ARTICULATION DOCUMENT T332 Simulation and Modelling MODULE STRUCTURE Module Category: Diploma in Game Design Level (year of study): Year 2 Credit Units: 4 Curriculum Hours: 90 Contact Hours: 60 over 15 weeks (4 hours per week) Module Assessment: Continuous Assessment: 40% - 15 Daily Grades Summative Assessment: 60% Understanding Test 1: 15% Written, Open Book, Online Understanding Test 2: 15% Graded Assignment Understanding Test 3: 30% Written, Open book, Online SECTION 2: MODULE OVERVIEW T332 Simulation and Modeling (for Game Designers) is a practice and problem based learning module that takes an introductory look at exploring the relationship between simulation and games. Games, share some similarities with simulations in that they are created to imitate or replicate aspects of the real world over time (more specifically the real world systems) by making representation of real world systems as abstract models. The module introduces basic (hands-on) forms of modelling to simulate and experiment with various kinds of real world systems across the lessons. By understanding how a variety of fundamental systems (behaviour) are modelled students can understand better system rules School of Technology for the Arts, Republic Polytechnic Simulation and Modelling Page 1 that underlie the design of games such as: feedback, randomness, physics, human behaviour, AI, natural phenomenon, queues, flow, socio-economic relationships etc. MODULE OUTCOMES AND LEARNING OUTCOMES This module is designed to meet the following outcomes: a. Students will learn fundamental system modelling skills that will enhance the design of game worlds and systems (for entertainment, training, education etc.). By modelling types of real world systems for simulation, students will become aware that games as a form of interactive simulation model a variety of systems i.e. simulations used as games, simulations in games, games used as simulations. b. Learn critical systems thinking, analysis and theory to gain insight into real world systems behaviour and rules [1]. c. Build language and vocabulary of the concepts of simulation, models and systems theory and their interrelationships. d. Understand process and stages of simulation such as: problem formation (what to model), modelling/abstraction, experimentation, verification and validation and calibration (REFINEMENT) etc. e. Students can select and develop class work into portfolio pieces. NOTE: this course is NOT about learning a 3D modelling software. The module is further divided into twelve learning objectives involving industry skills and knowledge required to support the outcomes of the module: 1. Understand that Games, share some similarities with simulations in that they are created to imitate or replicate aspects of the real world over time (more specifically the real world systems) by making representation of real world systems and behaviours) as abstract models that describe systems in terms of state, entities, attributes, processes, events, activities, queue, creating, scheduling, randomness, constants, variable, variates, and distribution etc. [1] [2] [3]. 2. Understand systems consist of entities (or subsystems) interacting together to accomplish a goal (over time) [1] [2]. There are many types of systems that exist such as abstract (open, closed, reinforcing, balancing and even multi-agent systems etc) that is found in different domains of reality such as: mechanistic, living animate (human behaviour, intelligence robots), ecological, environmental (physics, henomenon, terrain), social (agent, lifts, traffic, economics.),that can range from simple to complex Ecosystems. [3][4][5][6] 3. Understand that (actual real world) systems can be modelled as a combination of the following: Deterministic vs Stochastic models (Non-random predictable vs Random unpredictable). Both models can be either static or dynamic. Static vs Dynamic models (Snapshot at single point in time vs Changes over Time). Dynamic models can be Discrete vs Continuous models (changes at finite number of events/time (finite states) vs continually changing over time (infinite states)) School of Technology for the Arts, Republic Polytechnic Simulation and Modelling Page 2 4. Understand that models can be described in variety of forms such as: physical, conceptual (mathematical, logical (processes)), specification, application (software or programming language) and learn to apply modelling in these forms across different types of (systems) models. Know that the use of models have their limitations and strengths [1]. NOTE: Some well-known mathematical models such as those in Game Theory are applicable to Multi-agent systems. 5. Understand that a model is an abstract representation of an actual real world system and describes a system(s) in terms of state, entities, attributes, processes, events, activities, queue, creating, scheduling, randomness, constants, variable, varieties, distribution, etc.. 6. Understand that a simulation is an imitation of a real world system (process, device, social situation etc.) over time and is the operation of a (interacting) model(s) that represents the system being simulated [1] [2]. As such there are a various types of simulations such as: live, virtual and constructive, but all are interactive and immersive to a degree [3]. 7. Understand that with the ability to model and simulate, the role and purpose of a simulation is a cost-effective and alternative mean to study and analyze real world system behaviour (e.g. emergent behaviour) to inform decision-making (esp. for comparative designs choices) 8. Understand that simulations can be effective means to study a system as they can embody the qualities such as: a. Ability to compress time, expand time b. Ability to control sources of variation c. Avoids errors in measurement d. Ability to stop and review e. Ability to restore system state f. Facilitates replicationg. g. Modeller can control level of detail 9. Understand and be able to apply the fundamental process of simulation for study to include phases such as: problem formation (Be able apply to identify, abstract, analyse real world system(s) and the underlying entities and their interactions (relationships e.g. cause and effect).), modelling, experimentation, verification and validation and calibration (REFINEMENT). 10. Understand that there are a variety of approaches/paradigms to modelling for simulation e.g. Agent based. Discrete events etc [1] 11. Understand and apply modelling by a. Creating models such as: physical, conceptual (e.g. agent based. Discrete events etc.) or by application. School of Technology for the Arts, Republic Polytechnic Simulation and Modelling Page 3 b. Across different types of types of (system) models such as: Deterministic vs, Stochastic, Static vs Dynamic, Discrete vs Continuous. NOTE: tools will include likes of NETLOGO and MINDSTORM etc. c. Understand the use of the models, the limitations and their strengths [1] 12. Understand that there are wide array of applications of SIMULATION apart from games (in fact so long as there are an identifiable system(s)) and at the same time understand the use of the multitude of applications of simulation and modelling in games. Allocated time per day Module Coverage Discussions in Study Cluster 1. System Dynamics of Games Theme: Feedback system 2. Building a System Dynamic Model: Causal Loop Diagram Theme: Identifying Positive Vs Negative Feedback Systems 3. System Dynamic Modelling - Stock and Flow Theme: Stock and Flow Diagram 4. Modeling Systems in Physical Live & Application Levels for Study Theme: Roller Coaster 5. Systems Thinking: Stochastic vs Deterministic Theme: Chess, Snakes and Ladders 6. System Thinking: Randomness Theme: Randomness in game 7. Modelling Queues and Social Behaviour Theme: Supermarket 8. Modelling and Simulating Intelligence: Kinematic Movement Theme: Kinematic Movement 9. Modelling and Simulating Intelligence: Steering Behaviour Theme: Steering Behaviour 10. Modelling and Simulating Intelligence: Intelligent Pathfinding Theme: Maze 11. Modelling and Simulating Intelligence - Decision Tree Resource gathering and team work Skills acquisition and practice 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 School of Technology for the Arts, Republic Polytechnic Simulation and Modelling Page 4 Theme: Decision Tree 12. Modelling and Simulating Intelligence - Finite State Machine Theme: AI Tic-Tac-Toe 13. Modelling and Simulating Intelligence - Intelligent Agent Theme: Robots: Reactive Agents: Vacuum Cleaner-Cum-Land-Mine Detector 14. Modelling and Simulating Natural or Environmental Phenomenon. Theme: Basic of a particle system 15. Modelling and Simulating Natural or Environmental Phenomenon – Particle System Theme: Terrain. Collision Particles (maths)/Physics Total = 15 Problems = 90 hours 2 2 2 2 2 2 2 2 2 2 2 2 30 30 30 TEACHING AND LEARNING This module equips students who wish to pursue a career in the Creative Industries with necessary creative, critical, and technical skills. The module emphasise traditional intellectual skills in terms of writing short reports, and conducting appropriate research when preparing for projects. Students are routinely required to conduct seminar discussions and presentations. The Module inspires and nurtures creative expression, in terms of both form and content, and in the context of both individual and group productions. Students are encouraged to analyse contemporary culture to develop their area of expertise. Throughout the module, engagement with new, digital technologies is emphasised. The module is predominantly delivered via a problem based learning style curriculum. However, up to 15% of the module uses a technical hands-on tutorials style curriculum. The module is predominantly taught in a classroom and also involves a mini project with a simulated industry client. LEARNING RESOURCES - Various online resources and tutorials that covers the daily topic and example of application. School of Technology for the Arts, Republic Polytechnic Simulation and Modelling Page 5