Investigating Patterns

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    Investigating Patterns

    For the Love of the Game

    Materials needed:

    Graph paper, map pencilsand/or highlighter, IAB

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    Homewor

    For each of the patterns:!" #raw the ne$t % shapes in the se&'ence

    (" )reate a ta*le with the shape n'm*er in the first col'mn and the

    n'm*er of addition shapes added to get to the ne$t shape, do this for

    the ne$t % shapes

    %" #escri*e in words how the pattern changes

    +" )reate an e$pression for the data" Graph -o'r res'lts from the ta*le

    .hape ! .hape ( .hape % .hape ! .hape ( .hape %

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    he Springboard Informer

    is pleased to *ring -o' an

    e$cl'sive snea pee at

    Level 0 .t'dio's1'pcoming m'ltipla-er

    game, Modus Operandi2

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    he game is set for a #ecem*er

    release2 Level 01s lead designer,

    Flo-d )astle, sat down with 's for a

    one3on3one interview2

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    Before we get into thegame, tell 's a little

    a*o't the compan-

    itself2 Is there an-

    significance to the

    name4

    here is, act'all-2 I pla-ed a ton of

    video games while I was growing 'p2

    I1d spend ho'rs and ho'rs tr-ing to

    fig're o't how to *eat certain levels2

    hat all changed when I too Alge*ra2

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    Alge*ra4

    hen I made

    the

    connection

    *etween m-approach to

    a partic'lar

    level in a

    video game

    and the

    process ofcompleting

    an Alge*ra

    pro*lem2

    he rest is

    histor-,

    Level 0.t'dios was

    *orn2

    At first, Alge*ra didn1t interest

    me that m'ch *eca'se it 5'st

    seemed lie a *'nch of steps

    str'ng together that I wass'ppose to memori6e2

    I preferred video games

    *eca'se I felt challenged

    to see o't a pattern and

    felt confident in nowing

    that there was often

    more than one wa- to

    complete a level2

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    7o' started a video

    game design

    compan- in -o'r

    Alge*ra class4

    Hehehehe2 8ell, not

    reall-, *'t I did design the

    logo in st'd- hall one da-2

    he logo represents a

    s-m*ol of that

    connection I made,

    and it has *ecome the

    *asis for the design

    principles of o'r

    games2

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    First I

    started *-

    looing for a

    pattern

    Here I will

    wal -o'

    thro'gh the

    steps

    Begin *-

    cop-ing this

    design on graphpaper2

    )olor the

    s&'ares lie I

    did, it will mae

    it easier2

    ! 9 ; 0( +%

    L < = < L

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    ! 9 ; 0( +%

    L < = < L

    Level > ofs&'aresadded

    Perimeter otalArea

    ! ! + !

    (

    %

    +

    9

    ;

    0

    Investigate the

    patterns in the logo*- completing the

    ta*le2

    H %

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    ! 9 ; 0( +%

    L < = < L

    Level > ofs&'aresadded

    Perimeter otalArea

    ! ! + !

    (

    %

    +

    9

    ;

    0

    Investigate the

    patterns in the logo*- completing the

    ta*le2

    H!

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    ! 9 ; 0( +%

    L < = < L

    Level > ofs&'aresadded

    Perimeter otalArea

    ! ! + !

    (

    %

    +

    9

    ;

    0

    Investigate the

    patterns in the logo*- completing the

    ta*le2

    M8 !st

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    !2

    (2

    %2

    +2

    2

    92

    2

    Level > ofs&'aresadded

    Perimeter otalArea

    ! ! + !(

    %

    +

    9

    ;

    0

    8hat patterns do

    -o' notice in the

    col'mns and rows

    of the ta*le4

    H!

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    !2

    (2

    %2

    +2

    2

    92

    2

    Level > ofs&'aresadded

    Perimeter otalArea

    ! ! + !(

    %

    +

    9

    ;

    0

    8hat patterns do

    -o' notice in the

    col'mns and rows

    of the ta*le4

    H%

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    !2

    (2

    %2

    +2

    2

    92

    2

    Level > ofs&'aresadded

    Perimeter otalArea

    ! ! + !(

    %

    +

    9

    ;

    0

    8hat patterns do

    -o' notice in the

    col'mns and rows

    of the ta*le4

    M8!

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    ?ow 'se -o'r pattern to

    predict the val'es for a

    tenth level in the design2

    )ompare -o'r

    answer with -o'r

    partner2

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    @, I see that the

    logo has plent- of

    different patterns in

    it, *'t how does that

    translate to gamedesign4

    8ell, as in all video games, the wa- to

    s'rvive is *- collecting health points,

    or gold coins, or lives at each level2 In Modus Operandi, a

    character can

    regenerate health

    points at each level2

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    ae a loo at the

    Perimeter )ol'mn2

    he n'm*er of health

    points regenerated at

    each level follows the

    same pattern as the

    n'm*ers in thePerimeter col'mn2

    @ne pro*lem we

    had was that

    characters in o'r

    game can reach 'p

    to level 2 atherthan writing a

    program that does

    repeated

    calc'lations, we

    decided to come 'p

    with an e$pression

    for finding the

    n'm*er of health

    points regenerated

    at an- level2

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    How does the perimeter of

    each level compare to the

    n'm*er of the level itself4

    )ompare -o'r

    answer with -o'r

    partner2

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    Cse the varia*le DLE to

    represent the level n'm*er

    of a character in the game2

    )ompare -o'r

    answer with -o'r

    partner2

    8rite an e$pression

    that co'ld *e 'sed to

    determine the n'm*er

    of health pointsperimeter"

    regenerated at an-

    level in the game2

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    ?ow let1s see how the

    e$pression wors2

    )ompare -o'r

    answer with -o'r

    partner2

    Cse the e$pression -o'

    wrote to determine the

    n'm*er of health points

    regenerated for acharacter at level 2

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    Let1s loo at another

    col'mn

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    Cse the varia*le DLE to

    represent the level

    n'm*er of a character

    in the game2

    est -o'r e$pression

    *- 'sing Levels %, 9,

    and ; and solving2

    #o -o'r answersmatch what is in

    those col'mns4

    8rite an e$pression for

    finding the total n'm*er

    of s&'ares added at

    each level2

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    ?ow let1s 'se -o'r

    e$pression to predict2

    )ompare -o'r

    answers with -o'r

    partner2

    #etermine the n'm*er

    of gold coins

    ac&'ired at the

    following levels:a" Level !

    *" Level %9

    c" Level

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    Finall-, let1s loo at the

    +thcol'mn, it shows the

    total area for each level2

    Cse the varia*le DLE

    to write an

    e$pression for

    finding the total area

    of the logo *ased on

    the level n'm*er2

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    .o -o' can 'se ta*les and

    e$pressions to show the

    same information2

    B't that1s not all, 7o' can

    also 'se graphsa*les, e$pressions and

    graphs are among the

    m'ltiple representations for

    dealing with a pro*lem2

    Let me show

    -o'2

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    Let1s graph the data from the

    ta*le on the appropriate grid2

    8e will mae % graphs2 In

    all % the level n'm*er will

    *e the independent

    varia*le *eca'se the more

    games we win the higherthe level we o*tain2

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    @n the !st

    graph we will

    show the

    relationship*etween the

    Level ?'m*er

    and the > of

    .&'ares Added2

    @n the (nd

    graph we will

    show the

    relationship*etween the

    Level ?'m*er

    and the

    Perimeter2

    @n the %rd

    graph we will

    show the

    relationship*etween the

    Level ?'m*er

    and the otal

    Area2

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    ?ow we m'st decide on what

    n'm*er scale we will 'se2

    ?e$t, mae s're we la*el

    o'r $ and - a$is according

    to o'r pro*lem and then

    plot the points2

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    Loo at -o'r graphs2 #o an-

    of them represent a Linear

    Model4

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    7o' spoe earlier a*o'tm'ltiple representations2 Are

    there other wa-s the logo

    represents this4

    @ooooohhhh2 Good

    &'estion2Let1s tae another loo at

    the > of .&'ares Added

    col'mn2

    hese n'm*ers

    represent the n'm*er

    of gold coins ac&'ired

    at each level2 8e

    alread- have one

    e$pression for finding

    the n'm*er of coins at

    each level2 Let1s loo at

    the logo in a different

    wa-2

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    he diagrams *elow show the

    First fo'r levels of the logo as

    individ'al fig'res2

    Beginning with the second

    level, what ind of shape

    appears to *e DmissingE

    from each fig're4

    How does that

    answer compare

    to the vales inthe otal Area

    col'mn4

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    How can -o' 'se the val'es in

    the otal Area col'mn to

    generate the n'm*er of

    s&'ares added in a given level4

    Get the e$pression -o'

    wrote for the otal Area

    col'mn and the e$pression

    -o' 5'st wrote and

    generate anothere$pression for the n'm*er

    of s&'ares added in a

    given level2

    hen 'se -o'r new

    e$pression to find then'm*er of s&'ares added in

    Level 9 and Level !2

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    Are the val'es the same or

    different4

    8h- do -o' thin this

    happened4

    8ell game design is an

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    .ome of -o'r previo's

    titles have received mi$ed

    reviews from the gaming

    comm'nit-2 How are -o'

    addressing this in -o'r

    new game4

    8ell, game design is an

    interesting field of st'd-2As gamers we want to *e challenged,

    *'t we also need to feel as tho'gh

    we1re *eing rewarded appropriatel- for

    o'r efforts2

    From a development

    standpoint, that1s easier

    said than done2

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    @'r first game,

    Realm of Empires,

    had a great stor-2 B't

    it was too eas- and

    pla-ers felt the- didn1tget mone-1s worth2

    @'r last game, Rube Goldbergs Lab,

    ended 'p *eing too comple$ and

    alienated man- cas'al gamers, who

    gave 'p and &'it pla-ing the game2

    8ith Modus Operandi,

    we thin we1ve hit the

    sweet spot2

    @f co'rse Part of achieving

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    I1m g'essing

    there1s

    something in the

    logo that

    e$plains that

    too4

    @f co'rse Part of achieving

    the appropriate *alance

    involves two varia*lestime

    and rewards2

    For instance, we now we want it to

    tae a certain amo'nt of time " to

    reach the ma$im'm level or complete

    the game2

    8e also now that

    earl- levels need to *e

    completed or gained

    &'icl-, with the later

    levels *ecoming more

    comple$ and tainglonger to complete2

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    o *alance the additional time

    and comple$it- of each level,

    the rewards sho'ld alsoincrease accordingl-2

    Let me show -o'2

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    Loo at the following

    graphs2#o either one represent a

    linear model4

    8hich set of data wo'ld

    *e *est represented *-

    each4 8h-4

    Graph A Graph B

    )ompare and )ontrast:

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    )ompare and )ontrast:the process of designing and/or pla-ing a

    video game to completing a math pro*lem2

    Process of designingand/or pla-ing a video

    game

    )ompleting a mathpro*lem

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    opic: Investigating Patterns

    ool Bo$:?'meric and graphic representations of data

    Linear vs2 non3linear data

    Pattern recognition

    Predictions *ased on patterns

    How do I loo

    for patterns4

    8hen looing for a pattern compare the n'm*ers in the !st

    col'mn to all the other col'mns2 Loo for n'm*ers changing'sing addition, s'*traction, m'ltiplication or division2

    8hat is a

    varia*le4A varia*le is a letter or s-m*ol 'sed to

    represent one or more n'm*ers2

    How is ane$pression

    'sed4

    An e$pression can *e 'sed to solve for an- given val'e2'st s'*stit'te the given val'e for the varia*le2

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    opic: Investigating Patterns

    How do I

    graph data4

    After deciding what data will *e graphed, decide what n'm*er

    scale will *e most appropriate2 8hat is the lowest and highest

    n'm*ers that occ'r in -o'r data, can I co'nt *- !1s, (1s etc2 hen

    mae s're to la*el the $ and - a$is correctl- 'sing the titles of the

    col'mns2 hen plot -o'r points2

    8hat does a

    Linear Model

    loo lie4

    A Linear Model is a set of data that has a constant rate of

    change slope" and a graph that loos lie a line2

    8hat are

    e&'ivalent

    e$pressions4

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    Activit- !2!

    ! % % %

    ( 9 !( %

    % 0 ( %

    + !( +; %

    !" #escri*e an- patterns -o' notice in the ta*le of

    val'es

    (" Ass'me the pattern in each col'mn contin'es2 If

    -o' were given a random n'm*er, how wo'ld -o'

    determine if the n'm*er wo'ld appear in one of

    the col'mns2

    %" Based on -o'r investigation of the ta*le of val'es,

    how co'ld -o' la*el the col'mns4