games as systems of challenge, competition and conflict goal states and obstacles to reaching them

22
Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them

Upload: arabella-summers

Post on 29-Dec-2015

217 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them

Games as Systems ofChallenge, Competition and Conflict

goal statesand

obstacles to reaching them

Page 2: Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them

COSC 4126 cybernetics

The rational player

Rational player has a comprehensive strategy – knows what to do in every possible state. not influenced by context (emotions, ethics)

(interesting) games are too complex for players to have perfect strategies Is there a strategy that assures a chess

player a win? No one knows.

Page 3: Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them

COSC 4126 cybernetics

Fun from rationality

No player is completely rational. Trying to develop a comprehensive

strategy is a learning challenge. Complexity, random factors and other

players assure uncertainty in planning.

Page 4: Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them

COSC 4126 cybernetics

Models of interaction

turn-taking games game is a path from root to leaf in a tree

of possible games

start statefirst player moves

state after first movesecond player moves

state after second move

Page 5: Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them

COSC 4126 cybernetics

Models of interaction concurrent play

games payoff matrix of

possible outcomes

e.g.,paper/scissors/rock

first player moves

second player moves

1 2 3 4 5 6 7

a

b

c X\Y

d

e

f X is outcome for 1st player Y is outcome for 2nd player

if X plays c, Y plays 4

Page 6: Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them

COSC 4126 cybernetics

Models of interaction iterated concurrent

play games

Page 7: Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them

COSC 4126 cybernetics

Concepts from concurrent play (game theory)

Utility outcomes are immediate results of player

actions (powerups, rewards, progress toward ultimate goals

zero-sum outcomes – outcome gain for one player equals outcome loss for opponent

positive sum encounters – both players receive positive outcomes; implies some degree of cooperation

Page 8: Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them

COSC 4126 cybernetics

Examples – 3 x 3 games

1 2 3

A 2\-2 2\4 -2\3

B 3\-2 4\1 1\-2

C -1\2 -2\3 -1\1

examples

zero sum

positive sum

dominant strategies

boring game (equilibrium)

uncertainty (no equilibrium)

1 2 3

A 0\0 -1\1 1\-1

B 1\-1 0\0 -1\1

C -1\1 1\-1 0\0

Page 9: Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them

COSC 4126 cybernetics

Games that have a game theory model

Paper/scissors/rock Matching pennies Cake sharing

problem Prisoner’s dilemma

self-interest vs trust/cooperation Talk Don’t

Talk -3\-3 0\-5

Don’t -5\0 -1\-1

Page 10: Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them

COSC 4126 cybernetics

Conflict

Crawford,1984: “Conflict arises naturally from the interaction in a game. The player is actively pursuing some goal. Obstacles prevent him from easily achieving this goal. Conflict is an intrinsic element of all games. It can be direct or indirect, violent or nonviolent, but it is always present in every game.”

Page 11: Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them

COSC 4126 cybernetics

Shapes of conflict single player vs single player - boxing group vs group - basketball single player against many - tag many single players competing against

eachother - race single player against a game system -tetris players competing side by side against a

game system - blackjack group of players cooperating against a

game system -

Page 12: Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them

COSC 4126 cybernetics

Direct or indirect conflict

zero-sum (arm-wrestling)or

parallel (ice-skating competition)

Page 13: Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them

COSC 4126 cybernetics

Games can incorporate many shapes, forms

Survivor – group vs group single player vs single player

Board games – indirect and direct racing on circuit and bumping from

common square Choice of formats: single player

against game or player vs player

Page 14: Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them

COSC 4126 cybernetics

Case study – space-invader type

forms of struggle1. single player against game – cumulative score

flexible for player goals – personal best, score plateauOR alternating play – score zero-sum!OR high score list – many single players - score ranking

2. informal goal – survival time, attain level

Page 15: Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them

COSC 4126 cybernetics

A variation - joust

two players can play concurrently all above formats .. plus direct fighting cooperating against invaders territorial interference

arcade game with capacity to pay for health, even revival

Page 16: Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them

COSC 4126 cybernetics

Analysis of conflict for game design

what explicit shapes and forms of conflict are designed in?

what opportunities are there for players to create goals and competition themselves?

Page 17: Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them

COSC 4126 cybernetics

Anatomy of a goal

goals essential to conflict, competition goal associated with end of play?

yes – checkmate no – tetris – no victorious endpoint,

inevitable death subgoals informal goals as described in the forms

of struggle - player defined

Page 18: Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them

COSC 4126 cybernetics

Conflict and fairness inside the magic circle, we expect fairness

and equality almost impossible to achieve – going first,

wind, home field digital games – more fair but more opaque,

creating mistrust not necessarily symmetry compensation as negative feedback to

increase fairness eg. passing the deal baseball innings – alternate, nine chances

Page 19: Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them

COSC 4126 cybernetics

Games for learning

Competition is inherent in games... Is competition a bad thing in

educational setting? pure cooperative nature of education is a

myth competition is motivating

What game models fit best?

Page 20: Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them

COSC 4126 cybernetics

Educational shapes of conflict – university as games players competing side by side

against a game system many single players competing

against eachother single player against many group of players cooperating against

a game system single player vs single player group vs group single player against a game system

Page 21: Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them

COSC 4126 cybernetics

Cooperative games andNew Games Movement

competition is inherent to play but there is a dependent relationship with cooperation

New Games Movement tried to blur the lines between the two

example games: Catch the Dragon’s Tail

Page 22: Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them

COSC 4126 cybernetics

Catch the Dragon’s Tail

cooperation – holding on to form dragon

competition - front is chasing rear – what about the middle? roles change

clear goal with zero-sum payoff blurs boundaries between game

shapes