1 00:00:00,040 --> 00:00:02,470 The following content is provided under a Creative 2 00:00:02,470 --> 00:00:03,880 Commons license. 3 00:00:03,880 --> 00:00:06,920 Your support will help MIT OpenCourseWare continue to 4 00:00:06,920 --> 00:00:10,570 offer high quality educational resources for free. 5 00:00:10,570 --> 00:00:13,470 To make a donation or view additional materials from 6 00:00:13,470 --> 00:00:16,430 hundreds of MIT courses, visit MIT OpenCourseWare at 7 00:00:16,430 --> 00:00:17,680 ocw.MIT.edu. 8 00:00:20,660 --> 00:00:25,140 PROFESSOR: OK, let's see, some administrative stuff, first of 9 00:00:25,140 --> 00:00:27,590 all, Wednesday's our play test. 10 00:00:27,590 --> 00:00:29,660 So it's an internal play test. 11 00:00:29,660 --> 00:00:32,689 You're going to be playing with each other games which 12 00:00:32,689 --> 00:00:34,630 means chances are you are going to get barely enough 13 00:00:34,630 --> 00:00:38,750 time to play one person's game, and enough time for that 14 00:00:38,750 --> 00:00:40,710 group to play your game. 15 00:00:40,710 --> 00:00:45,194 So I'm just going to just, basically, pair up teams. 16 00:00:45,194 --> 00:00:47,940 Hopefully, I think we have four teams. 17 00:00:47,940 --> 00:00:50,670 So I think that works out just right. 18 00:00:50,670 --> 00:00:54,050 One thing I will certainly recommend before going on to 19 00:00:54,050 --> 00:00:57,360 Wednesday's class is making sure that you had a chance to 20 00:00:57,360 --> 00:00:58,970 play test with, at least, someone 21 00:00:58,970 --> 00:01:00,530 who's not in your group. 22 00:01:00,530 --> 00:01:02,432 And the reason for this, what you want to be keeping an eye 23 00:01:02,432 --> 00:01:06,110 out for, are rules that you've already agreed on in your 24 00:01:06,110 --> 00:01:09,630 team, but might have to learn it to write down somewhere. 25 00:01:09,630 --> 00:01:11,440 I want the rules written down. 26 00:01:11,440 --> 00:01:14,920 They don't necessarily need to look great. 27 00:01:14,920 --> 00:01:18,940 Typed is awesome because they're easy to read, and 28 00:01:18,940 --> 00:01:21,475 they're easy to revise later. 29 00:01:21,475 --> 00:01:22,710 It's not actually a requirement. 30 00:01:22,710 --> 00:01:24,050 But you've got to have them written down. 31 00:01:24,050 --> 00:01:26,440 You should be able to just put it in front of a person. 32 00:01:26,440 --> 00:01:28,520 I will suggest that you bring a copy to the office. 33 00:01:28,520 --> 00:01:33,800 If you want to come in early on Wednesday, or I could, 34 00:01:33,800 --> 00:01:36,690 maybe, grab the Xerox if you just bring a couple of copies 35 00:01:36,690 --> 00:01:39,835 so that the entire group of four people is going to be 36 00:01:39,835 --> 00:01:41,563 testing your game, which means, all users at the same 37 00:01:41,563 --> 00:01:43,040 time while you're explaining it to them. 38 00:01:45,840 --> 00:01:49,020 If you're in a situation where you already have rules that 39 00:01:49,020 --> 00:01:53,630 you think could be understood without explaining, I would 40 00:01:53,630 --> 00:01:55,290 suggest not explaining at all. 41 00:01:55,290 --> 00:01:58,240 Just give them the rules and see what they make of it. 42 00:01:58,240 --> 00:02:00,700 It's going to be very informative that way. 43 00:02:00,700 --> 00:02:02,420 Not every single team may be in that situation. 44 00:02:02,420 --> 00:02:03,954 They may not have that much confidence in their 45 00:02:03,954 --> 00:02:05,810 ability right now. 46 00:02:05,810 --> 00:02:10,380 If you think you've gotten all the rules written down but you 47 00:02:10,380 --> 00:02:15,187 just kind of feel not quite so confident that everything is 48 00:02:15,187 --> 00:02:17,325 in there, do it anyway. 49 00:02:17,325 --> 00:02:18,580 Just don't explain it. 50 00:02:18,580 --> 00:02:19,260 Give it to them. 51 00:02:19,260 --> 00:02:21,315 See what they're having problems with and then you can 52 00:02:21,315 --> 00:02:22,690 explain it. 53 00:02:22,690 --> 00:02:23,910 It will still be informative. 54 00:02:23,910 --> 00:02:26,240 You'll still be able to get that data point of what should 55 00:02:26,240 --> 00:02:30,820 we have written down as a clarification, as a complete 56 00:02:30,820 --> 00:02:35,010 omission, what needs to be reworded before 57 00:02:35,010 --> 00:02:37,450 the game ever starts. 58 00:02:37,450 --> 00:02:42,580 But I do fully recognize that there may be certain teams 59 00:02:42,580 --> 00:02:46,940 that do not have a set of rules that comprehensive yet. 60 00:02:46,940 --> 00:02:49,682 In the end, you'll want to get the operating test and time. 61 00:02:49,682 --> 00:02:51,960 So it's going to take half and hour for somebody to 62 00:02:51,960 --> 00:02:55,150 understand your game just by reading your rules, then you 63 00:02:55,150 --> 00:02:56,960 do want to try and cut that down. 64 00:02:56,960 --> 00:03:00,200 Eventually, before you send me your game you'll want to be in 65 00:03:00,200 --> 00:03:02,518 a situation where someone can understand your entire game 66 00:03:02,518 --> 00:03:04,430 quickly, comprehending the rules. 67 00:03:04,430 --> 00:03:04,908 What's up? 68 00:03:04,908 --> 00:03:08,550 AUDIENCE: When we're play testing and timing, we weren't 69 00:03:08,550 --> 00:03:11,500 sure or we didn't remember, or we didn't read carefully 70 00:03:11,500 --> 00:03:14,600 enough, what is the maximum time that 71 00:03:14,600 --> 00:03:15,750 the game has to take? 72 00:03:15,750 --> 00:03:19,720 And does that include set up from a complete novice, or 73 00:03:19,720 --> 00:03:23,970 does that include, are you allowed to explain the rules 74 00:03:23,970 --> 00:03:26,150 and have totally experienced players go at it, and once 75 00:03:26,150 --> 00:03:27,990 experienced players go at it they have to take a certain 76 00:03:27,990 --> 00:03:28,655 amount of time? 77 00:03:28,655 --> 00:03:29,330 How does your-- 78 00:03:29,330 --> 00:03:32,060 PROFESSOR: It was supposed to be for novice players but I'm 79 00:03:32,060 --> 00:03:36,160 just going to check the actual syllabus. 80 00:03:36,160 --> 00:03:38,240 AUDIENCE: Do we have to be able to explain the entire 81 00:03:38,240 --> 00:03:40,270 game, run through an entire play through and all that, in 82 00:03:40,270 --> 00:03:41,090 10 minutes? 83 00:03:41,090 --> 00:03:42,610 PROFESSOR: That one I wasn't sure. 84 00:03:42,610 --> 00:03:44,370 I think it's actually on your play through 85 00:03:44,370 --> 00:03:45,790 but give me a second. 86 00:03:45,790 --> 00:03:46,620 I'm going to look up. 87 00:03:46,620 --> 00:03:49,980 AUDIENCE: I'm pretty sure it says 10 minutes. 88 00:03:49,980 --> 00:03:53,790 Yeah, 5 or 10 minutes including setup and play. 89 00:03:53,790 --> 00:03:54,860 PROFESSOR: Including set-up and play. 90 00:03:54,860 --> 00:03:56,190 But that does not necessarily-- 91 00:03:56,190 --> 00:03:58,690 AUDIENCE: It shouldn't include reading the rules. 92 00:03:58,690 --> 00:03:59,670 AUDIENCE: It should not? 93 00:03:59,670 --> 00:04:00,860 AUDIENCE: It should not. 94 00:04:00,860 --> 00:04:03,820 10 minutes is way too short a time to read and understand 95 00:04:03,820 --> 00:04:04,796 and then play a game. 96 00:04:04,796 --> 00:04:06,260 PROFESSOR: Yeah, let me just verify that. 97 00:04:06,260 --> 00:04:07,724 AUDIENCE: Walks and words. 98 00:04:07,724 --> 00:04:09,188 That's about it. 99 00:04:09,188 --> 00:04:12,116 AUDIENCE: Our game takes two minutes to play at the moment. 100 00:04:12,116 --> 00:04:19,470 AUDIENCE: What we'll be able to do is take a really long 101 00:04:19,470 --> 00:04:22,400 time for premium effect and have some more information 102 00:04:22,400 --> 00:04:23,095 written on these cards. 103 00:04:23,095 --> 00:04:25,505 It's just taking the time to write it so that way if 104 00:04:25,505 --> 00:04:27,320 somebody's busting a move-- 105 00:04:27,320 --> 00:04:31,150 PROFESSOR: So it's true. 106 00:04:31,150 --> 00:04:35,980 It doesn't say 10 minutes that you need to be able to play 107 00:04:35,980 --> 00:04:38,020 and understand the game in 10 minutes. 108 00:04:38,020 --> 00:04:41,490 So I'm going to say, set-up and play has to be 10 minutes. 109 00:04:41,490 --> 00:04:45,261 So it's like, every time you reset the game and you play to 110 00:04:45,261 --> 00:04:48,026 the end, that should be under 10 minutes. 111 00:04:48,026 --> 00:04:49,900 If it takes longer than that to understand the 112 00:04:49,900 --> 00:04:51,320 game, that's fine. 113 00:04:51,320 --> 00:04:54,320 But frankly, if it takes more than 10 minutes for someone to 114 00:04:54,320 --> 00:04:57,660 understand your game, you have a problem. 115 00:04:57,660 --> 00:04:59,890 And the problem isn't going to be one that's going to affect 116 00:04:59,890 --> 00:05:02,420 your grade, it's going to be one that you can use the 117 00:05:02,420 --> 00:05:05,730 processes in this class to reiterate on to improve your 118 00:05:05,730 --> 00:05:07,927 game to the point where it doesn't take that long to 119 00:05:07,927 --> 00:05:09,220 understand. 120 00:05:09,220 --> 00:05:10,738 Reading the rules should not take longer 121 00:05:10,738 --> 00:05:12,410 than playing the game. 122 00:05:12,410 --> 00:05:16,700 There are games like that but try not to make those games 123 00:05:16,700 --> 00:05:20,150 and not when it's the first time. 124 00:05:20,150 --> 00:05:24,070 So I would say in for the explaining of the rules should 125 00:05:24,070 --> 00:05:25,670 take within 10 minutes. 126 00:05:25,670 --> 00:05:30,110 Right now, it might be OK if the actual explanation 127 00:05:30,110 --> 00:05:32,460 requires someone who's actually an expert in the game 128 00:05:32,460 --> 00:05:33,285 to explain it. 129 00:05:33,285 --> 00:05:35,730 By the end of this assignment you should be definitely 130 00:05:35,730 --> 00:05:37,700 getting to the point where you don't even need that. 131 00:05:37,700 --> 00:05:40,190 Just a new player with your rules should be able to 132 00:05:40,190 --> 00:05:42,400 understand and play your game in 10 minutes. 133 00:05:42,400 --> 00:05:45,220 It could involve discussion of the entire 134 00:05:45,220 --> 00:05:46,480 group of your players. 135 00:05:46,480 --> 00:05:48,860 You've got four people in-- let's say it's a card game-- 136 00:05:48,860 --> 00:05:50,492 you have four people and they're all looking at the 137 00:05:50,492 --> 00:05:53,210 rules simultaneously, and your friend says, where does 138 00:05:53,210 --> 00:05:54,550 it say so and so? 139 00:05:54,550 --> 00:05:57,206 And somebody else who has never played your game before 140 00:05:57,206 --> 00:05:57,670 answers that. 141 00:05:57,670 --> 00:05:58,134 That's fine. 142 00:05:58,134 --> 00:06:01,210 And that's actually how a lot of people play games. 143 00:06:01,210 --> 00:06:03,410 Sometimes people play in quick thought rules. 144 00:06:03,410 --> 00:06:06,739 This is all you need to know to play your first round of 145 00:06:06,739 --> 00:06:09,318 cards, and that actually helps a lot of 146 00:06:09,318 --> 00:06:10,491 people to get started. 147 00:06:10,491 --> 00:06:12,310 And then you're picking up the-- 148 00:06:12,310 --> 00:06:14,304 AUDIENCE: Lowers the activation energy. 149 00:06:14,304 --> 00:06:16,410 PROFESSOR: Yeah. 150 00:06:16,410 --> 00:06:17,560 In the end, more people play your game. 151 00:06:17,560 --> 00:06:19,632 That's good. 152 00:06:22,190 --> 00:06:24,220 So that's on Wednesday. 153 00:06:24,220 --> 00:06:28,144 Everyone please come on time because every minute of this 154 00:06:28,144 --> 00:06:30,830 time wins some recognition or pizza [UNINTELLIGIBLE] and if 155 00:06:30,830 --> 00:06:32,400 whole teams don't show up-- 156 00:06:32,400 --> 00:06:34,820 Who's aligning a game that has to be played by both players. 157 00:06:40,190 --> 00:06:42,190 So there's some teams. 158 00:06:42,190 --> 00:06:42,690 Two? 159 00:06:42,690 --> 00:06:43,190 Three? 160 00:06:43,190 --> 00:06:44,690 AUDIENCE: Two or four. 161 00:06:44,690 --> 00:06:45,690 PROFESSOR: Two or four. 162 00:06:45,690 --> 00:06:47,190 OK. 163 00:06:47,190 --> 00:06:47,505 All right. 164 00:06:47,505 --> 00:06:48,680 No, that's cool. 165 00:06:48,680 --> 00:06:49,955 AUDIENCE: So even if a guy didn't show up 166 00:06:49,955 --> 00:06:52,810 on time that's OK. 167 00:06:52,810 --> 00:06:58,332 PROFESSOR: OK, so that's the preparation for Wednesday now. 168 00:06:58,332 --> 00:07:01,340 I do want to apologize for Friday's lecture. 169 00:07:01,340 --> 00:07:03,748 I was on a lot of meds. 170 00:07:03,748 --> 00:07:06,234 You may or may not have noticed that I was having a 171 00:07:06,234 --> 00:07:09,930 splitting headache and was not the best lecture that I have 172 00:07:09,930 --> 00:07:11,420 given in my entire teaching career. 173 00:07:11,420 --> 00:07:13,946 In fact, it's probably the worst lecture I've given. 174 00:07:13,946 --> 00:07:15,392 AUDIENCE: No. 175 00:07:15,392 --> 00:07:16,838 I didn't notice. 176 00:07:23,190 --> 00:07:25,330 PROFESSOR: It occurred to me that there might just be a 177 00:07:25,330 --> 00:07:28,570 better way to get some of those concepts across other 178 00:07:28,570 --> 00:07:30,540 than me yammering for three hours. 179 00:07:30,540 --> 00:07:33,780 And what I'd like to do is revisit some of them but 180 00:07:33,780 --> 00:07:38,710 actually do a bit of an activity. 181 00:07:38,710 --> 00:07:42,280 I have never done this before so this is not tested. 182 00:07:42,280 --> 00:07:44,730 You guys are the first iteration. 183 00:07:44,730 --> 00:07:45,056 AUDIENCE: Oh. 184 00:07:45,056 --> 00:07:46,306 I feel honored. 185 00:07:49,150 --> 00:07:50,899 PROFESSOR: But basically, what I'm going to do is I'm going 186 00:07:50,899 --> 00:07:52,294 to go through these terms again, explain 187 00:07:52,294 --> 00:07:53,497 them one more time. 188 00:07:53,497 --> 00:07:55,915 You guys have accurate clarifications or anything. 189 00:07:55,915 --> 00:08:01,070 And then each in a group of about, I think two people, 190 00:08:01,070 --> 00:08:05,050 we're going to pick the game that pretty much every one in 191 00:08:05,050 --> 00:08:07,540 the class should sort of know. 192 00:08:07,540 --> 00:08:09,940 Maybe they don't know the exact rules but you know of 193 00:08:09,940 --> 00:08:14,604 the game, and analyze that game across 194 00:08:14,604 --> 00:08:17,448 these different axes. 195 00:08:17,448 --> 00:08:21,840 And the idea of that is that, if you get used to this then 196 00:08:21,840 --> 00:08:23,330 you can do that same thing to your own game. 197 00:08:23,330 --> 00:08:27,670 And that may shed light on how your game is balanced, how 198 00:08:27,670 --> 00:08:29,530 your game is balanced especially between chance and 199 00:08:29,530 --> 00:08:33,260 skills because we get a topic of this class. 200 00:08:33,260 --> 00:08:39,194 But also question, is our game doing what we want 201 00:08:39,194 --> 00:08:41,120 our game to be doing? 202 00:08:41,120 --> 00:08:45,540 So that's the general outline. 203 00:08:45,540 --> 00:08:50,920 So there's one more thing I want to mention 204 00:08:50,920 --> 00:08:52,780 before I go into that. 205 00:08:52,780 --> 00:08:58,360 And Jason actually brought up a point at the end of last 206 00:08:58,360 --> 00:09:03,630 Friday was that he noticed that our two end robots, Mr. 207 00:09:03,630 --> 00:09:06,959 Roboto and Badass Mofo 600. 208 00:09:06,959 --> 00:09:08,426 AUDIENCE: 610. 209 00:09:08,426 --> 00:09:09,404 AUDIENCE: Yeah, 610. 210 00:09:09,404 --> 00:09:11,360 PROFESSOR: It's the upgraded version. 211 00:09:11,360 --> 00:09:13,815 AUDIENCE: It started at 608 and then there were a couple 212 00:09:13,815 --> 00:09:16,088 of iterations at least on Saturday. 213 00:09:19,580 --> 00:09:23,650 PROFESSOR: One of them was purely deterministic but 214 00:09:23,650 --> 00:09:26,830 horrendously complex in the sense that-- 215 00:09:26,830 --> 00:09:29,110 AUDIENCE: It wasn't that complex. 216 00:09:29,110 --> 00:09:30,820 PROFESSOR: Not in the sense that it was difficult to 217 00:09:30,820 --> 00:09:32,425 explain what it was doing but difficult to predict what it 218 00:09:32,425 --> 00:09:35,000 was going to do. 219 00:09:35,000 --> 00:09:41,260 This was the one that will start it's turn order based on 220 00:09:41,260 --> 00:09:43,440 the number of hit points that it had. 221 00:09:43,440 --> 00:09:45,710 AUDIENCE: And take the number of moves based also on the 222 00:09:45,710 --> 00:09:46,960 number of hit points it had. 223 00:09:46,960 --> 00:09:50,090 PROFESSOR: So it's entirely algorithmic. 224 00:09:50,090 --> 00:09:53,200 It's just following it's root every single time. 225 00:09:53,200 --> 00:09:56,470 The other one was pretty much random, right? 226 00:09:56,470 --> 00:09:57,900 Who of Mr. Roboto which should have in a 227 00:09:57,900 --> 00:10:01,440 die roll every round. 228 00:10:01,440 --> 00:10:04,670 And it just hit something. 229 00:10:04,670 --> 00:10:07,570 And we ended up with the closest fight 230 00:10:07,570 --> 00:10:09,870 of that day, I think. 231 00:10:09,870 --> 00:10:13,570 And that does drive home the point that at some point and 232 00:10:13,570 --> 00:10:15,530 time you can get complexity through showing 233 00:10:15,530 --> 00:10:17,130 deterministic rules. 234 00:10:17,130 --> 00:10:23,470 That frankly, it's as hard to predict as pure randomness. 235 00:10:23,470 --> 00:10:24,560 AUDIENCE: My card game is like that. 236 00:10:24,560 --> 00:10:25,720 PROFESSOR: Your card game is like that? 237 00:10:25,720 --> 00:10:28,703 The nice thing about that is that if you have deterministic 238 00:10:28,703 --> 00:10:30,310 rules, you can see why it happened. 239 00:10:30,310 --> 00:10:34,580 You can see why, wow I didn't expect that to happen but I 240 00:10:34,580 --> 00:10:36,720 can see why it happened. 241 00:10:36,720 --> 00:10:38,430 AUDIENCE: He was so sure he was going to win. 242 00:10:38,430 --> 00:10:41,610 He was so sure he was going to win but then we-- 243 00:10:41,610 --> 00:10:43,020 AUDIENCE: It did not turn out as such. 244 00:10:45,680 --> 00:10:46,820 PROFESSOR: That's a desirable trait. 245 00:10:46,820 --> 00:10:51,130 It's a lot better than just saying, well it's a die roll. 246 00:10:51,130 --> 00:10:54,948 The nice thing about die rolls is that it does take it out of 247 00:10:54,948 --> 00:10:57,260 your control. 248 00:10:57,260 --> 00:11:01,320 It's kind of designed to make it not skill based and as a 249 00:11:01,320 --> 00:11:04,960 result of that, you get people who are lagging, who are 250 00:11:04,960 --> 00:11:09,910 having a harder time playing and finding the unskilled base 251 00:11:09,910 --> 00:11:11,042 way of catching up. 252 00:11:11,042 --> 00:11:14,700 Which is awesome if that's what you're going for. 253 00:11:14,700 --> 00:11:19,550 And then the other one is if you just make it deterministic 254 00:11:19,550 --> 00:11:22,600 but complex enough so the behavior is just hard to 255 00:11:22,600 --> 00:11:26,620 predict, but logical ones that are actually happens then you 256 00:11:26,620 --> 00:11:28,150 kind of get the same result. 257 00:11:28,150 --> 00:11:29,880 It all balances out. 258 00:11:29,880 --> 00:11:32,170 Die rolls are really easy to enter. 259 00:11:32,170 --> 00:11:35,560 It's difficult to actually come up with rules that 260 00:11:35,560 --> 00:11:37,815 deterministically give you the kind of complex that you're 261 00:11:37,815 --> 00:11:40,040 really looking for. 262 00:11:40,040 --> 00:11:41,310 But it's a nice thing to go for. 263 00:11:41,310 --> 00:11:44,270 Of course, to get the complexity sometimes you need 264 00:11:44,270 --> 00:11:47,270 so many rules that people just can get bored. 265 00:11:47,270 --> 00:11:48,920 It's like, wow, this is really complicated. 266 00:11:48,920 --> 00:11:52,016 I'm not sure whether I can figure out what the next step 267 00:11:52,016 --> 00:11:53,440 is going to be and then they just give up. 268 00:11:53,440 --> 00:11:56,650 That's the down side of really complex 269 00:11:56,650 --> 00:11:57,900 deterministic behavior. 270 00:12:01,760 --> 00:12:06,010 It's neat that you saw both of those playing off of each 271 00:12:06,010 --> 00:12:10,240 other and them behaving in pretty much 272 00:12:10,240 --> 00:12:11,300 unpredictable ways. 273 00:12:11,300 --> 00:12:14,760 And yet, getting nicely balanced results. 274 00:12:14,760 --> 00:12:18,390 So the book we leave [UNINTELLIGIBLE]. 275 00:12:18,390 --> 00:12:22,150 So now, I'm going to be actually deeply, deeply 276 00:12:22,150 --> 00:12:24,370 plagiarizing from Salen and Crumb. 277 00:12:24,370 --> 00:12:29,472 Katie Salen in Eric Zimmerman from Rules of Play which is 278 00:12:29,472 --> 00:12:32,230 one of those big thick books I brought in on the first day. 279 00:12:32,230 --> 00:12:35,130 I'm not making you read it because I find that book takes 280 00:12:35,130 --> 00:12:37,390 three pages to explain what could have been explained in 281 00:12:37,390 --> 00:12:40,000 one, which is why I have a whole bunch of 282 00:12:40,000 --> 00:12:43,110 summaries in here. 283 00:12:43,110 --> 00:12:46,640 But what that book does do is give you very, very concrete 284 00:12:46,640 --> 00:12:50,290 terms that are pretty well accepted. 285 00:12:50,290 --> 00:12:53,190 They're not necessarily among game designers, among big 286 00:12:53,190 --> 00:12:55,290 people [UNINTELLIGIBLE] experiments. 287 00:12:55,290 --> 00:13:00,166 And I've got some of those for you to refer to. 288 00:13:00,166 --> 00:13:03,290 I'll touched a little bit on information theory on Monday. 289 00:13:03,290 --> 00:13:09,450 That model of how a signal goes from someone who wants to 290 00:13:09,450 --> 00:13:12,440 send it through a transmitter and goes through some sort of 291 00:13:12,440 --> 00:13:15,010 channel, is received through some sort of 292 00:13:15,010 --> 00:13:17,442 receiver to a person. 293 00:13:20,820 --> 00:13:23,130 If the person who wants to send a signal is actually the 294 00:13:23,130 --> 00:13:26,800 game, the game state, and is transferring information to a 295 00:13:26,800 --> 00:13:29,840 player, who need to get information about what's going 296 00:13:29,840 --> 00:13:34,200 on in the game in order to make a decision then, you can 297 00:13:34,200 --> 00:13:36,420 see how this applies to game design. 298 00:13:36,420 --> 00:13:37,970 And in between you have [? moints ?]. 299 00:13:37,970 --> 00:13:41,100 You have the thing that prevents you from knowing 300 00:13:41,100 --> 00:13:44,230 exactly what the game state is. 301 00:13:44,230 --> 00:13:47,700 And there are certain words that are associated with that 302 00:13:47,700 --> 00:13:51,770 level of uncertainty. 303 00:13:51,770 --> 00:13:56,495 Uncertainty and certainty are two word study searches to 304 00:13:56,495 --> 00:13:57,745 begin with. 305 00:14:04,340 --> 00:14:12,230 So the uncertainty includes both your inability to know 306 00:14:12,230 --> 00:14:15,360 what's going to happen next due to chance or due to really 307 00:14:15,360 --> 00:14:20,025 complex behavior, as you saw in both of the robots. 308 00:14:20,025 --> 00:14:24,495 It's just the degree to which how much the game-- 309 00:14:24,495 --> 00:14:27,170 all the different states the game could take, either they 310 00:14:27,170 --> 00:14:28,780 need the next turn or throughout the 311 00:14:28,780 --> 00:14:32,290 entire play of the game. 312 00:14:32,290 --> 00:14:35,935 And in information theory, they actually also use the 313 00:14:35,935 --> 00:14:38,780 word information almost interchangeably. 314 00:14:38,780 --> 00:14:42,590 Unfortunately this gets kind of confusing because people 315 00:14:42,590 --> 00:14:46,133 don't actually use the word information in that sense in 316 00:14:46,133 --> 00:14:48,140 day to day. 317 00:14:48,140 --> 00:14:50,670 In fact, I'm going to propose a different way of looking at 318 00:14:50,670 --> 00:14:52,640 it that also uses the word information in a completely 319 00:14:52,640 --> 00:14:53,020 different way. 320 00:14:53,020 --> 00:14:55,690 So I'm actually going to stop using the word 321 00:14:55,690 --> 00:14:56,610 information for now. 322 00:14:56,610 --> 00:15:00,460 I'm just going to call it uncertainty which is pretty 323 00:15:00,460 --> 00:15:06,470 much all the different things that could happen in the game, 324 00:15:06,470 --> 00:15:10,000 either in their next turn or throughout the 325 00:15:10,000 --> 00:15:11,440 entirety of the game. 326 00:15:11,440 --> 00:15:17,210 Certainty is the degree to which you have knowledge about 327 00:15:17,210 --> 00:15:20,160 what could happen. 328 00:15:20,160 --> 00:15:23,840 Chess board pieces could be configured in any position but 329 00:15:23,840 --> 00:15:27,600 one move after the opening, there's only a small set that 330 00:15:27,600 --> 00:15:32,680 could possibly happen. 331 00:15:32,680 --> 00:15:36,080 It's probably on the order of where only one side is moving 332 00:15:36,080 --> 00:15:36,890 for the first time. 333 00:15:36,890 --> 00:15:38,713 Any one of the pawns could move 20. 334 00:15:38,713 --> 00:15:39,560 20? 335 00:15:39,560 --> 00:15:44,400 Yeah, the knights could move, yeah. 336 00:15:44,400 --> 00:15:46,990 So there will be 20 different possible things. 337 00:15:46,990 --> 00:15:51,320 So that's kind of the degree of certainty that you have 338 00:15:51,320 --> 00:15:54,480 among all the different states, all the uncertainty of 339 00:15:54,480 --> 00:15:55,620 this chess board. 340 00:15:55,620 --> 00:15:57,296 You are certain that it's going to be 341 00:15:57,296 --> 00:15:58,670 limited to this chunk. 342 00:16:02,980 --> 00:16:10,074 And your knowledge of what that ratio is, of how much you 343 00:16:10,074 --> 00:16:13,620 know could be happening, based on what you know of the game 344 00:16:13,620 --> 00:16:17,530 rules, based on your experience of the game, based 345 00:16:17,530 --> 00:16:24,460 on your skill in the game, to the stakes that the game could 346 00:16:24,460 --> 00:16:27,590 possibly take is called risk. 347 00:16:27,590 --> 00:16:32,300 So you can flip it the other way around and say that if the 348 00:16:32,300 --> 00:16:36,865 uncertainty of the first turn is 20 different moves but you 349 00:16:36,865 --> 00:16:39,855 are certain that the guy-- 350 00:16:43,090 --> 00:16:47,790 let's say I'm the opening player, I played white and I 351 00:16:47,790 --> 00:16:51,330 really only know how to make three of those openings 352 00:16:51,330 --> 00:16:59,490 effective, and the person I'm playing against knows that 353 00:16:59,490 --> 00:17:01,935 really, I only know three openings, even if I only know 354 00:17:01,935 --> 00:17:08,940 two, then that person's degree of risk is limited to the 355 00:17:08,940 --> 00:17:10,826 range of possibilities that branch out all of 356 00:17:10,826 --> 00:17:14,050 that 2 out of 20. 357 00:17:14,050 --> 00:17:19,156 So that's one way that you can sort of describe risk. 358 00:17:19,156 --> 00:17:23,720 Let me see whether there's a more technical term that I can 359 00:17:23,720 --> 00:17:24,535 describe that with. 360 00:17:24,535 --> 00:17:26,002 I skipped a page, didn't I? 361 00:17:32,380 --> 00:17:41,290 So one thing that I want you to think about later, actually 362 00:17:41,290 --> 00:17:47,580 for the analogy step we're going to do. 363 00:17:47,580 --> 00:17:48,800 I want groups of two. 364 00:17:48,800 --> 00:17:54,290 2, 4, 6, 8, 10, 12, 14, 15. 365 00:17:54,290 --> 00:18:02,100 Mostly groups of two and one group of three, actually, 366 00:18:02,100 --> 00:18:03,000 let's just do it in groups of three. 367 00:18:03,000 --> 00:18:06,052 It will be easier that way. 368 00:18:06,052 --> 00:18:11,110 And just think about and pick a game first that you think 369 00:18:11,110 --> 00:18:13,590 that you can probably mention in this class without having 370 00:18:13,590 --> 00:18:16,022 to explain to everybody else exactly how 371 00:18:16,022 --> 00:18:17,820 this game is played. 372 00:18:17,820 --> 00:18:19,030 It could be a computer game. 373 00:18:19,030 --> 00:18:20,026 It could be a board game. 374 00:18:20,026 --> 00:18:22,740 It could be a card game, something fairly [? modern. ?] 375 00:18:22,740 --> 00:18:30,450 And I want you to think about what are the things that, what 376 00:18:30,450 --> 00:18:36,118 are all the variables that you need to know in this game. 377 00:18:36,118 --> 00:18:37,510 Doing the [? variable terms ?]. 378 00:18:37,510 --> 00:18:41,360 If you're doing something like a game of Caustic 379 00:18:41,360 --> 00:18:42,810 Encounter or something. 380 00:18:42,810 --> 00:18:47,330 Then you can say that every single race as a unique power 381 00:18:47,330 --> 00:18:50,666 without explaining to me every single power. 382 00:18:50,666 --> 00:18:53,200 I think there are 100 races in that game. 383 00:18:53,200 --> 00:18:54,170 AUDIENCE: Which game? 384 00:18:54,170 --> 00:18:56,130 PROFESSOR: Caustic Encounter. 385 00:18:56,130 --> 00:18:57,840 Oh it's fun. 386 00:18:57,840 --> 00:19:01,470 You will get a chance to play it later this semester. 387 00:19:04,330 --> 00:19:08,592 Let's see, so think about what are the variables that you got 388 00:19:08,592 --> 00:19:09,240 to keep track of. 389 00:19:09,240 --> 00:19:11,020 That's kind of the degree of uncertainty. 390 00:19:11,020 --> 00:19:13,155 That's the amount of information that could be in 391 00:19:13,155 --> 00:19:14,405 the system with that [UNINTELLIGIBLE] 392 00:19:17,040 --> 00:19:19,280 User does all the different range of possibilities, all 393 00:19:19,280 --> 00:19:21,360 the different things they got to keep track. 394 00:19:21,360 --> 00:19:26,550 What do you know for sure a single playing in this game? 395 00:19:26,550 --> 00:19:30,182 What do you know in your first turn and what information do 396 00:19:30,182 --> 00:19:32,445 you tend to pick up along the way? 397 00:19:35,670 --> 00:19:38,900 Let's see, so let's start with that. 398 00:19:38,900 --> 00:19:40,470 You've got just five minutes. 399 00:19:40,470 --> 00:19:42,240 It doesn't have to be an exhaustive list. 400 00:19:42,240 --> 00:19:44,560 So let's just split into groups of three. 401 00:19:48,952 --> 00:19:51,545 The first activity we're going to [UNINTELLIGIBLE] 402 00:19:51,545 --> 00:19:54,010 every single one of these games through all of these 403 00:19:54,010 --> 00:19:54,690 different answers. 404 00:19:54,690 --> 00:19:59,310 So I'm just going to start, actually now, and if we run 405 00:19:59,310 --> 00:20:03,928 out of time to do this, we can always do it after class and 406 00:20:03,928 --> 00:20:05,407 we can talk about it. 407 00:20:05,407 --> 00:20:06,886 But we're going to go through all of them. 408 00:20:06,886 --> 00:20:08,858 So I'm going to breeze through this. 409 00:20:08,858 --> 00:20:11,323 So starting with this team then, moving all the way over 410 00:20:11,323 --> 00:20:13,810 and do you want to just talk about-- 411 00:20:13,810 --> 00:20:15,460 AUDIENCE: So we decided to go for Scrabble. 412 00:20:15,460 --> 00:20:18,350 And so, in terms of variables, you have to invent it by 413 00:20:18,350 --> 00:20:19,490 individual tiles. 414 00:20:19,490 --> 00:20:22,090 Their tiles are uncertain and yours are fairly certain. 415 00:20:22,090 --> 00:20:25,360 The one's on the board were certain because they're faced. 416 00:20:25,360 --> 00:20:26,840 PROFESSOR: It was [UNINTELLIGIBLE] 417 00:20:26,840 --> 00:20:27,993 AUDIENCE: Yes. 418 00:20:27,993 --> 00:20:32,060 Another variable, well I used a variable, it's the bonus 419 00:20:32,060 --> 00:20:35,050 squares on the board. 420 00:20:35,050 --> 00:20:37,106 Even though there's stakes on the board, they're variable in 421 00:20:37,106 --> 00:20:38,670 terms of, as more tiles get played, some of them become 422 00:20:38,670 --> 00:20:41,390 open and some of them become closed and you don't know 423 00:20:41,390 --> 00:20:42,640 which one's are going to be working closed. 424 00:20:42,640 --> 00:20:42,940 PROFESSOR: True. 425 00:20:42,940 --> 00:20:44,890 True. 426 00:20:44,890 --> 00:20:47,310 Yes. 427 00:20:47,310 --> 00:20:50,920 So that's something as you don't know how that's going to 428 00:20:50,920 --> 00:20:53,660 turn out during the middle of play. 429 00:20:53,660 --> 00:20:56,540 So one thing that's interesting about word games, 430 00:20:56,540 --> 00:20:59,260 especially in Scrabble and crossword puzzles, in general, 431 00:20:59,260 --> 00:21:04,888 is that a lot of them rely on the fact that the English 432 00:21:04,888 --> 00:21:07,278 language, in particular, is actually pretty redundant. 433 00:21:07,278 --> 00:21:13,357 We can take about 50% of the letters out from a word, this 434 00:21:13,357 --> 00:21:16,506 very long word, and can still figure out what it means. 435 00:21:16,506 --> 00:21:19,203 That works really well in crossword puzzles because if 436 00:21:19,203 --> 00:21:21,434 you get something like 25% of the word, you can actually 437 00:21:21,434 --> 00:21:25,492 still figure why the associated that clue. 438 00:21:25,492 --> 00:21:29,290 But Scrabble rules are made easier so that it is now 439 00:21:29,290 --> 00:21:34,600 possible for you to make connections between disparate 440 00:21:34,600 --> 00:21:38,430 characters and find a word that's going to fit that. 441 00:21:38,430 --> 00:21:42,480 Of course, part of the problem actually-- 442 00:21:42,480 --> 00:21:44,580 has anyone played Words with Friends? 443 00:21:44,580 --> 00:21:46,545 AUDIENCE: Yeah, against my brother. 444 00:21:46,545 --> 00:21:49,800 PROFESSOR: This one like Scrabble, basically, right? 445 00:21:49,800 --> 00:21:52,710 The same folks who made Words with Friends made a game 446 00:21:52,710 --> 00:21:54,090 called Words with Pirates. 447 00:21:56,630 --> 00:22:00,360 And I have a screen shot here of the game 448 00:22:00,360 --> 00:22:01,410 I was playing yesterday. 449 00:22:01,410 --> 00:22:05,340 And basically, you have way fewer letters. 450 00:22:05,340 --> 00:22:12,221 You have h, a, r, a lot of r's, I and 451 00:22:12,221 --> 00:22:15,780 an exclamation mark. 452 00:22:15,780 --> 00:22:21,230 So the number of letters that you can get, the quantity of 453 00:22:21,230 --> 00:22:23,600 the letters that you get are the same as in Scrabble, but 454 00:22:23,600 --> 00:22:26,740 the range of the different letter you can is way lower. 455 00:22:26,740 --> 00:22:29,040 With means there's a lot less uncertainty. 456 00:22:34,310 --> 00:22:43,825 Because this language, this parrot language has so much-- 457 00:22:43,825 --> 00:22:48,635 I want to be very careful to use the right word here-- 458 00:22:57,410 --> 00:23:02,230 so if I'm using the right word here, this is actually a very 459 00:23:02,230 --> 00:23:08,380 non-redundant language because a, r, r, r is a word. 460 00:23:08,380 --> 00:23:13,930 A, r, r, r, r is a different word which are balanced. 461 00:23:13,930 --> 00:23:17,320 So there's actually very little redundancy. 462 00:23:17,320 --> 00:23:23,700 I see a, r and I think, that could be any number of words. 463 00:23:23,700 --> 00:23:28,200 And as a result you notice that this game of Words with 464 00:23:28,200 --> 00:23:31,732 Pirates it results in an incredibly dense word. 465 00:23:31,732 --> 00:23:32,982 Of course, I can show [UNINTELLIGIBLE] 466 00:23:35,430 --> 00:23:37,160 But you can't do that with Scrabble. 467 00:23:37,160 --> 00:23:41,252 Scrabble spaces go empty and get locked out because, unless 468 00:23:41,252 --> 00:23:44,168 you have an incredible knowledge of the Scrabble 469 00:23:44,168 --> 00:23:48,109 dictionary, for the most part, you don't know those exploits 470 00:23:48,109 --> 00:23:50,782 that I'm going to then slide in an extra character. 471 00:23:50,782 --> 00:23:54,184 But most people's knowledge of English doesn't happen in that 472 00:23:54,184 --> 00:23:55,434 board game. 473 00:24:01,480 --> 00:24:04,912 So anyway I thought that was specifically useful for an 474 00:24:04,912 --> 00:24:05,820 illustration. 475 00:24:05,820 --> 00:24:06,500 OK, so Scrabble. 476 00:24:06,500 --> 00:24:08,250 All right, cool. 477 00:24:08,250 --> 00:24:09,500 Next game. 478 00:24:11,780 --> 00:24:15,342 AUDIENCE: We did Go Fish so some of the variables 479 00:24:15,342 --> 00:24:17,334 depending on the equation we had were like every players 480 00:24:17,334 --> 00:24:20,571 hands and the pile of cards in the middle that 481 00:24:20,571 --> 00:24:22,314 you can pick from. 482 00:24:22,314 --> 00:24:28,160 We thought about some of the uncertainty being what cards 483 00:24:28,160 --> 00:24:29,585 the other player has. 484 00:24:29,585 --> 00:24:33,530 And the challenge that comes out of it is them asking what 485 00:24:33,530 --> 00:24:37,610 cards they want and you asking them for cards. 486 00:24:37,610 --> 00:24:40,902 And there's noise because just because they're asking for a 487 00:24:40,902 --> 00:24:43,586 certain card can imply what they have in their hand, but 488 00:24:43,586 --> 00:24:45,300 it doesn't necessarily tell you what they have. 489 00:24:45,300 --> 00:24:45,880 PROFESSOR: Right. 490 00:24:45,880 --> 00:24:47,860 It only tells you what they don't have in their hands. 491 00:24:47,860 --> 00:24:49,840 Sometimes it tells you what they don't 492 00:24:49,840 --> 00:24:50,630 have in their hands. 493 00:24:50,630 --> 00:24:53,710 Sometimes they give you a card and-- 494 00:24:53,710 --> 00:24:55,590 I forget the rules. 495 00:24:55,590 --> 00:24:57,475 If you have multiple threes and someone 496 00:24:57,475 --> 00:24:58,860 says, got any threes? 497 00:24:58,860 --> 00:25:00,306 You give them all three? 498 00:25:00,306 --> 00:25:01,040 AUDIENCE: Yeah. 499 00:25:01,040 --> 00:25:01,950 PROFESSOR: Yeah, OK. 500 00:25:01,950 --> 00:25:02,950 So 501 00:25:02,950 --> 00:25:04,675 AUDIENCE: Why do you have three 3's? 502 00:25:04,675 --> 00:25:06,060 You put a pair down. 503 00:25:06,060 --> 00:25:08,655 That would just be dumb. 504 00:25:08,655 --> 00:25:10,630 AUDIENCE: That means you're a bad player. 505 00:25:10,630 --> 00:25:16,280 PROFESSOR: For the most part in that game that's your one 506 00:25:16,280 --> 00:25:19,560 channel of finding out what the state of the game is. 507 00:25:19,560 --> 00:25:21,585 The game states what everybody has and hasn't had. 508 00:25:24,435 --> 00:25:24,910 Cool? 509 00:25:24,910 --> 00:25:25,385 Cool? 510 00:25:25,385 --> 00:25:25,860 Cool? 511 00:25:25,860 --> 00:25:27,653 AUDIENCE: We did Mario Kart. 512 00:25:31,250 --> 00:25:33,350 AUDIENCE: There's a lot of uncertainty and a lot of other 513 00:25:33,350 --> 00:25:34,580 things to keep track of. 514 00:25:34,580 --> 00:25:36,722 So the things you can't possibly keep track of but 515 00:25:36,722 --> 00:25:40,170 that are really important in the game are what's going to 516 00:25:40,170 --> 00:25:43,020 come up when you hit an item block and what items people 517 00:25:43,020 --> 00:25:43,870 around you have. 518 00:25:43,870 --> 00:25:47,710 So you might think it's safe to bump another player but if 519 00:25:47,710 --> 00:25:49,955 they have three green shells they can activate that then 520 00:25:49,955 --> 00:25:51,844 and blast you out of the map. 521 00:25:51,844 --> 00:25:54,477 AUDIENCE: Another one is what position you're in because if 522 00:25:54,477 --> 00:25:56,960 you're in first place and a blue shell hits you that's 523 00:25:56,960 --> 00:25:59,565 also what position you're in, which is what other people are 524 00:25:59,565 --> 00:26:00,260 in, and stuff like that. 525 00:26:00,260 --> 00:26:00,640 PROFESSOR: Right. 526 00:26:00,640 --> 00:26:03,960 So the probability of being hit by the blue shell is way 527 00:26:03,960 --> 00:26:06,150 higher when you're number one. 528 00:26:06,150 --> 00:26:08,310 AUDIENCE: So you gather information through your 529 00:26:08,310 --> 00:26:10,903 people range which is also a function of, basically, where 530 00:26:10,903 --> 00:26:12,270 you are on the map. 531 00:26:12,270 --> 00:26:15,810 And so the information you're giving about other players 532 00:26:15,810 --> 00:26:18,092 depends on where you are, interestingly. 533 00:26:18,092 --> 00:26:19,970 If they're immediately in front of you, you have a lot 534 00:26:19,970 --> 00:26:22,286 more information than if they're behind you, you have a 535 00:26:22,286 --> 00:26:24,620 lot more information than if they're way far away from you. 536 00:26:24,620 --> 00:26:24,940 PROFESSOR: Right. 537 00:26:24,940 --> 00:26:26,717 Because if they're behind you or they're way far away from 538 00:26:26,717 --> 00:26:29,296 you, you don't know what weapons they've got ahead for 539 00:26:29,296 --> 00:26:30,920 you, for instance. 540 00:26:30,920 --> 00:26:34,860 You generally know what position others people are in 541 00:26:34,860 --> 00:26:37,140 but that's all you got. 542 00:26:37,140 --> 00:26:39,700 So [UNINTELLIGIBLE]. 543 00:26:39,700 --> 00:26:40,845 AUDIENCE: And then there's different paths and levels so 544 00:26:40,845 --> 00:26:42,630 you might get someone in the same position as you but 545 00:26:42,630 --> 00:26:44,653 they're not at the same point because they're 546 00:26:44,653 --> 00:26:45,486 at a different branch. 547 00:26:45,486 --> 00:26:47,980 And then, good also the very given motives 548 00:26:47,980 --> 00:26:48,750 of different cars. 549 00:26:48,750 --> 00:26:52,370 So in Mario Kart 64 if you take Bowser and you're playing 550 00:26:52,370 --> 00:26:56,710 as toad, you can ram into toad until you go flat. 551 00:26:56,710 --> 00:26:56,970 AUDIENCE: Yeah. 552 00:26:56,970 --> 00:26:59,530 I've run into Bowser before. 553 00:26:59,530 --> 00:27:06,520 AUDIENCE: So one of the little risks that you get in Mario 554 00:27:06,520 --> 00:27:10,460 Kart is that the kinds of weapons that you get are 555 00:27:10,460 --> 00:27:14,290 pretty much weighted based on where you are in the game. 556 00:27:14,290 --> 00:27:17,130 If you are at the back, you get all the awesome weapons. 557 00:27:17,130 --> 00:27:18,180 Because the game-- 558 00:27:18,180 --> 00:27:19,674 AUDIENCE: You get the star. 559 00:27:19,674 --> 00:27:24,010 The eraser on Hero station was way more weighted than-- 560 00:27:24,010 --> 00:27:24,330 PROFESSOR: Sure. 561 00:27:24,330 --> 00:27:26,830 There are more obvious versions of this. 562 00:27:26,830 --> 00:27:29,540 I think Super Monkeyball axis, too, actually. 563 00:27:29,540 --> 00:27:33,394 When you're right in front, I think, all you get is bananas, 564 00:27:33,394 --> 00:27:34,700 is that the only-- 565 00:27:34,700 --> 00:27:36,315 AUDIENCE: In Mario Karts? 566 00:27:36,315 --> 00:27:38,770 Bananas and one green shell. 567 00:27:38,770 --> 00:27:40,510 That's pretty much it. 568 00:27:40,510 --> 00:27:41,580 PROFESSOR: You get a pile of junk later. 569 00:27:41,580 --> 00:27:43,726 AUDIENCE: And also, the fake mystery box. 570 00:27:43,726 --> 00:27:47,300 PROFESSOR: And half way through and half way games, 571 00:27:47,300 --> 00:27:50,100 the waiting is, I'm going to guess roughly linear. 572 00:27:50,100 --> 00:27:53,495 So the basic idea is one of the things about risk is that 573 00:27:53,495 --> 00:27:58,630 every time you take up a new weapon you are, basically, 574 00:27:58,630 --> 00:28:00,478 taking a gamble about what you're going to get. 575 00:28:00,478 --> 00:28:03,280 If you're already holding a weapon sometimes you can 576 00:28:03,280 --> 00:28:05,574 choose to discard that to pick up something new. 577 00:28:05,574 --> 00:28:07,562 And I believe leader iteration you can [UNINTELLIGIBLE] 578 00:28:07,562 --> 00:28:09,680 think of that. 579 00:28:09,680 --> 00:28:12,290 So now, that's one element of risk, right? 580 00:28:12,290 --> 00:28:13,190 What do I know? 581 00:28:13,190 --> 00:28:15,010 I know what I got. 582 00:28:15,010 --> 00:28:16,290 What else do I know? 583 00:28:16,290 --> 00:28:19,680 I know what position I'm in and I know that if I run into 584 00:28:19,680 --> 00:28:23,220 this box right now and I got rid of what I had, I could 585 00:28:23,220 --> 00:28:25,540 pick up a cooler weapon. 586 00:28:25,540 --> 00:28:29,640 There's a probability associated with that and 587 00:28:29,640 --> 00:28:31,470 that's, yet, another [UNINTELLIGIBLE]. 588 00:28:34,576 --> 00:28:38,080 One way to think of it is that there's such an outcome, which 589 00:28:38,080 --> 00:28:39,940 I said a probability associated with it, you are 590 00:28:39,940 --> 00:28:40,700 going to get a weapon. 591 00:28:40,700 --> 00:28:43,270 AUDIENCE: It might be cracked. 592 00:28:43,270 --> 00:28:45,657 You only really gain a sense of the hard way from 593 00:28:45,657 --> 00:28:47,650 experience of playing with it. 594 00:28:47,650 --> 00:28:49,300 PROFESSOR: Yeah, it's one of those things where your 595 00:28:49,300 --> 00:28:53,700 certainty of this game goes up as the number of play. 596 00:28:53,700 --> 00:28:55,910 Cool. 597 00:28:55,910 --> 00:28:58,620 AUDIENCE: We did Monopoly? 598 00:28:58,620 --> 00:28:59,870 PROFESSOR: Sure. 599 00:29:02,930 --> 00:29:05,540 AUDIENCE: So Monopoly basically, what's certain is 600 00:29:05,540 --> 00:29:07,730 who owns what property, essentially. 601 00:29:07,730 --> 00:29:10,950 And it's technically certain how much money everyone has 602 00:29:10,950 --> 00:29:13,285 though keeping track of all that information on a 603 00:29:13,285 --> 00:29:14,450 turn-to-turn basis can be difficult. 604 00:29:14,450 --> 00:29:16,386 So there's a little bit of relative uncertainty just due 605 00:29:16,386 --> 00:29:20,060 to the quantity of information there. 606 00:29:20,060 --> 00:29:21,360 Yes, so you gain uncertainties. 607 00:29:21,360 --> 00:29:24,040 It's actually that Monopoly has very different opening and 608 00:29:24,040 --> 00:29:26,420 end games, essentially. 609 00:29:26,420 --> 00:29:28,830 Towards the start of the game there's a lot of uncertainty 610 00:29:28,830 --> 00:29:33,160 about how other players are going to value property that 611 00:29:33,160 --> 00:29:34,280 you give up. 612 00:29:34,280 --> 00:29:35,270 Owen was telling me. 613 00:29:35,270 --> 00:29:36,420 I wasn't even aware of this. 614 00:29:36,420 --> 00:29:39,200 In Monopoly when you decide not to purchase a property it 615 00:29:39,200 --> 00:29:40,860 actually goes up to auction. 616 00:29:40,860 --> 00:29:44,896 It's like I have never played with that rule. 617 00:29:44,896 --> 00:29:46,355 AUDIENCE: And it's an open auction and so you don't know 618 00:29:46,355 --> 00:29:49,000 what other people's valuation are so each time you'd be 619 00:29:49,000 --> 00:29:51,732 taking a risk if you didn't actually 620 00:29:51,732 --> 00:29:52,848 want it at that price. 621 00:29:52,848 --> 00:29:55,700 AUDIENCE: That actually makes the game more interesting. 622 00:29:55,700 --> 00:29:58,643 AUDIENCE: It turns out the game is not that much more 623 00:29:58,643 --> 00:30:00,086 interesting. 624 00:30:00,086 --> 00:30:02,960 Even when you have the auction system [UNINTELLIGIBLE] it's 625 00:30:02,960 --> 00:30:04,210 still pretty boring. 626 00:30:07,211 --> 00:30:09,320 PROFESSOR: Can you see the like degenerate strategies. 627 00:30:09,320 --> 00:30:11,308 We will get to them. 628 00:30:11,308 --> 00:30:13,880 AUDIENCE: Towards the end of the game, basically, it's also 629 00:30:13,880 --> 00:30:16,820 a lot of uncertainty about what players are going to be-- 630 00:30:16,820 --> 00:30:18,460 well, these aren't part of the rules-- but whether they're 631 00:30:18,460 --> 00:30:21,610 going to be willing to trade with you, whether you can do 632 00:30:21,610 --> 00:30:24,820 things like manage to get into jail so you can stop landing 633 00:30:24,820 --> 00:30:27,160 of people's properties. 634 00:30:27,160 --> 00:30:31,970 Chance is, of course, another level of uncertainty there. 635 00:30:31,970 --> 00:30:35,430 PROFESSOR: Yeah, it's weird about the risk associated with 636 00:30:35,430 --> 00:30:42,510 an auction because you kind of know the seller. 637 00:30:42,510 --> 00:30:46,520 Especially in the early game, you have a vague idea of how 638 00:30:46,520 --> 00:30:49,480 much people could possibly bid on this. 639 00:30:49,480 --> 00:30:52,718 Not more than the amount of money that you have, although 640 00:30:52,718 --> 00:30:55,270 [UNINTELLIGIBLE] a mortgage something that he had, just to 641 00:30:55,270 --> 00:30:56,760 get the cash flow at auction. 642 00:30:56,760 --> 00:31:01,830 But it's one of those things that you know is fairly built 643 00:31:01,830 --> 00:31:05,980 with certainty, and so it's true risk. 644 00:31:05,980 --> 00:31:07,720 Ok? 645 00:31:07,720 --> 00:31:09,650 AUDIENCE: So we chose chess. 646 00:31:12,950 --> 00:31:18,030 Chess has no uncertainty in the game. 647 00:31:18,030 --> 00:31:20,460 If I would say an answer to you would be, you don't know 648 00:31:20,460 --> 00:31:22,960 what you're opponent is going to do. 649 00:31:22,960 --> 00:31:25,910 So you have to make a move assuming he's going to do 650 00:31:25,910 --> 00:31:28,870 something completely different. 651 00:31:28,870 --> 00:31:33,820 And as well as risk in the game, the only risk is also 652 00:31:33,820 --> 00:31:35,130 not knowing what your opponent's going to do. 653 00:31:35,130 --> 00:31:37,961 So he could do a series of moves which causes you to be 654 00:31:37,961 --> 00:31:40,720 in a situation where you have to lose a piece. 655 00:31:45,750 --> 00:31:48,540 That's pretty much it. 656 00:31:48,540 --> 00:31:50,300 PROFESSOR: That's cool. 657 00:31:50,300 --> 00:31:55,020 I would argue that not knowing what your player is capable of 658 00:31:55,020 --> 00:31:57,060 is deep in uncertainty. 659 00:31:57,060 --> 00:32:00,423 And in fact, it's a usual amount of 660 00:32:00,423 --> 00:32:01,850 uncertainty in the game. 661 00:32:01,850 --> 00:32:06,160 It's true that the way and how the pieces move and where the 662 00:32:06,160 --> 00:32:08,570 pieces are placed, everyone knows that. 663 00:32:08,570 --> 00:32:09,986 And we're going to get a mixed one. 664 00:32:09,986 --> 00:32:12,346 It's a game of perfect information. 665 00:32:12,346 --> 00:32:16,360 The game stake is no dice. 666 00:32:16,360 --> 00:32:19,740 You know exactly what's going in the game unless you're 667 00:32:19,740 --> 00:32:21,850 playing with a five year old who didn't put the piece right 668 00:32:21,850 --> 00:32:23,100 down in the square. 669 00:32:25,140 --> 00:32:29,430 AUDIENCE: So I guess something where it would be a lot more 670 00:32:29,430 --> 00:32:31,480 noise for the game would be if you're playing something like 671 00:32:31,480 --> 00:32:33,790 speed chess because then it's like oh, you just have to 672 00:32:33,790 --> 00:32:36,640 think fast and it's a lot harder to realize 673 00:32:36,640 --> 00:32:37,320 what's going on. 674 00:32:37,320 --> 00:32:40,960 PROFESSOR: Yeah, that is true because now you're limited by 675 00:32:40,960 --> 00:32:44,430 your own cognitive bandwidth. 676 00:32:44,430 --> 00:32:46,190 So that's true. 677 00:32:46,190 --> 00:32:47,710 It doesn't change the amount of uncertainty. 678 00:32:47,710 --> 00:32:50,450 The uncertainty of the game really is your opponent and 679 00:32:50,450 --> 00:32:52,802 what's in that person's head. 680 00:32:52,802 --> 00:32:56,350 The knowledge of openings and knowledge of different moves, 681 00:32:56,350 --> 00:32:59,150 whether that player has seen something that you haven't 682 00:32:59,150 --> 00:33:05,490 seen or knows of a counter that you [UNINTELLIGIBLE]. 683 00:33:05,490 --> 00:33:07,310 AUDIENCE: Or there's another way to give the impression 684 00:33:07,310 --> 00:33:09,585 that they know exactly how to counter if you're doing any 685 00:33:09,585 --> 00:33:12,260 kind of loading like. 686 00:33:12,260 --> 00:33:14,380 PROFESSOR: Sometimes other counting on them to do 687 00:33:14,380 --> 00:33:16,647 something, and then they don't it's like, why 688 00:33:16,647 --> 00:33:17,351 didn't you do that? 689 00:33:17,351 --> 00:33:19,240 I would have done that. 690 00:33:19,240 --> 00:33:21,442 AUDIENCE: It's like golf where you have to pretend like you 691 00:33:21,442 --> 00:33:23,030 really look like you know what you're doing. 692 00:33:23,030 --> 00:33:26,370 PROFESSOR: Or poker. 693 00:33:26,370 --> 00:33:30,460 OK, so that's one way to look at your game. 694 00:33:30,460 --> 00:33:34,010 What you know, what you don't know. 695 00:33:37,520 --> 00:33:39,230 What's the probability of the certainty and 696 00:33:39,230 --> 00:33:42,390 you know the answer. 697 00:33:42,390 --> 00:33:44,000 And, of course, not as you. 698 00:33:44,000 --> 00:33:45,670 As a game designer you're thinking, what do 699 00:33:45,670 --> 00:33:46,870 your players know? 700 00:33:46,870 --> 00:33:48,238 What do the players not know? 701 00:33:48,238 --> 00:33:49,150 What can your players do? 702 00:33:49,150 --> 00:33:52,950 And a reasonable guess of what likelihood 703 00:33:52,950 --> 00:33:54,815 something is going to happen. 704 00:33:54,815 --> 00:33:56,810 Also, the things going to be true. 705 00:33:56,810 --> 00:33:59,820 It's like, OK, I don't know what card that person has but 706 00:33:59,820 --> 00:34:03,350 there's an 80% probability that that person has jacks of 707 00:34:03,350 --> 00:34:10,949 higher of the trump because that person bid on the trump. 708 00:34:10,949 --> 00:34:13,754 That's a fairly good guess. 709 00:34:16,650 --> 00:34:18,110 A low risk guess. 710 00:34:18,110 --> 00:34:22,465 OK now, we'll go to the other schema which is the 711 00:34:22,465 --> 00:34:24,022 information systems. 712 00:34:24,022 --> 00:34:25,954 Now, we're talking a little bit about perfect and 713 00:34:25,954 --> 00:34:27,150 imperfect information. 714 00:34:27,150 --> 00:34:29,100 Perfect information games, you know game state. 715 00:34:29,100 --> 00:34:30,714 Everyone knows games state. 716 00:34:30,714 --> 00:34:33,219 No player does not know a game state. 717 00:34:33,219 --> 00:34:36,033 Imperfect is, the information, OK, there's something you 718 00:34:36,033 --> 00:34:36,320 don't know. 719 00:34:36,320 --> 00:34:38,920 Maybe it's card games in particular because 720 00:34:38,920 --> 00:34:41,390 cards have two sides. 721 00:34:41,390 --> 00:34:44,601 Cards are typically used to hold back imperfect 722 00:34:44,601 --> 00:34:44,848 information. 723 00:34:44,848 --> 00:34:47,318 Anyone play Stratego? 724 00:34:47,318 --> 00:34:48,306 AUDIENCE: Yeah. 725 00:34:48,306 --> 00:34:50,282 PROFESSOR: Now that's incapable of complete, 726 00:34:50,282 --> 00:34:52,258 imperfect information [UNINTELLIGIBLE] the game. 727 00:34:52,258 --> 00:34:54,830 You know every single piece. 728 00:34:54,830 --> 00:34:56,969 There's nothing random in an entire game. 729 00:34:56,969 --> 00:34:58,160 There are no die rolls. 730 00:34:58,160 --> 00:35:00,580 There are no random shuffles. 731 00:35:00,580 --> 00:35:04,870 AUDIENCE: So when the other guy chooses to play where he 732 00:35:04,870 --> 00:35:07,505 just places pieces, it can be perceived as random to you. 733 00:35:07,505 --> 00:35:10,415 PROFESSOR: Can be perceived as random, it is true. 734 00:35:10,415 --> 00:35:15,610 But let's get really specific about turn around. 735 00:35:15,610 --> 00:35:17,586 What it is, is that it's actually uncertain. 736 00:35:17,586 --> 00:35:21,044 It's not actually random, it's a decision made by that player 737 00:35:21,044 --> 00:35:23,740 who's got the right moves. 738 00:35:23,740 --> 00:35:31,280 So, actually one, objectively, it is not random. 739 00:35:31,280 --> 00:35:32,750 It is perceived as random. 740 00:35:32,750 --> 00:35:36,060 It's perceived as, effectively random because really the 741 00:35:36,060 --> 00:35:39,688 person couldn't put his pieces anywhere within the first 742 00:35:39,688 --> 00:35:43,080 three rules, or something. 743 00:35:43,080 --> 00:35:49,880 So however, that's kind of a blunt tool. 744 00:35:49,880 --> 00:35:51,840 Is this game a game of perfect information or imperfect 745 00:35:51,840 --> 00:35:52,235 information. 746 00:35:52,235 --> 00:35:53,576 That's a yes /no question. 747 00:35:53,576 --> 00:35:57,840 Does it really tell you that much about your game. 748 00:35:57,840 --> 00:36:01,904 Asking, OK, what is actually random and what is not 749 00:36:01,904 --> 00:36:05,185 actually random but may be perceived as that, is a 750 00:36:05,185 --> 00:36:06,790 slightly better question. 751 00:36:06,790 --> 00:36:11,100 Because you can think, OK, if I isn't clear I know that's 752 00:36:11,100 --> 00:36:14,312 not random but it could be anything because of what the 753 00:36:14,312 --> 00:36:15,625 other player has done. 754 00:36:15,625 --> 00:36:16,990 I will treat it as random. 755 00:36:16,990 --> 00:36:18,659 I might as well do all. 756 00:36:18,659 --> 00:36:21,117 And when you're designing for that player and you are doing 757 00:36:21,117 --> 00:36:22,896 all your calculations, just taking it as random. 758 00:36:26,720 --> 00:36:30,050 There is a game theorist-- not game theorist-- the game 759 00:36:30,050 --> 00:36:33,520 studies scholar of games, Ceila Pierce, who works over 760 00:36:33,520 --> 00:36:34,870 at Georgia Tech. 761 00:36:34,870 --> 00:36:38,402 And her proposal is that a more useful range of questions 762 00:36:38,402 --> 00:36:41,901 to ask would be what's known to all the players? 763 00:36:41,901 --> 00:36:43,975 And in a game of perfect information everything is 764 00:36:43,975 --> 00:36:46,050 known to all players. 765 00:36:46,050 --> 00:36:48,060 What's only known to one player? 766 00:36:48,060 --> 00:36:51,490 What's known to the game? 767 00:36:51,490 --> 00:36:54,780 Especially for a computer game, the computer knows a lot 768 00:36:54,780 --> 00:36:56,880 more about game state. 769 00:36:56,880 --> 00:36:58,380 Sometimes that even comes down to rules. 770 00:36:58,380 --> 00:37:01,812 So if you've ever done Force Battles in something like 771 00:37:01,812 --> 00:37:03,420 Metriod or Castlevania, for instance. 772 00:37:03,420 --> 00:37:07,810 There are rules that every single process is going to 773 00:37:07,810 --> 00:37:10,336 react to anything that you do. 774 00:37:10,336 --> 00:37:11,294 Maybe it's based on time. 775 00:37:11,294 --> 00:37:13,210 Maybe it's just the sequence of action 776 00:37:13,210 --> 00:37:14,860 that are already done. 777 00:37:14,860 --> 00:37:17,702 Like the EIHI robot that you guys programmed in class 778 00:37:17,702 --> 00:37:19,040 [UNINTELLIGIBLE] 779 00:37:19,040 --> 00:37:21,280 You don't know those rules going into the game. 780 00:37:21,280 --> 00:37:23,346 Those don't prevent you from playing the game. 781 00:37:23,346 --> 00:37:25,089 In fact, part of the fun is figuring out the rules and 782 00:37:25,089 --> 00:37:27,810 figuring what the pattern is and explaining it. 783 00:37:27,810 --> 00:37:29,370 So that's an example of a thing that's 784 00:37:29,370 --> 00:37:30,190 known to the game. 785 00:37:30,190 --> 00:37:38,440 Other things that are known to the game are actually now, 786 00:37:38,440 --> 00:37:40,632 maybe that's not a good one. 787 00:37:40,632 --> 00:37:42,500 I'm going to stick with my topic because randomly 788 00:37:42,500 --> 00:37:45,250 generated stuff, like there is a shuffled deck. 789 00:37:45,250 --> 00:37:48,110 Shuffled decks are one of those things where it's a 790 00:37:48,110 --> 00:37:54,890 little bit unclear about whether the game knows what's 791 00:37:54,890 --> 00:37:55,730 in that stack. 792 00:37:55,730 --> 00:37:57,640 It's true that you shuffled it, so it's randomly 793 00:37:57,640 --> 00:38:01,580 generated, but once it shuffled it, it is now in a 794 00:38:01,580 --> 00:38:03,230 fixed order. 795 00:38:03,230 --> 00:38:06,946 So the game knows what order that's in even though 796 00:38:06,946 --> 00:38:09,169 essentially randomly generated, it's not randomly 797 00:38:09,169 --> 00:38:11,890 generated every single turn. 798 00:38:11,890 --> 00:38:14,800 But it's a good question to ask. 799 00:38:14,800 --> 00:38:17,472 Even if it's not an easy question to answer, it's a 800 00:38:17,472 --> 00:38:19,870 good question to ask what's known to the game but not 801 00:38:19,870 --> 00:38:21,400 known to the rest of the players? 802 00:38:21,400 --> 00:38:24,980 And what's this randomly generated? 803 00:38:24,980 --> 00:38:26,992 Even if the game had a brain we would have no idea what 804 00:38:26,992 --> 00:38:29,132 these things turn [UNINTELLIGIBLE] because it's 805 00:38:29,132 --> 00:38:30,690 pretty terrible. 806 00:38:30,690 --> 00:38:33,410 So use those games again. 807 00:38:33,410 --> 00:38:35,920 Every single one of those games they are talking about, 808 00:38:35,920 --> 00:38:37,936 what's known to all players? 809 00:38:37,936 --> 00:38:39,330 What's known to one player? 810 00:38:39,330 --> 00:38:40,785 What's known to the game and what's 811 00:38:40,785 --> 00:38:41,755 just randomly generated? 812 00:38:41,755 --> 00:38:43,005 Go. 813 00:38:58,200 --> 00:38:59,966 Shall we just do the [UNINTELLIGIBLE] 814 00:38:59,966 --> 00:39:01,890 AUDIENCE: So we changed our game to poker. 815 00:39:01,890 --> 00:39:03,030 Texas Hold 'em now. 816 00:39:03,030 --> 00:39:04,440 So know on your test. 817 00:39:07,870 --> 00:39:12,420 So it's imperfect information because you know what's in 818 00:39:12,420 --> 00:39:15,450 your hand, you know what's on the board, but you have no 819 00:39:15,450 --> 00:39:17,720 idea what anyone else has. 820 00:39:17,720 --> 00:39:22,360 They can try and trick you so it's maybe perceived. 821 00:39:22,360 --> 00:39:23,360 It's perceived knowledge. 822 00:39:23,360 --> 00:39:26,890 So let's say they play a large bet. 823 00:39:26,890 --> 00:39:29,040 It's perceived that they must a good hand but it's not 824 00:39:29,040 --> 00:39:31,710 necessarily accurate. 825 00:39:31,710 --> 00:39:35,960 So it's not really an objective base however, it is 826 00:39:35,960 --> 00:39:38,260 subjective whenever you can finally show your hand. 827 00:39:38,260 --> 00:39:41,110 Then either you've won or you've lost. 828 00:39:41,110 --> 00:39:43,453 It's not really up for debate. 829 00:39:47,300 --> 00:39:51,220 AUDIENCE: So I guess it could also be whether you know, like 830 00:39:51,220 --> 00:39:54,230 again with chess, what the other player knows, whether 831 00:39:54,230 --> 00:39:57,150 the other players know conventional poker conventions 832 00:39:57,150 --> 00:40:01,183 for folding or not. 833 00:40:01,183 --> 00:40:04,460 PROFESSOR: OK, let's see. 834 00:40:04,460 --> 00:40:07,470 Other things that are a lot of [UNINTELLIGIBLE] especially 835 00:40:07,470 --> 00:40:11,760 poker, that is known to all players will be things like, 836 00:40:11,760 --> 00:40:13,837 what are the number of kings in the deck? 837 00:40:16,865 --> 00:40:19,505 What are deposits and what are all the different hands that 838 00:40:19,505 --> 00:40:22,310 you could make, and what are the point values? 839 00:40:22,310 --> 00:40:24,290 So that's just one example of things that need to be known 840 00:40:24,290 --> 00:40:25,720 by all players. 841 00:40:25,720 --> 00:40:28,335 The assumption is that all players know that. 842 00:40:28,335 --> 00:40:29,820 Sometimes all players don't know all these. 843 00:40:29,820 --> 00:40:31,280 AUDIENCE: Yeah, memorizing the 844 00:40:31,280 --> 00:40:33,570 probability is a huge endeavor. 845 00:40:33,570 --> 00:40:35,683 AUDIENCE: Really big player know the objective 846 00:40:35,683 --> 00:40:37,360 probabilities in any given hand. 847 00:40:37,360 --> 00:40:39,341 AUDIENCE: Actually, a lot of casinos will let you bring in 848 00:40:39,341 --> 00:40:40,478 a card with probabilities. 849 00:40:40,478 --> 00:40:42,920 PROFESSOR: Really? 850 00:40:42,920 --> 00:40:44,160 I'm surprised that they'd let you do that. 851 00:40:44,160 --> 00:40:44,550 OK. 852 00:40:44,550 --> 00:40:45,370 All right. 853 00:40:45,370 --> 00:40:46,580 I guess they couldn't-- 854 00:40:46,580 --> 00:40:47,210 AUDIENCE: Even blackjack. 855 00:40:47,210 --> 00:40:49,275 I'm pretty sure with blackjack, too, you can bring 856 00:40:49,275 --> 00:40:50,580 in a card with probability. 857 00:40:50,580 --> 00:40:55,317 PROFESSOR: So the things that are known to the game would 858 00:40:55,317 --> 00:40:58,692 be, of course, shuffle order. 859 00:40:58,692 --> 00:41:01,182 I guess this happens more in blackjack where you've got 860 00:41:01,182 --> 00:41:03,672 five decks all shuffled together and you know there's 861 00:41:03,672 --> 00:41:06,005 a number of kings and they're in there somewhere. 862 00:41:06,005 --> 00:41:08,171 So if all the kings get played out you know there's no more 863 00:41:08,171 --> 00:41:10,830 kings left in there and then you can do 864 00:41:10,830 --> 00:41:13,840 computations from there. 865 00:41:13,840 --> 00:41:15,990 And one thing I want to clarify on 866 00:41:15,990 --> 00:41:17,840 objective and proceed. 867 00:41:17,840 --> 00:41:21,670 Objective doesn't necessarily mean that any one player knows 868 00:41:21,670 --> 00:41:23,320 whether this is good or bad. 869 00:41:23,320 --> 00:41:27,835 The idea is that if there was a third party observer who was 870 00:41:27,835 --> 00:41:31,632 not playing the game and knew all the game stake, looking to 871 00:41:31,632 --> 00:41:35,670 that, looking to the hands, knows what's coming up, or a 872 00:41:35,670 --> 00:41:39,575 computer running the game, that person, that computer 873 00:41:39,575 --> 00:41:43,260 will know the extent to which something is good or bad. 874 00:41:43,260 --> 00:41:48,100 So if you've got a hand probabilistically you can tell 875 00:41:48,100 --> 00:41:51,600 well, this is a pretty darn good hand, or this is all 876 00:41:51,600 --> 00:41:55,126 ready probabilistically a crappy hand. 877 00:41:55,126 --> 00:41:56,990 It might be good for that game, right? 878 00:41:56,990 --> 00:42:01,130 It might be just like I have one pair, but it might be good 879 00:42:01,130 --> 00:42:03,252 if nobody has anything. 880 00:42:03,252 --> 00:42:05,032 AUDIENCE: But probability you're not 881 00:42:05,032 --> 00:42:06,730 gonna have a good game. 882 00:42:06,730 --> 00:42:07,020 PROFESSOR: But 883 00:42:07,020 --> 00:42:08,550 probabilistically you want to win. 884 00:42:08,550 --> 00:42:10,720 That's why you have poker player's saying things like, 885 00:42:10,720 --> 00:42:15,450 right up until this point I was winning and then I maybe 886 00:42:15,450 --> 00:42:16,360 lost in a tie game. 887 00:42:16,360 --> 00:42:18,250 But it's like, probabilistically they were 888 00:42:18,250 --> 00:42:19,640 doing everything right. 889 00:42:19,640 --> 00:42:23,146 And actually, a lot of professional players have 890 00:42:23,146 --> 00:42:27,040 disparages to say well, they were doing everything right, 891 00:42:27,040 --> 00:42:33,014 sure they lost a hand, but to them they were winning every 892 00:42:33,014 --> 00:42:36,050 one up until the point when he had to fold. 893 00:42:36,050 --> 00:42:38,440 OK, next game. 894 00:42:38,440 --> 00:42:41,800 AUDIENCE: The Monopoly game was run through the all 895 00:42:41,800 --> 00:42:43,800 players, one player game, etc. 896 00:42:43,800 --> 00:42:48,272 All players know the board stakes so the people that are 897 00:42:48,272 --> 00:42:49,850 owners of any of the properties and 898 00:42:49,850 --> 00:42:51,100 [? what's owned ?] by the bank. 899 00:42:56,350 --> 00:42:58,920 Every given player knows the amount of money that they 900 00:42:58,920 --> 00:43:03,670 have, and also what valuation they placed on all of their 901 00:43:03,670 --> 00:43:07,310 properties, which is not known to other people except 902 00:43:07,310 --> 00:43:09,330 incidentally through their actions. 903 00:43:09,330 --> 00:43:13,720 The game knows the state of Community chance and, I'm 904 00:43:13,720 --> 00:43:16,515 sorry, Community Chest and Chance decks, and then there's 905 00:43:16,515 --> 00:43:17,720 randomly generated die rolls. 906 00:43:17,720 --> 00:43:20,370 PROFESSOR: Die rolls, yeah. 907 00:43:20,370 --> 00:43:24,410 I'm forgetting whether Monopoly requires you to show 908 00:43:24,410 --> 00:43:26,859 your bankroll clearly. 909 00:43:26,859 --> 00:43:28,248 AUDIENCE: I think so. 910 00:43:28,248 --> 00:43:29,640 I'm pretty sure. 911 00:43:29,640 --> 00:43:31,160 AUDIENCE: If you want to know how much money somebody else 912 00:43:31,160 --> 00:43:34,600 has they have to tell you. 913 00:43:34,600 --> 00:43:36,230 PROFESSOR: It would be an interesting thing to look up 914 00:43:36,230 --> 00:43:39,410 and see what the actual rule on that is. 915 00:43:39,410 --> 00:43:42,750 AUDIENCE: Why is the game so popular? 916 00:43:42,750 --> 00:43:44,410 PROFESSOR: Good marketing. 917 00:43:44,410 --> 00:43:47,690 AUDIENCE: But then again it's very shallow and-- 918 00:43:47,690 --> 00:43:51,010 AUDIENCE: It's really familiar. 919 00:43:51,010 --> 00:43:55,060 I asked friends of mine who happily play Monopoly but 920 00:43:55,060 --> 00:43:59,450 don't like to play, for instance, Settlers, and a lot 921 00:43:59,450 --> 00:44:02,010 of it is really, you don't have to think 922 00:44:02,010 --> 00:44:03,450 too much about it. 923 00:44:03,450 --> 00:44:05,575 It's just an excuse to sit around and talk with people. 924 00:44:09,860 --> 00:44:12,844 There's not that much that apparently distinguishes 925 00:44:12,844 --> 00:44:15,590 somebody who's like a incredibly good player or an 926 00:44:15,590 --> 00:44:16,240 incredibly bad player. 927 00:44:16,240 --> 00:44:19,240 It's got a bit of that any given Sunday feel to it so 928 00:44:19,240 --> 00:44:21,770 that you always have an opportunity to win. 929 00:44:21,770 --> 00:44:23,766 There can be dramatic swings of fate, and all 930 00:44:23,766 --> 00:44:24,080 that kind of thing. 931 00:44:24,080 --> 00:44:26,990 PROFESSOR: So it's kind of like adult Candyland. 932 00:44:26,990 --> 00:44:29,038 You just go through the motions. 933 00:44:29,038 --> 00:44:31,410 AUDIENCE: But I also have friends who are like avid 934 00:44:31,410 --> 00:44:35,046 Monopoly players who really believe that there's a deep 935 00:44:35,046 --> 00:44:36,030 skill to playing Monopoly. 936 00:44:36,030 --> 00:44:37,430 But I'm yet to be convinced. 937 00:44:37,430 --> 00:44:38,130 PROFESSOR: There is a strategy. 938 00:44:38,130 --> 00:44:41,900 I'm not sure if it's a skill. 939 00:44:41,900 --> 00:44:42,950 OK, all right, cool. 940 00:44:42,950 --> 00:44:44,369 Thanks. 941 00:44:44,369 --> 00:44:45,788 AUDIENCE: We did Mario Kart, again. 942 00:44:50,520 --> 00:44:53,240 Except for a couple of special stages, in general, players 943 00:44:53,240 --> 00:44:56,726 are aware of their welcome position to other players 944 00:44:56,726 --> 00:44:58,524 during the race. 945 00:44:58,524 --> 00:45:00,944 AUDIENCE: Everyone knows the maps. 946 00:45:00,944 --> 00:45:03,370 [UNINTELLIGIBLE] 947 00:45:03,370 --> 00:45:05,990 AUDIENCE: You're not sure if you know what other people, 948 00:45:05,990 --> 00:45:09,130 like what their special power ups are, because you can look 949 00:45:09,130 --> 00:45:11,050 at the screen and see what they have. 950 00:45:11,050 --> 00:45:11,470 AUDIENCE: Yeah. 951 00:45:11,470 --> 00:45:13,750 Since you're playing to other humans there are situations 952 00:45:13,750 --> 00:45:15,425 where you definitely know what they had. 953 00:45:15,425 --> 00:45:16,370 I don't think-- 954 00:45:16,370 --> 00:45:19,215 AUDIENCE: That's cheating. 955 00:45:19,215 --> 00:45:21,220 AUDIENCE: It's a strategy. 956 00:45:21,220 --> 00:45:24,862 AUDIENCE: In Mario Kart DS you know all your opponents items. 957 00:45:24,862 --> 00:45:26,230 AUDIENCE: That's true. 958 00:45:26,230 --> 00:45:26,660 That's lame. 959 00:45:26,660 --> 00:45:28,890 PROFESSOR: Suddenly, on a simultaneously multi-player 960 00:45:28,890 --> 00:45:31,320 game where you're screen's divided into four or two, 961 00:45:31,320 --> 00:45:35,430 yeah, you know what your opponent has and decide if 962 00:45:35,430 --> 00:45:36,603 you're going to get into a Kart. 963 00:45:36,603 --> 00:45:38,480 Same thing for Halo. 964 00:45:38,480 --> 00:45:40,330 AUDIENCE: Yeah. 965 00:45:40,330 --> 00:45:42,670 AUDIENCE: It actually [UNINTELLIGIBLE] 966 00:45:42,670 --> 00:45:43,170 AUDIENCE: Yeah. 967 00:45:43,170 --> 00:45:46,280 And let's see what else. 968 00:45:46,280 --> 00:45:50,980 So there's you perceive it as completely random especially 969 00:45:50,980 --> 00:45:52,235 if you don't pay much attention to it but it's more 970 00:45:52,235 --> 00:45:54,460 like weighted random in what items you get. 971 00:45:54,460 --> 00:45:56,790 So that's something you'll have to figure out as you go 972 00:45:56,790 --> 00:45:59,930 along, that actually, as you're further up, you get 973 00:45:59,930 --> 00:46:00,986 worse items. 974 00:46:00,986 --> 00:46:02,840 I actually think it's a good strategy in that game to 975 00:46:02,840 --> 00:46:04,755 remain in second place for most of the race 976 00:46:04,755 --> 00:46:07,760 and then go to first. 977 00:46:07,760 --> 00:46:09,870 PROFESSOR: Now, the game knows those probabilities anyway. 978 00:46:09,870 --> 00:46:11,187 AUDIENCE: The game definitely knows that. 979 00:46:11,187 --> 00:46:13,365 The game also knows who's going to get hit by a red 980 00:46:13,365 --> 00:46:15,260 shell, for example, when you launch it. 981 00:46:15,260 --> 00:46:17,770 It's not entirely clear to me as a player, when there's 982 00:46:17,770 --> 00:46:20,590 multiple people in front of me, who it's going to pick. 983 00:46:20,590 --> 00:46:25,450 When I shoot a green shell back behind me, the game knows 984 00:46:25,450 --> 00:46:26,310 what's going on. 985 00:46:26,310 --> 00:46:27,160 I don't. 986 00:46:27,160 --> 00:46:28,435 Is that my field of view? 987 00:46:28,435 --> 00:46:29,190 I hear it. 988 00:46:29,190 --> 00:46:30,240 Am I getting a result? 989 00:46:30,240 --> 00:46:31,600 Am I not? 990 00:46:31,600 --> 00:46:33,820 PROFESSOR: The game definitely understands the physics way 991 00:46:33,820 --> 00:46:36,210 better than any human player can possibly understand. 992 00:46:36,210 --> 00:46:36,610 AUDIENCE: Yeah. 993 00:46:36,610 --> 00:46:37,210 For sure. 994 00:46:37,210 --> 00:46:38,460 For sure. 995 00:46:41,830 --> 00:46:44,130 AUDIENCE: The game knows all the player's positions and 996 00:46:44,130 --> 00:46:46,470 dull leads but it doesn't know what they're going to do or 997 00:46:46,470 --> 00:46:48,500 how their going to interact with each other. 998 00:46:48,500 --> 00:46:52,970 It also doesn't presumably, actually know what items are 999 00:46:52,970 --> 00:46:54,220 coming out. 1000 00:46:54,220 --> 00:46:57,110 AUDIENCE: Oh, and then another thing as players, you can 1001 00:46:57,110 --> 00:47:03,360 learn the patterns of some of the hazards and be able to 1002 00:47:03,360 --> 00:47:05,950 predict which way to go depending on 1003 00:47:05,950 --> 00:47:07,270 how you know a certain-- 1004 00:47:07,270 --> 00:47:08,300 PROFESSOR: Just like knowing the map. 1005 00:47:08,300 --> 00:47:09,110 Just like knowing the map. 1006 00:47:09,110 --> 00:47:09,515 AUDIENCE: Yeah. 1007 00:47:09,515 --> 00:47:11,550 One of them are random, actually. 1008 00:47:11,550 --> 00:47:12,900 AUDIENCE: Some of them are random. 1009 00:47:12,900 --> 00:47:15,270 PROFESSOR: But one thing to keep in mind about randomly 1010 00:47:15,270 --> 00:47:19,440 generated computers obviously, well, maybe it's not obvious 1011 00:47:19,440 --> 00:47:21,660 but computers actually have a real tough time generating 1012 00:47:21,660 --> 00:47:22,900 really random numbers. 1013 00:47:22,900 --> 00:47:25,350 AUDIENCE: It's starts to assume. 1014 00:47:25,350 --> 00:47:28,090 PROFESSOR: That why they're called pseudo-random. 1015 00:47:28,090 --> 00:47:32,132 So to some extent the computer knows but it's trying really, 1016 00:47:32,132 --> 00:47:34,452 really hard not to know. 1017 00:47:34,452 --> 00:47:36,955 What's really, really useful if you ever go into game 1018 00:47:36,955 --> 00:47:40,700 design for digital games, to use that to your advantage. 1019 00:47:40,700 --> 00:47:43,290 Because you can use that to reproduce problematic 1020 00:47:43,290 --> 00:47:44,515 situations. 1021 00:47:44,515 --> 00:47:48,160 It's like, yeah, write another generator that we have 1022 00:47:48,160 --> 00:47:51,594 absolute control over and then use that to your advantage 1023 00:47:51,594 --> 00:47:53,410 when you're trying to find bugs. 1024 00:47:53,410 --> 00:47:55,453 Cool. 1025 00:47:55,453 --> 00:47:57,030 AUDIENCE: So just to remind you, we did Go Fish. 1026 00:47:57,030 --> 00:48:00,700 So clearly every player knows what's in his hand, knows what 1027 00:48:00,700 --> 00:48:03,650 pairs have been played thus far, knows how many cards 1028 00:48:03,650 --> 00:48:06,146 people have, and stuff like that. 1029 00:48:06,146 --> 00:48:09,383 AUDIENCE: Generally, people should know what cards have 1030 00:48:09,383 --> 00:48:12,122 been given from one player to another player. 1031 00:48:12,122 --> 00:48:14,114 Although, they may have forgotten that. 1032 00:48:17,250 --> 00:48:20,720 Sometimes there's a situation where most of the players 1033 00:48:20,720 --> 00:48:22,925 don't know which pairs could be possibly 1034 00:48:22,925 --> 00:48:24,390 made at a given point. 1035 00:48:24,390 --> 00:48:27,662 Sometimes one player may know that because he might have one 1036 00:48:27,662 --> 00:48:28,796 card and then somebody else gave their 1037 00:48:28,796 --> 00:48:30,260 card to somebody else. 1038 00:48:30,260 --> 00:48:30,970 Something like this. 1039 00:48:30,970 --> 00:48:33,384 But the game definitely knows this. 1040 00:48:33,384 --> 00:48:37,288 Also, the order of the deck is randomly generated. 1041 00:48:37,288 --> 00:48:38,264 PROFESSOR: Yup. 1042 00:48:38,264 --> 00:48:42,232 And he's right at the beginning, first turn. 1043 00:48:42,232 --> 00:48:44,950 AUDIENCE: So For Scrabble all the players know the 1044 00:48:44,950 --> 00:48:45,680 pieces on the board. 1045 00:48:45,680 --> 00:48:48,970 They all know the letter frequencies. 1046 00:48:48,970 --> 00:48:50,398 AUDIENCE: They don't know what tiles they're 1047 00:48:50,398 --> 00:48:51,226 going to get next. 1048 00:48:51,226 --> 00:48:53,393 [UNINTELLIGIBLE] 1049 00:48:53,393 --> 00:48:55,357 PROFESSOR: That's randomly generated. 1050 00:48:55,357 --> 00:48:57,812 AUDIENCE: What if someone knows the dictionary, though? 1051 00:48:57,812 --> 00:49:00,267 Like your opponent could have a dictionary, but not 1052 00:49:00,267 --> 00:49:01,610 everyone knows it. 1053 00:49:01,610 --> 00:49:03,510 PROFESSOR: That's the knowledge that is both 1054 00:49:03,510 --> 00:49:05,790 available to one player and to the game. 1055 00:49:05,790 --> 00:49:09,170 Technically the game has an official Scrabble dictionary. 1056 00:49:09,170 --> 00:49:11,128 If you're playing a digital version, they're 1057 00:49:11,128 --> 00:49:12,378 probably using it. 1058 00:49:14,560 --> 00:49:17,324 Your family, they probably don't accept certain 1059 00:49:17,324 --> 00:49:19,292 two-letter words. 1060 00:49:19,292 --> 00:49:22,270 AUDIENCE: Until Pictionary. 1061 00:49:22,270 --> 00:49:26,440 AUDIENCE: They also don't know what the other players have. 1062 00:49:26,440 --> 00:49:29,626 So one person only knows what they have. 1063 00:49:29,626 --> 00:49:32,362 But then the other three aren't really-- 1064 00:49:32,362 --> 00:49:34,520 But then again, we discussed how if you're playing with two 1065 00:49:34,520 --> 00:49:37,660 people you can probabilistically figure out 1066 00:49:37,660 --> 00:49:39,070 what they've got. 1067 00:49:39,070 --> 00:49:40,230 Or, figure out what you're going to get 1068 00:49:40,230 --> 00:49:41,580 next when you draw. 1069 00:49:41,580 --> 00:49:43,220 PROFESSOR: It's also more likely for you to figure out 1070 00:49:43,220 --> 00:49:46,280 as the game goes on and tiles get played what letters will 1071 00:49:46,280 --> 00:49:47,362 never come up again. 1072 00:49:47,362 --> 00:49:50,308 AUDIENCE: At pro levels of Scrabble they do know exactly 1073 00:49:50,308 --> 00:49:52,272 what's the final set. 1074 00:49:52,272 --> 00:49:55,805 There's just a certain point that you get to at which point 1075 00:49:55,805 --> 00:50:00,421 Scrabble players just know what play and work out and all 1076 00:50:00,421 --> 00:50:01,070 the possible-- 1077 00:50:01,070 --> 00:50:03,340 AUDIENCE: At that point do you just keep letters that are 1078 00:50:03,340 --> 00:50:05,928 more likely to work with what's in the bag. 1079 00:50:05,928 --> 00:50:09,260 How do you use that to your advantage? 1080 00:50:09,260 --> 00:50:11,004 AUDIENCE: Well after all the tiles are drawn you know what 1081 00:50:11,004 --> 00:50:14,340 your opponents have. 1082 00:50:14,340 --> 00:50:15,996 PROFESSOR: Yeah, you are trying to prevent them from 1083 00:50:15,996 --> 00:50:17,820 using the letters that they've got. 1084 00:50:17,820 --> 00:50:21,970 But most Scrabble boards, although I don't know if all 1085 00:50:21,970 --> 00:50:24,040 Scrabble boards have this, they actually show the 1086 00:50:24,040 --> 00:50:31,018 frequency in which the number of tiles where I'd be given 1087 00:50:31,018 --> 00:50:32,360 that are in there. 1088 00:50:32,360 --> 00:50:34,714 So it's actually expected that you're going to 1089 00:50:34,714 --> 00:50:35,904 take this into account. 1090 00:50:35,904 --> 00:50:38,662 It's like oh, there are only 4 h's or something like that, 1091 00:50:38,662 --> 00:50:39,646 and they're all out. 1092 00:50:39,646 --> 00:50:40,138 All right. 1093 00:50:40,138 --> 00:50:41,614 There's none coming out of here. 1094 00:50:41,614 --> 00:50:43,582 AUDIENCE: Random other Scrabble facts. 1095 00:50:43,582 --> 00:50:45,550 I found another one about Scrabble when I was reading 1096 00:50:45,550 --> 00:50:48,010 about computational Scrabble playing. 1097 00:50:48,010 --> 00:50:51,390 Apparently, in Scrabble tournaments, they have a chess 1098 00:50:51,390 --> 00:50:54,315 court system, right, to making sure it doesn't go over time. 1099 00:50:54,315 --> 00:50:57,135 And apparently, people set aside half their time to 1100 00:50:57,135 --> 00:50:58,575 playing the end game in Scrabble. 1101 00:50:58,575 --> 00:51:01,668 Which is the point at which there's basically full 1102 00:51:01,668 --> 00:51:02,620 information. 1103 00:51:02,620 --> 00:51:05,476 And then, you're just sitting there nodding out. 1104 00:51:05,476 --> 00:51:07,999 Like, what the best sequence of play is to beat your 1105 00:51:07,999 --> 00:51:12,062 opponent so then, it becomes like chess. 1106 00:51:12,062 --> 00:51:13,974 AUDIENCE: How much time do you get? 1107 00:51:13,974 --> 00:51:15,224 AUDIENCE: I don't even remember. 1108 00:51:18,898 --> 00:51:22,230 So, high level Scrabble is completely different from the 1109 00:51:22,230 --> 00:51:23,182 Scrabble that you play. 1110 00:51:23,182 --> 00:51:24,432 It's crazy. 1111 00:51:29,710 --> 00:51:31,220 PROFESSOR: OK, all right. 1112 00:51:31,220 --> 00:51:32,370 We've still got some time. 1113 00:51:32,370 --> 00:51:33,090 Great. 1114 00:51:33,090 --> 00:51:36,772 Let's talk about cybernetics. 1115 00:51:36,772 --> 00:51:40,800 Cybernetics are, given that it was kind of invented at MIT, 1116 00:51:40,800 --> 00:51:43,835 it's something that you probably encountered there. 1117 00:51:43,835 --> 00:51:45,510 And we've mentioned this a few times, the 1118 00:51:45,510 --> 00:51:46,670 whole idea of feedback. 1119 00:51:46,670 --> 00:51:51,180 I want to break this down a little bit, though, because 1120 00:51:51,180 --> 00:51:54,100 feedback works. 1121 00:51:54,100 --> 00:51:57,370 The official sense of feedback, and this theory of 1122 00:51:57,370 --> 00:51:59,830 cybernetic systems as written by Norbert Wiener back in the 1123 00:51:59,830 --> 00:52:04,230 40's, I think, is that there is a sensor, something which 1124 00:52:04,230 --> 00:52:06,770 measures what the system is doing. 1125 00:52:06,770 --> 00:52:11,080 There is a comparative, which was, in his era, was that 1126 00:52:11,080 --> 00:52:15,531 machine, and in our era is probably a rule, a logic, a 1127 00:52:15,531 --> 00:52:21,580 statement, that compares this against some sort of set value 1128 00:52:21,580 --> 00:52:24,980 or some sort of rule and decides to take action-- 1129 00:52:24,980 --> 00:52:26,410 an activator. 1130 00:52:26,410 --> 00:52:30,230 And you can think of this this way, all as your sensor is the 1131 00:52:30,230 --> 00:52:31,920 variable that you're looking at. 1132 00:52:31,920 --> 00:52:33,995 Or, a set of collection of variables that 1133 00:52:33,995 --> 00:52:34,390 you're looking at. 1134 00:52:34,390 --> 00:52:35,810 So what are you looking at? 1135 00:52:35,810 --> 00:52:37,925 Your comparable is a rule that you're comparing against. 1136 00:52:41,066 --> 00:52:44,720 I'm trying to pick a game that no one has mentioned here, so 1137 00:52:44,720 --> 00:52:50,935 far, that has a good few facts system. 1138 00:52:50,935 --> 00:52:57,570 Let's say I played a version of Cops and Robbers as a kid 1139 00:52:57,570 --> 00:53:01,070 where every time the cop caught a robber, the robber 1140 00:53:01,070 --> 00:53:03,570 would have to go into a jail area and put him down until 1141 00:53:03,570 --> 00:53:04,570 someone tagged him. 1142 00:53:04,570 --> 00:53:06,570 Someone from the robber team tagged him. 1143 00:53:06,570 --> 00:53:09,988 And the basic idea is that the fewer people there are, and a 1144 00:53:09,988 --> 00:53:12,890 few of us humanly are playing in a big space, the more 1145 00:53:12,890 --> 00:53:14,650 robbers there are in jail, the easier it is 1146 00:53:14,650 --> 00:53:17,038 for a robber to run. 1147 00:53:17,038 --> 00:53:18,785 Actually, because they have more freedom. 1148 00:53:18,785 --> 00:53:21,695 Sure, there are more cops to any given robbers so that you 1149 00:53:21,695 --> 00:53:23,870 can do flagging [UNINTELLIGIBLE] 1150 00:53:23,870 --> 00:53:27,090 But one of the variables that we're looking at are how many 1151 00:53:27,090 --> 00:53:30,155 people are trying to be in the jail. 1152 00:53:30,155 --> 00:53:35,700 And an activator is basically what's the rule or what's the 1153 00:53:35,700 --> 00:53:37,810 game dynamic that comes with the play. 1154 00:53:37,810 --> 00:53:39,810 So that's a kind of interesting things about the 1155 00:53:39,810 --> 00:53:41,510 Cops and Robbers situation. 1156 00:53:41,510 --> 00:53:45,740 One had more space to run when all my buddies are in jail but 1157 00:53:45,740 --> 00:53:49,130 there are a lot more cops going after me, and that 1158 00:53:49,130 --> 00:53:51,985 actually means that it's easier for him to flag me even 1159 00:53:51,985 --> 00:53:53,540 though I had more space to run. 1160 00:53:53,540 --> 00:53:54,830 So it goes up. 1161 00:53:54,830 --> 00:53:57,440 Both are negative and a positive feedback system. 1162 00:53:57,440 --> 00:54:02,205 More space to run is actually a negative feedback system. 1163 00:54:02,205 --> 00:54:04,490 And how you tell the difference is is it 1164 00:54:04,490 --> 00:54:08,115 stabilizing to my state or is it cumulative to my state. 1165 00:54:08,115 --> 00:54:11,710 And it's stabilizing, which means I'm doing badly, my 1166 00:54:11,710 --> 00:54:15,110 team's doing badly but this is now giving me an edge. 1167 00:54:15,110 --> 00:54:20,120 Or, I'm doing really well and this is really crappy. 1168 00:54:20,120 --> 00:54:22,960 Mario Kart is a type of these. 1169 00:54:22,960 --> 00:54:24,110 Those are negative feedback. 1170 00:54:24,110 --> 00:54:29,620 Those are things that basically reduce the gap 1171 00:54:29,620 --> 00:54:31,856 between the best and the people who are doing well and 1172 00:54:31,856 --> 00:54:33,510 the people who aren't doing well. 1173 00:54:33,510 --> 00:54:34,550 Positive feedback is cumulative. 1174 00:54:34,550 --> 00:54:37,120 They're doing well, they're going to do a bit better. 1175 00:54:37,120 --> 00:54:40,132 So the cops have got everybody but one and now 1176 00:54:40,132 --> 00:54:43,600 it's a 5 to 1 game. 1177 00:54:43,600 --> 00:54:46,170 That's a positive feedback system because now they can do 1178 00:54:46,170 --> 00:54:51,630 tactics as opposed to everyone going after someone separate. 1179 00:54:51,630 --> 00:54:53,300 And you have these two feedback 1180 00:54:53,300 --> 00:54:55,580 views working together. 1181 00:54:55,580 --> 00:54:56,970 There are tons of these in games. 1182 00:54:56,970 --> 00:55:01,190 Games aren't really the kind of closed systems that 1183 00:55:01,190 --> 00:55:04,360 cybernetics were actually originally designed to handle. 1184 00:55:04,360 --> 00:55:07,146 In fact, only a few systems are digital systems in that 1185 00:55:07,146 --> 00:55:10,210 way and games are actually better than most. 1186 00:55:10,210 --> 00:55:14,600 But let's talk about what's in all the games 1187 00:55:14,600 --> 00:55:15,455 we're talking about. 1188 00:55:15,455 --> 00:55:17,938 What are some of the negative feedback you experience, and 1189 00:55:17,938 --> 00:55:19,710 some of the positive feedback you experienced. 1190 00:55:19,710 --> 00:55:25,280 Mario Kart team, you got way too easy [UNINTELLIGIBLE] 1191 00:55:25,280 --> 00:55:26,370 Think of some other game. 1192 00:55:26,370 --> 00:55:27,260 Think of some other game. 1193 00:55:27,260 --> 00:55:29,200 AUDIENCE: Wait, that's what I didn't know. 1194 00:55:29,200 --> 00:55:32,000 The AI automatically goes faster. 1195 00:55:32,000 --> 00:55:34,850 There's a huge gap. 1196 00:55:34,850 --> 00:55:36,780 PROFESSOR: That's more than just a Mario Kart, actually. 1197 00:55:36,780 --> 00:55:38,520 That's a lot of racing games. 1198 00:55:38,520 --> 00:55:40,690 AUDIENCE: Also, when if you're playing like the Grand Prix 1199 00:55:40,690 --> 00:55:43,252 there's always three computers that are always better than 1200 00:55:43,252 --> 00:55:45,480 everyone else, then all the rest of them. 1201 00:55:45,480 --> 00:55:48,340 So they will always be the ones that are in the top four. 1202 00:55:48,340 --> 00:55:50,730 Like they're in the top, always. 1203 00:55:50,730 --> 00:55:53,900 PROFESSOR: Mario Kart team, pick a different game. 1204 00:55:53,900 --> 00:55:57,840 Go through all of the games. 1205 00:55:57,840 --> 00:55:58,390 Think about chess. 1206 00:55:58,390 --> 00:56:00,606 Actually, chess might actually be an interesting one for you. 1207 00:56:00,606 --> 00:56:01,402 AUDIENCE: No, but shot chess, where you 1208 00:56:01,402 --> 00:56:02,996 retake the shot after-- 1209 00:56:02,996 --> 00:56:03,952 PROFESSOR: Shot chess? 1210 00:56:03,952 --> 00:56:04,908 AUDIENCE: Yeah, shot chess. 1211 00:56:04,908 --> 00:56:06,342 PROFESSOR: That gets too easy. 1212 00:56:09,376 --> 00:56:10,550 AUDIENCE: Well, it tends to be negative. 1213 00:56:10,550 --> 00:56:13,015 It can be negative feedback but there's also the method of 1214 00:56:13,015 --> 00:56:14,430 doing it where there's positive feedback. 1215 00:56:14,430 --> 00:56:16,090 It depends on how you play. 1216 00:56:16,090 --> 00:56:16,935 AUDIENCE: Yeah. 1217 00:56:16,935 --> 00:56:20,380 Winner takes any drinking game, pretty much. 1218 00:56:20,380 --> 00:56:24,140 PROFESSOR: It depends on what your goals are, right? 1219 00:56:24,140 --> 00:56:26,960 AUDIENCE: Such that you'd have it that whenever you take a 1220 00:56:26,960 --> 00:56:27,930 piece you have to drink that piece. 1221 00:56:27,930 --> 00:56:30,730 But then there's also whenever you take a piece you opponent 1222 00:56:30,730 --> 00:56:32,450 has to drink a piece. 1223 00:56:32,450 --> 00:56:34,685 So it can either be negative or positive feedback depending 1224 00:56:34,685 --> 00:56:35,440 on how you play. 1225 00:56:35,440 --> 00:56:37,405 PROFESSOR: Yeah, but let's pick a version of the game. 1226 00:56:42,610 --> 00:56:45,732 Ideally, pick the same game but if it's too boring pick 1227 00:56:45,732 --> 00:56:46,982 something else. 1228 00:56:55,428 --> 00:57:01,380 OK, so let's start from somewhere in the middle which 1229 00:57:01,380 --> 00:57:03,940 and I think is this group right here. 1230 00:57:03,940 --> 00:57:06,260 AUDIENCE: So we took a pretty easy one but it's pretty like 1231 00:57:06,260 --> 00:57:07,130 mathematical feedback. 1232 00:57:07,130 --> 00:57:08,350 We did War. 1233 00:57:08,350 --> 00:57:11,532 OK, statistically if you're winning, every time you win 1234 00:57:11,532 --> 00:57:14,263 you're lowering the value of your cards. 1235 00:57:14,263 --> 00:57:15,690 AUDIENCE: You had to average the value to your deck. 1236 00:57:15,690 --> 00:57:16,646 AUDIENCE: Yeah. 1237 00:57:16,646 --> 00:57:18,104 So mathematically it's negative feedback. 1238 00:57:18,104 --> 00:57:20,048 PROFESSOR: So, it's positive feedback, right? 1239 00:57:20,048 --> 00:57:22,964 AUDIENCE: Negative. 1240 00:57:22,964 --> 00:57:25,120 [UNINTELLIGIBLE] the negative impact is you're lowering the 1241 00:57:25,120 --> 00:57:26,760 average value of what's in your deck. 1242 00:57:26,760 --> 00:57:28,177 PROFESSOR: So which makes it harder for 1243 00:57:28,177 --> 00:57:29,040 you to keep do winning. 1244 00:57:29,040 --> 00:57:30,870 AUDIENCE: Exactly. 1245 00:57:30,870 --> 00:57:32,408 PROFESSOR: So that's just negative feedback. 1246 00:57:32,408 --> 00:57:33,860 Any positive feedback? 1247 00:57:33,860 --> 00:57:35,710 AUDIENCE: The small positive feedback would be insofar as 1248 00:57:35,710 --> 00:57:37,450 you can't win unless you get all the cards. 1249 00:57:37,450 --> 00:57:40,700 So that's winning hands gets you more cards, gets you 1250 00:57:40,700 --> 00:57:41,950 closer to winning. 1251 00:57:46,253 --> 00:57:46,844 AUDIENCE: The more cards you have the 1252 00:57:46,844 --> 00:57:48,145 closer you are to winning. 1253 00:57:48,145 --> 00:57:50,820 AUDIENCE: That's like saying, and you get with points, the 1254 00:57:50,820 --> 00:57:52,410 more points you get, you're closer to winning. 1255 00:57:52,410 --> 00:57:53,780 Therefore, positive feedback. 1256 00:57:53,780 --> 00:57:57,950 PROFESSOR: Yeah, I guess it does count. 1257 00:57:57,950 --> 00:58:00,550 AUDIENCE: Logically it works, but it's kind of a guess. 1258 00:58:00,550 --> 00:58:04,550 AUDIENCE: Well the only other one is if you have a war then 1259 00:58:04,550 --> 00:58:06,185 you win those three extra cards and depending on what 1260 00:58:06,185 --> 00:58:09,640 they are it could be positive or negative. 1261 00:58:09,640 --> 00:58:09,920 PROFESSOR: OK. 1262 00:58:09,920 --> 00:58:11,339 All right. 1263 00:58:11,339 --> 00:58:12,285 Which way should we go? 1264 00:58:12,285 --> 00:58:15,130 This way. 1265 00:58:15,130 --> 00:58:16,280 AUDIENCE: We switched to Settlers. 1266 00:58:16,280 --> 00:58:20,170 We got a bunch of feedback loops. 1267 00:58:20,170 --> 00:58:25,100 Obviously, the more points you get, as soon as the points are 1268 00:58:25,100 --> 00:58:27,549 cities and settlements, then the more resources you're 1269 00:58:27,549 --> 00:58:30,173 going to get in the future and the more points you can build. 1270 00:58:30,173 --> 00:58:33,512 So potentially one player just has so much stuff that he can 1271 00:58:33,512 --> 00:58:35,420 just do whatever he wants to. 1272 00:58:35,420 --> 00:58:36,210 PROFESSOR: And that's positive? 1273 00:58:36,210 --> 00:58:37,070 AUDIENCE: Yeah. 1274 00:58:37,070 --> 00:58:40,360 There's also negative feedback [UNINTELLIGIBLE] 1275 00:58:40,360 --> 00:58:44,360 like it censors the relative prices of resources. 1276 00:58:44,360 --> 00:58:49,248 The more one resource is worth at the time, each person, the 1277 00:58:49,248 --> 00:58:51,760 other one's the more people try to build on that resource 1278 00:58:51,760 --> 00:58:54,984 brick, then the less that resource will be 1279 00:58:54,984 --> 00:58:56,111 worth in the future. 1280 00:58:56,111 --> 00:58:59,371 So, over the long term they tend to balance out instead of 1281 00:58:59,371 --> 00:59:01,907 having one go rapidly out of control. 1282 00:59:01,907 --> 00:59:02,630 PROFESSOR: Think about that one. 1283 00:59:02,630 --> 00:59:04,886 That's interesting. 1284 00:59:04,886 --> 00:59:09,323 AUDIENCE: Also, the more, this isn't exactly feedback, but 1285 00:59:09,323 --> 00:59:12,938 the more, the better you're doing, the less likely people 1286 00:59:12,938 --> 00:59:14,746 are going to try to trick you somewhere. 1287 00:59:14,746 --> 00:59:16,718 PROFESSOR: Yeah. 1288 00:59:16,718 --> 00:59:18,854 That, in my opinion, is the biggest negative feedback in 1289 00:59:18,854 --> 00:59:20,410 the entire game. 1290 00:59:20,410 --> 00:59:23,714 If you're in the lead, everyone hates you. 1291 00:59:23,714 --> 00:59:27,666 And then you have eventually [UNINTELLIGIBLE]. 1292 00:59:27,666 --> 00:59:31,870 AUDIENCE: There's also if he had a bunch of resources, like 1293 00:59:31,870 --> 00:59:34,620 if you had a bunch of cities on a resource and if someone 1294 00:59:34,620 --> 00:59:36,806 draws a six then you end up getting six resources from a 1295 00:59:36,806 --> 00:59:41,150 tile then that's higher probability that if someone 1296 00:59:41,150 --> 00:59:43,740 rolls a seven, [UNINTELLIGIBLE] 1297 00:59:43,740 --> 00:59:44,990 So I guess that's negative feedback, too. 1298 00:59:48,510 --> 00:59:52,080 PROFESSOR: Well your going to seven and losing your cards 1299 00:59:52,080 --> 00:59:55,000 mechanic is very much a negative feedback. 1300 00:59:55,000 --> 00:59:55,800 I'm so rich! 1301 00:59:55,800 --> 00:59:57,770 Now, I'm not so rich. 1302 00:59:57,770 --> 00:59:59,148 What kind of poor is this, ha, ha. 1303 00:59:59,148 --> 01:00:01,020 I still could have seen them [UNINTELLIGIBLE] 1304 01:00:01,020 --> 01:00:02,900 That's negative feedback. 1305 01:00:02,900 --> 01:00:07,080 A couple of things about negative feedback to keep in 1306 01:00:07,080 --> 01:00:09,350 mind is that negative feedback does tend 1307 01:00:09,350 --> 01:00:10,580 to make games longer. 1308 01:00:10,580 --> 01:00:12,920 It sort of staves off the ending of the game because 1309 01:00:12,920 --> 01:00:15,925 obviously, the difference between the people in the lead 1310 01:00:15,925 --> 01:00:18,570 and people not in the lead narrow it to the point that 1311 01:00:18,570 --> 01:00:20,910 sometimes puts it back in connection again. 1312 01:00:20,910 --> 01:00:24,460 And positive feedback tends to make things end sooner. 1313 01:00:31,030 --> 01:00:31,575 OK, all right. 1314 01:00:31,575 --> 01:00:33,240 Now, next team. 1315 01:00:33,240 --> 01:00:36,650 AUDIENCE: So in Scrabble, the main one we came up with was 1316 01:00:36,650 --> 01:00:39,256 that if you play a long word, you get a lot of points and 1317 01:00:39,256 --> 01:00:40,890 you also get a lot of tiles which gives you the 1318 01:00:40,890 --> 01:00:44,034 opportunity the next turn to play more points and get more 1319 01:00:44,034 --> 01:00:44,938 tiles played. 1320 01:00:44,938 --> 01:00:46,910 PROFESSOR: Oh, yeah. 1321 01:00:46,910 --> 01:00:49,810 AUDIENCE: There's also that the more tiles you play, the 1322 01:00:49,810 --> 01:00:52,260 less tiles there are available. 1323 01:00:52,260 --> 01:00:53,930 So that's kind of negative. 1324 01:00:53,930 --> 01:00:54,262 AUDIENCE: Yeah. 1325 01:00:54,262 --> 01:00:55,930 It's both positive and negative. 1326 01:00:55,930 --> 01:00:56,820 That was proposed. 1327 01:00:56,820 --> 01:01:00,271 PROFESSOR: Near the end, yeah, it becomes negative feedback. 1328 01:01:00,271 --> 01:01:02,736 You possibly end up with just fewer tiles. 1329 01:01:02,736 --> 01:01:04,215 That's true. 1330 01:01:04,215 --> 01:01:05,694 Any other negative loops in there? 1331 01:01:05,694 --> 01:01:09,145 AUDIENCE: Well we tried to make it into a shot deal. 1332 01:01:12,103 --> 01:01:14,810 Yeah, every time you play a bigger word it's easier for 1333 01:01:14,810 --> 01:01:17,457 someone else to play a word off of that. 1334 01:01:17,457 --> 01:01:20,670 That's negative feedback. 1335 01:01:20,670 --> 01:01:22,250 PROFESSOR: That's an interesting thing because 1336 01:01:22,250 --> 01:01:27,710 that's actually counter examples to a point that was 1337 01:01:27,710 --> 01:01:29,903 made by Eric Zimmerman. 1338 01:01:29,903 --> 01:01:32,400 Because he argues that positive feedback actually 1339 01:01:32,400 --> 01:01:34,083 magnifies early successes. 1340 01:01:34,083 --> 01:01:37,041 And negative feedback tends to magnify big ones. 1341 01:01:37,041 --> 01:01:40,770 Just like in Mario Kart, it's great to be the second place 1342 01:01:40,770 --> 01:01:45,075 because if you do a late game success that propels you to 1343 01:01:45,075 --> 01:01:47,160 first place just as the game ends. 1344 01:01:47,160 --> 01:01:50,712 Whereas, some of the examples that we've been hearing on all 1345 01:01:50,712 --> 01:01:54,800 the feedback, if you manage to be the first one to build a 1346 01:01:54,800 --> 01:02:00,057 city in Settlers, that tends to perpetuate your success for 1347 01:02:00,057 --> 01:02:02,970 the rest of the game. 1348 01:02:02,970 --> 01:02:07,324 The game isn't quite as predictable as that but it's 1349 01:02:07,324 --> 01:02:10,060 designed that way, at least. 1350 01:02:10,060 --> 01:02:14,690 But that's a very, very good example of you've got this 1351 01:02:14,690 --> 01:02:19,700 negative feedback near the end of the game where you have a 1352 01:02:19,700 --> 01:02:22,360 success by playing all of your tiles but the 1353 01:02:22,360 --> 01:02:23,820 bag is almost empty. 1354 01:02:23,820 --> 01:02:27,510 So now, you are not getting, not whether you are or not 1355 01:02:27,510 --> 01:02:32,180 getting an advantage, that late game success isn't 1356 01:02:32,180 --> 01:02:33,810 translating into [UNINTELLIGIBLE] 1357 01:02:36,960 --> 01:02:42,640 Still, it's as a general rule, if you aren't dealing with a 1358 01:02:42,640 --> 01:02:47,560 limited resource, like tiles, then we do this situation 1359 01:02:47,560 --> 01:02:50,630 where a positive feedback game, a positive feedback loop 1360 01:02:50,630 --> 01:02:54,670 is going to have to find early successes. 1361 01:02:54,670 --> 01:02:58,880 And negative feedback make late successes more hard. 1362 01:02:58,880 --> 01:03:01,340 AUDIENCE: So we're basically, [UNINTELLIGIBLE] 1363 01:03:01,340 --> 01:03:01,832 StarCraft. 1364 01:03:01,832 --> 01:03:07,244 But I think with StarCraft was some of the obvious positive 1365 01:03:07,244 --> 01:03:11,180 feedback is that the more a worker was built and then the 1366 01:03:11,180 --> 01:03:13,148 more mineral you can get. 1367 01:03:13,148 --> 01:03:15,608 The more mineral's gathered you can get more troops. 1368 01:03:15,608 --> 01:03:17,248 PROFESSOR: The more workers you build the 1369 01:03:17,248 --> 01:03:18,068 more cash you get. 1370 01:03:18,068 --> 01:03:21,030 The more cash you get the more workers you can build. 1371 01:03:21,030 --> 01:03:22,315 That's [UNINTELLIGIBLE] 1372 01:03:22,315 --> 01:03:27,180 AUDIENCE: Another positive feedback loop is the more that 1373 01:03:27,180 --> 01:03:32,040 you conquer your opponents, the harder it is for them to 1374 01:03:32,040 --> 01:03:35,240 build up and finance you while the easier it is 1375 01:03:35,240 --> 01:03:37,430 for you to beat them. 1376 01:03:37,430 --> 01:03:40,242 On it the other hand-- do you want do negative feedback? 1377 01:03:40,242 --> 01:03:43,710 AUDIENCE: I don't think [UNINTELLIGIBLE] 1378 01:03:43,710 --> 01:03:45,920 AUDIENCE: The only thing with positive feedback is just like 1379 01:03:45,920 --> 01:03:48,710 emphasized a lot of the earlier game strategy. 1380 01:03:48,710 --> 01:03:51,620 AUDIENCE: So a negative feedback loop in StarCraft 1381 01:03:51,620 --> 01:03:56,230 would be the faster you, the more you expand your 1382 01:03:56,230 --> 01:03:59,100 territories the harder it is for you to defend because your 1383 01:03:59,100 --> 01:04:02,010 spraying half your resources, and the more friends you have, 1384 01:04:02,010 --> 01:04:05,990 so the easier it is for your opponents to attack you. 1385 01:04:05,990 --> 01:04:06,630 PROFESSOR: Yeah. 1386 01:04:06,630 --> 01:04:09,540 We were having that little discussion earlier and finding 1387 01:04:09,540 --> 01:04:10,935 other negative feedback in this was 1388 01:04:10,935 --> 01:04:12,300 kind of tricky, actually. 1389 01:04:12,300 --> 01:04:18,620 AUDIENCE: Another one that I thought of was the more 1390 01:04:18,620 --> 01:04:21,260 research that you do, the less resources you have for 1391 01:04:21,260 --> 01:04:24,240 building units or workers and such. 1392 01:04:24,240 --> 01:04:26,680 And so you have to decide. 1393 01:04:26,680 --> 01:04:29,260 I mean, your power will be units but you may have less to 1394 01:04:29,260 --> 01:04:31,640 actually build those units. 1395 01:04:31,640 --> 01:04:33,430 And probably not really-- 1396 01:04:33,430 --> 01:04:36,415 it's a very small negative loop. 1397 01:04:36,415 --> 01:04:39,060 AUDIENCE: Another thing, too, the more shoots you have, the 1398 01:04:39,060 --> 01:04:43,706 less attention you can give to all the [? children. ?] 1399 01:04:43,706 --> 01:04:45,698 So it's harder to manage. 1400 01:04:45,698 --> 01:04:47,192 AUDIENCE: The less effectively use them. 1401 01:04:52,680 --> 01:04:54,792 PROFESSOR: The more different screens you've got to keep 1402 01:04:54,792 --> 01:04:55,960 your eye on makes it-- 1403 01:04:55,960 --> 01:04:59,220 AUDIENCE: That's the great thing about the control wand. 1404 01:04:59,220 --> 01:05:00,150 It's like one, go here. 1405 01:05:00,150 --> 01:05:01,050 Two, go here. 1406 01:05:01,050 --> 01:05:01,810 Three, go here. 1407 01:05:01,810 --> 01:05:04,046 One thing a team gives, though, is there's a huge 1408 01:05:04,046 --> 01:05:04,792 positive feedback. 1409 01:05:04,792 --> 01:05:08,720 If you're doing 3D, if you take out one of them and then 1410 01:05:08,720 --> 01:05:09,970 it's so much easier. 1411 01:05:13,260 --> 01:05:15,010 PROFESSOR: [UNINTELLIGIBLE] 1412 01:05:15,010 --> 01:05:16,980 AUDIENCE: Then you have a bunch of risk because what 1413 01:05:16,980 --> 01:05:20,180 happens if you try taking out one person? 1414 01:05:20,180 --> 01:05:23,180 Then, you fail and now you're weak but then they have a lot 1415 01:05:23,180 --> 01:05:25,454 more troops. 1416 01:05:25,454 --> 01:05:27,939 AUDIENCE: So in keeping in comparison with Warcraft III 1417 01:05:27,939 --> 01:05:32,163 which didn't have built-in negative feedback where if 1418 01:05:32,163 --> 01:05:35,642 your army gets past a certain size and it costs more, at 1419 01:05:35,642 --> 01:05:39,370 least you can get taxed income. 1420 01:05:39,370 --> 01:05:39,867 Yeah. 1421 01:05:39,867 --> 01:05:41,670 I don't know if you guys know about this. 1422 01:05:41,670 --> 01:05:44,370 But basically, think like StarCraft but then you have a 1423 01:05:44,370 --> 01:05:47,770 food count that once you get past a certain food count, 1424 01:05:47,770 --> 01:05:50,710 each of your peons brings in less gold from the farm. 1425 01:05:50,710 --> 01:05:52,630 I'm sorry, from the gold mine. 1426 01:05:52,630 --> 01:05:55,890 And it gets even worse the more troops you get. 1427 01:05:55,890 --> 01:05:58,180 So you're kind of punished for being too far ahead. 1428 01:05:58,180 --> 01:06:00,440 PROFESSOR: That's a very key negative feedback. 1429 01:06:03,450 --> 01:06:07,290 AUDIENCE: This isn't a strict thing to keep up with but it's 1430 01:06:07,290 --> 01:06:10,540 interesting to look at the resource management. 1431 01:06:10,540 --> 01:06:16,570 Basically investing in units that bring in more resources 1432 01:06:16,570 --> 01:06:18,850 or investing in other units that you're fighting are all 1433 01:06:18,850 --> 01:06:20,570 different positive feedback loops. 1434 01:06:20,570 --> 01:06:24,600 And you can view not investing as negative feedback loops in 1435 01:06:24,600 --> 01:06:25,540 those areas. 1436 01:06:25,540 --> 01:06:27,874 Although, it's not really completely true. 1437 01:06:27,874 --> 01:06:28,780 PROFESSOR: Yeah. 1438 01:06:28,780 --> 01:06:30,480 are trying to think of that as negative 1439 01:06:30,480 --> 01:06:31,050 feedback but you're right. 1440 01:06:31,050 --> 01:06:32,670 They are different positive feedback groups. 1441 01:06:32,670 --> 01:06:34,340 They work very differently. 1442 01:06:34,340 --> 01:06:36,010 Winning a battle makes it easier for you 1443 01:06:36,010 --> 01:06:38,900 to win later battles. 1444 01:06:38,900 --> 01:06:41,582 But building more workers makes it easier for you to go 1445 01:06:41,582 --> 01:06:43,560 more units. 1446 01:06:43,560 --> 01:06:46,590 AUDIENCE: Kind of in a not apparent positive feedback 1447 01:06:46,590 --> 01:06:51,920 issue with StarCraft upgrading a Zealot's attack power by 1448 01:06:51,920 --> 01:06:56,510 just one greatly increases its efficiency because now two 1449 01:06:56,510 --> 01:06:58,240 attacks will take down a Zealot. 1450 01:06:58,240 --> 01:06:59,660 Where before it would be three attacks-- 1451 01:06:59,660 --> 01:07:02,090 PROFESSOR: I don't want to get into that much detail. 1452 01:07:02,090 --> 01:07:04,750 Let's go onto the next game. 1453 01:07:04,750 --> 01:07:06,964 [UNINTELLIGIBLE] 1454 01:07:06,964 --> 01:07:10,244 AUDIENCE: So, let's just say, Crunch we can have a bigger 1455 01:07:10,244 --> 01:07:11,884 workforce and they're returning to pay for that. 1456 01:07:11,884 --> 01:07:14,016 So you get more money for your workforce but you still have 1457 01:07:14,016 --> 01:07:14,836 to pay for that. 1458 01:07:14,836 --> 01:07:15,328 That's negative feedback. 1459 01:07:15,328 --> 01:07:15,820 PROFESSOR: Yeah. 1460 01:07:15,820 --> 01:07:17,788 That's a killer. 1461 01:07:17,788 --> 01:07:20,740 AUDIENCE: It turns out in Monopoly if you have a lot of 1462 01:07:20,740 --> 01:07:23,200 money, and a lot of stuff, which people then land on, 1463 01:07:23,200 --> 01:07:24,184 which gives you more money. 1464 01:07:24,184 --> 01:07:27,136 AUDIENCE: With what? 1465 01:07:27,136 --> 01:07:29,980 AUDIENCE: That's top secret secret strategy. 1466 01:07:29,980 --> 01:07:33,633 I mean, Monopoly is to buy lots of stuff and then have 1467 01:07:33,633 --> 01:07:37,550 people land on it so you can get more money. 1468 01:07:37,550 --> 01:07:42,600 AUDIENCE: So this one little negative feedback into, 1469 01:07:42,600 --> 01:07:48,500 actually two, for the income tax and-- 1470 01:07:48,500 --> 01:07:50,020 AUDIENCE: --repairs on property and the like. 1471 01:07:50,020 --> 01:07:53,181 AUDIENCE: So several thousand dollars to build hotels. 1472 01:07:53,181 --> 01:07:56,170 AUDIENCE: Our actual government is like that, too. 1473 01:07:56,170 --> 01:08:00,340 PROFESSOR: So it patterns out to real life but then again, 1474 01:08:00,340 --> 01:08:01,790 so is the whole of the Monopoly game. 1475 01:08:01,790 --> 01:08:04,237 The whole of the Monopoly game is about real life land 1476 01:08:04,237 --> 01:08:06,445 ownership monopoly in Atlantic City, I believe. 1477 01:08:06,445 --> 01:08:06,700 Yes. 1478 01:08:06,700 --> 01:08:08,280 AUDIENCE: It's Atlantic City. 1479 01:08:08,280 --> 01:08:09,540 PROFESSOR: So yeah. 1480 01:08:09,540 --> 01:08:12,567 And that gives us a good segue into degenerate strategies. 1481 01:08:16,729 --> 01:08:17,399 OK. 1482 01:08:17,399 --> 01:08:17,910 All right. 1483 01:08:17,910 --> 01:08:21,229 So I'll go into that a little bit. 1484 01:08:21,229 --> 01:08:24,870 But maybe I'll get at what we did on Wednesday. 1485 01:08:24,870 --> 01:08:29,065 But Wednesday we're going to focus that mostly on play 1486 01:08:29,065 --> 01:08:29,779 testing your game. 1487 01:08:29,779 --> 01:08:31,779 If we have no time for anything else, we are play 1488 01:08:31,779 --> 01:08:32,990 testing your game. 1489 01:08:32,990 --> 01:08:34,840 And so bring in your games. 1490 01:08:34,840 --> 01:08:35,660 Bring in your cards. 1491 01:08:35,660 --> 01:08:37,800 Make sure your cards are ready before class. 1492 01:08:37,800 --> 01:08:40,490 Don't be writing stuff. 1493 01:08:40,490 --> 01:08:46,046 Try not to be changing stuff right up to another class. 1494 01:08:46,046 --> 01:08:49,520 Sometimes you might be feeling the pressure to do that. 1495 01:08:49,520 --> 01:08:51,340 Try to be ready before class starts. 1496 01:08:51,340 --> 01:08:53,880 And try to show up right at the beginning of class. 1497 01:08:53,880 --> 01:08:55,604 Because it will really, really suck if you finish play 1498 01:08:55,604 --> 01:08:57,800 testing, if you finish play testing someone else's game 1499 01:08:57,800 --> 01:09:00,130 and that team doesn't have enough time 1500 01:09:00,130 --> 01:09:01,250 to play test yours. 1501 01:09:01,250 --> 01:09:03,490 OK, and when it may happen and that will suck. 1502 01:09:03,490 --> 01:09:09,070 So let's try to start that right on time next Wednesday. 1503 01:09:09,070 --> 01:09:10,320 Thank you.