Download - An Introduction to Matrix Games
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An Introduction to Matrix Games
Todd Mason
Kriegspiel Developments
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Outline
• Introduction– How does it work – History– Military uses
• Example game– Falklands War
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Outline (cont)
• Analysis
• Game design
• Other comments
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What are they?
“Matrix Games are a simple, paper and pencil simulation game that allows people to simulate a wide variety of games. Hobby gamers use it to play murder mysteries, spy games, fantasy quests, intrigues, military campaigns and political games. The British Army uses Matrix Games as a planning tool. Teachers have used them to teach history and creative writing. Psychotherapists use them to treat violent children and alcoholics.”
Chris Englehttp://www.io.com/~hamster/
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Who
• Referee– The referee rules on the strength of arguments
and resolves conflict.
• Players– The players represent the various factions/
characters in the scenario.
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What
• Mystery
• Spy intrigues
• Quests
• Military campaigns
• Politics
• Battles
• Budgets
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How
• Players make arguments
• The referee assesses the strength of the arguments
• The results are adjudicated
• Conflicts are resolved– Arguments– Combat/ conflict
• Some other actions may occur
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Props
• None required
• Maps
• Briefings
• Counters or playing pieces
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Types of Arguments
• Planning
• Conflict
• Trouble
• Irrelevant
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Structure
• The form of the arguments is flexible.– Suit the scenario– Style of play– Players– Type of game
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Example• Gen. Gordon builds a “moat” around
Khartoum to raise the morale of the occupants
1. He has a ready supply of manpower,
2. The city is built on the Nile river and so water is available,
3. He is an Engineer.
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Secret Arguments
• Not revealed to other players
• Referee adjudicates
• Impact on subsequent events
• Can disrupt the flow of the game
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Resolving Conflict
• 2 or more arguments compete– each must succeed– roll off between them
• Alternatives
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History of Matrix Games
• Chris Engle 1988
• Further developed in US and UK
• Numerous articles in magazines and on the web
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History
• Kriegspiel
• Muggergames
• Matrix
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History
• Wargames used for as long as Armies have existed.– Chess, Go (Wei Hai)
• Weikhmann - Koenigspiel (1664)
• Helwig (1780)
• Venturini (1797)
• Von Reisswitz (1811)
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History
• Von Reisswitz - Kriegsspiel (1824)
• Capt Baring - UK (1872)
• Lt John Monash (1896)
• H.G. Wells - Little Wars (1913)
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The Matrix?
• Matrix of words
• Gestalt
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Copywrite
• Chris maintains a copywrite on the rules as they stand
• Primarily with regard to royalties arising from published scenarios
• However he is keen to assist others to develop the game
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References
• Hamster Presshttp://www.io.com/~hamster/
• Wargames developmentshttp://www.users.dircon.co.uk/~warden/
• Magwebhttp://www.magweb.com/
• Yahoo grouphttp://groups.yahoo.com/group/MatrixGamer
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Military Uses
• Actual
– Scenario development
– General education
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Military Uses
• Potential
– Courses of action– Interplay between organisations/ staff– Broad concept to focused issue– Develop MEL
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Why
• Structured
• Arguments and reasons recorded in sequence
• Can be reviewed/ replayed
• Rulings can be altered
• Issues can be further examined
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An Example Game
The best way to learn is to try it
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Don’t Cry for Me Argentina
• Written by Tim Gow (UK)The date is early April 1982. A few days ago, Argentine forces
invaded the Falkland Islands, which the Junta claims, are the Islas Malvinas, historically part of Argentina. The United Nations has passed Resolution 502 calling for the withdrawal of Argentine troops.
A British task force is being readied and its first units, including elements of the Parachute Regiment and Royal Marines are ready to sail for the South Atlantic. The British Government has declared a Maritime Exclusion Zone (MEZ) around the Falklands.
The game lasts up to 8 turns, each representing approximately 10 days.
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Players
• Argentina
• Chile
• UK Taskforce
• UK Government
• US President
• US Secretary of State
• UN Secretary
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Rules
• Players take turns to make arguments
• Each argument must have 3 supporting reasons
• 7 standard turns with 1 final argument each about how the game will end
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Lets Play
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Post Game Analysis
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Designing Games and Scenarios
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Designing Games
• Plot
• Actors
• Motives
• Stage and props
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Dunnigan
• Keep it simple
• Plagiarize– “use available techniques”
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Zen and the Art of Scenario Design
• “When one prepares a meal, he places foremost in his mind the goal of pleasing the diner.”
• “It should be flavorful, complex, interesting, tasty. It should be nutritious and healthy,and balanced. It should be filling, yet not stuffing.”
• “The appearance of an unusual, yet wonderful dish can multiply the enjoyment of a fine meal.”
• “Serve not rice gruel at a dinner party… In a very elegant and complex dish, there could be many spices competing for attention.”
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Other Games and Thoughts
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Nomic
• Peter Suber, philosopher
• A game about changing the rules– The rules describe how to change themselves– The game evolves
http://www.earlham.edu/~peters/nomic.htm
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Disguised Scenarios
• Remove historical bias
• Reduce pre-conceived ideas
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Closed Games
• Players do not have perfect information
• Information limited by time
• What are the effects
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References
Paddy Grifith
http://ourworld.compuserve.com/homepages/PaddyGriffith/index.htm
Free Kriegsspiel
http://home.freeuk.net/henridecat/
The strategy page
http://www.strategypage.com/
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Drama Theory
• Another formalised moderated committee game
• Strategies
• Outcomes
• Preferences
http://www.dramatec.com/index.html