
  • but they have enormous potential.

32
Games That Are Too Much Fun
  • The game does not require understanding of the
    principle to win.
  • The child gets so involved with the gameplay that
    he ignores the principle the game is intended to
    teach.
  • The game treats learning as an add-on feature,
    not an essential element of the gameplay.
  • Often designed by a game designer!

33
An Example
  • Dont use a combat flight simulator to teach the
    principles of flight.
  • Its too much fun.
  • There are too many distractions.
  • Kids will only fly and fight, and wont pay
    attention to the principles.

34
A Better Way
  • Use a simple game that directly illustrates the
    principles.
  • Avoid irrelevant details that are fun but really
    have nothing to do with flight.

35
Games That Are Not Fun Enough
  • The game makes learning the primary focus.
  • It does not engage the childs imagination.
  • It is often a poorly-disguised drill
  • or it insults the childs intelligence.
  • Quick, Captain! Mr. Spock needs to know 22!
  • The principles to be learned must be meaningfully
    incorporated into the gameplay.
  • Often designed by teachers.

36
Games that Confuse the Students
  • Most simulation games (Sim City, etc.) are
    interlocking systems of equations.
  • They often require the player to manage multiple
    problems at once.
  • Fire danger, crime, pollution, taxes, roads...
  • Rather than illustrating a single principle
    clearly, they illustrate many principles
    complicatedly.

37
Games that Confuse the Students
  • You cannot hold all other variables constant
    while you observe the effect of changing one.
  • To do well in the game, you have to understand
    and learn to manage ALL the principles, and...
  • ...this is a process that takes HOURS AND HOURS
    (value for the money again).
  • Its good fun, but its very bad pedagogy.

38
Chocolate-Covered Broccoli?!
  • You cannot make a child like broccoli by covering
    it in chocolate.
  • Instead, give them a small amount of broccoli,
    cooked in an interesting way, and NO chocolate.
  • Children will know that an educational game wont
    be as much fun as a shooter BUT they may play
    anyway IF its all there is to eat.
  • Dont try to compete (in school) with commercial
    games for the childs attention.

39
Designing In-School Educational Games
  • The game must be simple.
  • If it illustrates too many principles at once, it
    will confuse the student.
  • The game must be short.
  • If a game takes too long to play, students will
    lose interest or miss the point.
  • The game must be imaginative, but should not try
    to be a commercial game.
  • Commercial games are optimized for fun. You
    cannot compete with that.

40
Reality, Simulation, and Play
  • Ernest W. Adams
  • Adams Consulting Services UK
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