Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

44
Modeling, Math and Science for Building Games that Improve Organization Operation, and Workforce Effectiveness Christopher J. Hazard, PhD

Transcript of Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Page 1: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Modeling, Math and Sciencefor Building Games that Improve

Organization Operation,and Workforce Effectiveness

Christopher J. Hazard, PhD

Page 2: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 2

Hazardous Software Serious Games

Page 3: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 3

Image from user boysdean on Flickr.com

Image from user BLANCOBILL on TripAdvisor.com

Who is a Gamer?

Page 4: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 4

Play = immersion + learning +

minimized actual risk + time travel

Page 5: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 5

Simulation-Based Serious Games

Close Combat – Modern Tactics, Matrix Games

CyberCIEGE, NPS & Rivermind

EteRNA, CMU

Page 6: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 6

More Serious GamesWith OR Aspects

Code of Everand, UK Department for TransportMMORPG, 2009-2011

Cargo Dynasty, Serious Games Interactive,TSU, TUR

Wildfire game, Lincoln Labs

Page 7: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 7

Not aboutVirtual Worlds &

Chocolate Covered Broccoli

Second Life

Page 8: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 8

How Different From M&S?

• Have human-centric interfaces• Focus on usability• Focus on exercise deployability• Focus on creating & managing reusable

scenarios• Focus on realistic communication &

controls• Have AAR, AI, help, and tutorials

integrated/embedded

Page 9: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 9

Implicit Grinding(and optimal downtime)

Just Cause 2

Niel de la Rouviere, Stellenbosch University

Page 10: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 10

Adaptive vs Choice vs Fixed Content

Choice of content Adaptive content

D. Sharek PhD dissertation at NCSU, 2012. Investigating Real-time Predictors of Engagement:Implications For Adaptive Video Games and Online Training.

Page 11: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 11

Humans Are Rational*

*given limited computational bounds, strong heuristics, poor probabilistic reasoning, unfounded beliefs of others, inaccurate capability assessments, inexplicable valuations, and some level of [im]patience

Page 12: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 12

Utility & Currency

• Common currency: average-player time– Skilled players & devoted players have most

• Find exchange rates for everything– If items purchasable in $, find exchange

between player time and $

• Find amortization / discount rate

Page 13: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 13

Skill, Strategy, & Information Gain• Skill

– Driven by capabilities, signaling, reputation– Measured using statistics, hindsight

• Strategy– Driven by preferences (valuations),

sanctioning, trust– Solved using game theory, foresight

• Information Gain– Driven by immersion, curiosity, relevance– Provided via narrative, setting, instruction, cues

Page 14: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 14

Keynesian Beauty Pageant:Guess 2/3 the average

• Everyone choose number [1,100]• Closest to 2/3 the average wins

Image from thedigeratilife.com

Page 15: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 15

A Simple Game...

• Strategist• Negotiator• Artist• Logician (e.g., programmer/lawyer)• Impulsivist or risk seeker• Risk avoider

Page 16: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 16

Bidding Game Rules

Card is cost:

A: 1

2: 2

3: 3

J: 11

Q: 12

K: 13

• Bid each round• Winning bidder gets

price – cost• Highest profit wins

Page 17: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 17

Bidding Game Results

• 3-4 rounds to "convergence"• Generally considered "unfair"• Bayesian Nash Equilibrium!

– Big reveal of same card: surprise– Lack of reveal: anchoring and bias hook

Page 18: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 18

NASCAR: Drafter's Dilemma

• Red ahead, Blue behind, leave line together

• Payoff = number of cars passed

• Cooperate = allow other to jump back in line

• Defect = jump back in line without the other

Ronfeldt, First Monday J., '00

Cooperate Defect

Cooperate 3 3 -5 3

Defect 2 -5 1 1

Page 19: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 19

Mixed Strategy & Risk

• Intransitivity• “Every unit overpowered”• Forced risk

P S

R 0, 0 -1, 1 1, -1P 1, -1 0, 0 -1, 1S -1, 1 1, -1 0, 0

Street Fighter 4

Page 20: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 20

Payoff, Risk, Commitment

Stag Hare

Stag 10 10 0 8

Hare 8 0 7 7

Swerve Straight

Swerve 0 0 -1 +1

Straight +1 -1 -1000 -1000

Page 21: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 21

Creeping Sniper's Dilemma

Original image from ShadowShield.com

Page 22: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 22

Creeping Sniper's Dilemma

Single sniper position, σ, as a function of time:

• Multiple sniper: match quickest visible discount strategy unless too risky

Pos

ition

of

Sni

per

Near Target

Far Target

Page 23: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 23

Operations Research: Lanchester's LawsGang of N units vs 1, all with sufficient action range

X DPS, Y health

N each retain Y (1 – 1/N^2)

Original image from XCOM: Enemy Unknown

Page 24: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 24

Balancing With Game Theory: Strength and Utility

Hammer Spear Curse

Hammer 1 3 0.5

Spear 0.33 1 0.5

Curse 2 2 1 Hammer Spear Curse

Hammer 0.000 -0.043 0.095

Spear 0.043 0.000 -0.070

Curse -0.095 0.070 0.000Cost

Hammer 0.23

Spear 0.56

Curse 0.21

S (strength: # of player 1 to defeat player 2)

C (cost)

U (utility)

One player loses all utility, another fractionSpear vs Hammer:

gain - loss0.23 - (1/3 * 0.56)

Symmetric!

Page 25: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 25

Balancing With Game Theory: Probabilities

Hammer Spear Curse

Hammer 0.000 -0.043 0.095

Spear 0.043 0.000 -0.070

Curse -0.095 0.070 0.000

U (utility)Probability

Hammer 0.336

Spear 0.456

Curse 0.208

P (probability)

Probability

Hammer 0.333

Spear 0.334

Curse 0.333

P (probability)Cost

Hammer 0.255

Spear 0.545

Curse 0.200

C (cost)Hammer Spear Curse

Hammer 0.000 -0.073 0.073

Spear 0.073 0.000 -0.073

Curse -0.073 0.073 0.000

U (utility)

Page 26: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 26

Ambiguity as an Interestingness Measure

• Find Nash equilibrium– 20% sniper rifle, 30% machine gun, 50% shotgun– 33% sniper rifle, 33% machine gun, 34% shotgun

• Control tightness– Ambiguity vs predictability of next game states

(discounted)

• Difficulty of puzzles & optimal strategy ascertainment– Some ambiguity good, too much boring

Page 27: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 27

Learning & Information Gain

• Measure information gain between player strategy and optimal

• Mixed strategy Nash equilibria– 1/3 rock, 1/3 paper, 1/3 scissors

• How much information left to teach player?– 1/4 rock, 1/4 paper, 1/2 scissors– Info gain to achieve desired Nash equilibrium

Page 28: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 28

Complexity of Behavior

Page 29: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 29

Information Conveyance

Page 30: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 30

Corpse PartyChapter 1 Infirmary

Page 31: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 31

Corpse PartyChapter 1 Infirmary

Page 32: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 32

Infirmary Flow

take match from furnace

try door

try door

try match

try match

get rubbing alcohol

try door

exit

• Actual branching factor: 12• Perceived branching factor: 11• Exaggerated expectation

[Hilbert, PSYCHOL BULL '12]

– P(progress | revisit item) higher than anticipated

Page 33: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 33

Infirmary Surprisal• Player unsure of what to do, so assume

uniform distribution over new possibilities:Q(X) ≈ 1/11, Q(Repeat) ≈ 0 => ~3.5 bits

• Correct distribution over possibilities, minimizing assumptions: P(X) = 1/12

Q(repeat) ≈ 0 means1/12 * ln( (1/12) / 0) = 1/12 * ln(∞) = ∞

Massive surprisal if assume no repeat actions advance game

Page 34: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 34

Measuring Difficulty By Decision Information Rate

X X

X3 out of 6 paths lose

1

11

0

0 No loss, no information

Average 1 bit of information

Average 0.5 bits of information

1.5 bits of total information to win

1.5 bits / 2 steps = 0.75 bits per step to win

Page 35: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 35

Page 36: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 36

Mutual Exclusion Between Mechanical and Social Reasoning(Jack et al., Neuroimage, 2012)

Working Memory Capabilities & Affective Control(Schweizer et al., J Neuroscience, 2013)

Page 37: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 37

Time Manipulation in Gaming• Time zones • Reverse time

ChronoTrigger Braid

• Fixed jump back• Time loop

Ratchet & Clank

Majora'sMask

Page 38: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 38

Time Manipulation Transforms Gameplay

Obstacle/Combat Course (FF12) Maze

Gran Turismo Sudoku (Optimization)

+Undo

+Timeline

Page 39: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 39

Time Manipulation & Causality• Dynamically correct plans: blur hypothetical &

committed

• Long-term thinking about decisions

• Just in time vs redundancy

• Minmax & Nash equilibria

• Qualitative sensitivity analysis: plan fragility

• “Newton's Method” of strategy

Page 40: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 40

Time Manipulation Game Mechanics• “Chronoenergy”: causality as a resource

– Locality & change magnitude– What is a unit of causality?

• Player's intention vs low-level control

• AI to assist “when you're not then”

• Collaborative planning

Page 41: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 41

Desirability Index• Desirability Index (geometric mean of

conflicting metrics) in multicriteria optimization:

• Used for optimization in chemistry, chemical engineering, mechanical engineering

• Related to Shannon Entropy Maximization• Easy to relate to output as a score, hard to

“game”

Page 42: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 42

Understanding Probability Distributions

Page 43: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 43

Little’s Law, MDPs & More OR

• L = λW to measure expected length of queue by wait time

• MDPs for modeling, visualization into process

• MILP, Pareto Frontier

Page 44: Chris Hazard - Modeling, Math and Science for Building Strategic Serious Games

Christopher J. Hazard, PhD August, 2016 44

Questions?

[email protected]