Games as Cybernetic Systems systems theory + information theory thinking about feedback Cybernetics - wikipedia Cybernetics is a theory of the communication and control of regulatory feedback. The term cybernetics stems from the Greek Κυβερνήτης (meaning steersman, governor, pilot, or rudder). Cybernetics is the discipline that studies communication and control in living beings and in the machines built by humans. COSC 4126 cybernetics Homeostasis Homeostasis is the property of an open system to regulate its internal environment to maintain a stable condition, not rigidly fixed but maintained within a bounded acceptable range. e.g., eating, drinking, breathing enough to sustain life - simulated in characters in many games - Sim games are based on homeostatic models COSC 4126 cybernetics Feedback loop an activator produces an effect feedback allows the effect to influence future action acts to produce effect/result activator external effect result activates or not goal comparator sensor COSC 4126 cybernetics Feedback for homeostatis cold Negative feedback: how a system reacts to maintain stable condition outside generate heat furnace temperature of room activates or not thermostat thermometer temperature setting COSC 4126 cybernetics Temperature control furnace operating goal temperature actual temperature time COSC 4126 cybernetics Negative feedback - stability The term cybernetics stems from the Greek Κυβερνήτης (meaning steersman, governor, pilot, or rudder). maintains course close to desired direction other examples funnel, sloped wings of aircraft predator / prey ecologies driving a car COSC 4126 cybernetics Automation and high level control higher level (containing system) set goal activator acts to produce effect/result result activates or not goal comparator COSC 4126 cybernetics sensor Automated control by goal setting e.g., thermostat plus air-conditioner and furnace high level control – set goal temperature thermostat activates furnace and airconditioner as required to keep temperature in range reacts to external heat and cold COSC 4126 cybernetics Negative and positive feedback negative feedback modulates an action positive feedback catalyzes an action COSC 4126 cybernetics LeBlanc,1999: Negative feedback basketball for every N points of difference in the score, the losing team can put another player on the court Positive feedback basketball for every N points of difference in the score, the winning teams can put another player on the court COSC 4126 cybernetics Positive feedback amplifies effect of action threatens a homeostatic system opposite condition produces positive feedback activator acts to produce effect/result result activates or not goal comparator COSC 4126 cybernetics sensor Positive feedback e.g., climate change in Arctic atmospheric warming melts ice bare soil, open water do not reflect as much radiation warming accelerates COSC 4126 cybernetics Feedback and control in homeostatic systems breakdown stress equilibrium stress breakdown range hypothermia shivering normal sweating hyperthermia example: body temperature COSC 4126 cybernetics Cybernetics in games many feedback loops are embedded in games comparators decide action in some loops, the comparator is the player COSC 4126 cybernetics “Core mechanic” the basic action cycles of a game exclude peripheral actions like set-up focus on core activity of game can often be analyzed as feedback loops with player as ‘comparator’ game dynamics input acts to produce effect/result state change activates or not goal display output player COSC 4126 cybernetics “Core mechanic” purpose low level skill to be mastered and automatic as quickly as possible tool for higher level play – Sims “inefficient” activity in the magic circle? learning it is key to fun and meaning typically real-time e.g., driving game COSC 4126 cybernetics Analysis of the feedback loop 1. game dynamics a) state evolves independent of player game dynamics b) game reacts to player c) only player causes state change input acts to produce effect/result state change activates or not goal display output player COSC 4126 cybernetics Analysis of the feedback loop 2. timing of feedback loop - delay player sees display of state change of input game dynamics n before deciding action n+k input acts to produce effect/result state change activates or not goal display output player COSC 4126 cybernetics Analysis of the feedback loop 3. input is discrete, “continuous” player explicitly generates each input; game dynamics how difficult is the input action? input acts to produce effect/result state change activates or not goal display output player COSC 4126 cybernetics Analysis of the feedback loop 4. effect of input state change is deterministic, risky or game dynamics uncertain? input acts to produce effect/result state change activates or not goal display output player COSC 4126 cybernetics Analysis of the feedback loop 5. discernability display shows all effect on state of game dynamics player input? input acts to produce effect/result state change activates or not goal display output player COSC 4126 cybernetics Analysis of the feedback loop 6. comparator decision complexity high level control: is goal fixed or changing? how many input alternatives? input acts to produce effect/result game dynamics state change activates or not goal display output player COSC 4126 cybernetics Summary of feedback loop factors 1. 2. 3. 4. 5. 6. game dynamics timing of feedback loop – delay input is discrete, “continuous” effect of input discernability comparator decision complexity COSC 4126 cybernetics Example: driving a vehicle homeostatic system crash left veer or controlled veer or travel skid skid right left focus on control focus on goal crash right focus on control COSC 4126 cybernetics Example: driving a vehicle feedback loop 1 2 4 3 6 5 COSC 4126 cybernetics Designing the core mechanic feedback loop 1 1. game dynamics 2. timing of feedback loop – delay 3. input is discrete, “continuous” 3 2 4 4. effect of input 5. discernability 6. comparator decision complexity Two ‘tool’ examples 1. SnagIt 2. Office Draw COSC 4126 cybernetics 6 5 Feedback at higher levels Adjusting level to match player skill Negative feedback adjust AI player skills – e.g., racing games adjust random probabilities “Dynamic Difficulty Adjustment” –Naughty Dog Entertainment dilemma of the magic circle – is adjustment fair? shown to be counterproductive in educational software COSC 4126 cybernetics Feedback at higher levels Increase action and variety Positive feedback introduces instability – e.g., oscillation Monopoly cash flow reinforces differences playoff scheduling tennis seeding homeostatis – produces new equilibrium COSC 4126 cybernetics