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Modeling, Math and Science
for Building Games that Improve
Organization Operation,
and Workforce Effectiveness
Christopher J. Hazard, PhD
Christopher J. Hazard, PhD August, 2016 2
Hazardous Software Serious Games
Christopher J. Hazard, PhD August, 2016 3
Image from user boysdean on Flickr.com
Image from user BLANCOBILL on TripAdvisor.com
Who is a Gamer?
Christopher J. Hazard, PhD August, 2016 4
Play = immersion +
learning +
minimized actual risk +
time travel
Christopher J. Hazard, PhD August, 2016 5
Simulation-Based Serious Games
Close Combat – Modern Tactics, Matrix Games
CyberCIEGE, NPS & Rivermind
EteRNA, CMU
Christopher J. Hazard, PhD August, 2016 6
More Serious Games
With OR Aspects
Code of Everand, UK Department for Transport
MMORPG, 2009-2011
Cargo Dynasty, Serious Games Interactive,
TSU, TUR
Wildfire game, Lincoln Labs
Christopher J. Hazard, PhD August, 2016 7
Not about
Virtual Worlds &
Chocolate Covered
Broccoli
Second Life
Christopher J. Hazard, PhD August, 2016 8
How Different From M&S?
• Have human-centric interfaces
• Focus on usability
• Focus on exercise deployability
• Focus on creating & managing reusable
scenarios
• Focus on realistic communication &
controls
• Have AAR, AI, help, and tutorials
integrated/embedded
Christopher J. Hazard, PhD August, 2016 9
Implicit Grinding
(and optimal downtime)
Just Cause 2
Niel de la Rouviere, Stellenbosch University
Christopher J. Hazard, PhD August, 2016 10
Adaptive vs Choice vs Fixed
Content
Choice of content Adaptive content
D. Sharek PhD dissertation at NCSU, 2012. Investigating Real-time Predictors of
Engagement:
Implications For Adaptive Video Games and Online Training.
Christopher J. Hazard, PhD August, 2016 11
Humans Are Rational*
*given limited computational bounds, strong
heuristics, poor probabilistic reasoning,
unfounded beliefs of others, inaccurate
capability assessments, inexplicable valuations,
and some level of [im]patience
Christopher J. Hazard, PhD August, 2016 12
Utility & Currency
• Common currency: average-player time
– Skilled players & devoted players have most
• Find exchange rates for everything
– If items purchasable in $, find exchange
between player time and $
• Find amortization / discount rate
Christopher J. Hazard, PhD August, 2016 13
Skill, Strategy, & Information Gain
• Skill
– Driven by capabilities, signaling, reputation
– Measured using statistics, hindsight
• Strategy
– Driven by preferences (valuations),
sanctioning, trust
– Solved using game theory, foresight
• Information Gain
– Driven by immersion, curiosity, relevance
– Provided via narrative, setting, instruction, cues
Christopher J. Hazard, PhD August, 2016 14
Keynesian Beauty Pageant:
Guess 2/3 the average
• Everyone choose number [1,100]
• Closest to 2/3 the average wins
Image from thedigeratilife.com
Christopher J. Hazard, PhD August, 2016 15
A Simple Game...
• Strategist
• Negotiator
• Artist
• Logician (e.g., programmer/lawyer)
• Impulsivist or risk seeker
• Risk avoider
Christopher J. Hazard, PhD August, 2016 16
Bidding Game Rules
Card is cost:
A: 1
2: 2
3: 3
…
J: 11
Q: 12
K: 13
• Bid each round
• Winning bidder gets
price – cost
• Highest profit wins
Christopher J. Hazard, PhD August, 2016 17
Bidding Game Results
• 3-4 rounds to "convergence"
• Generally considered "unfair"
• Bayesian Nash Equilibrium!
– Big reveal of same card: surprise
– Lack of reveal: anchoring and bias hook
Christopher J. Hazard, PhD August, 2016 18
NASCAR: Drafter's Dilemma
• Red ahead, Blue behind, leave line together
• Payoff = number of cars passed
• Cooperate = allow other to jump back in line
• Defect = jump back in line without the other
Ronfeldt, First Monday J., '00
Cooperate Defect
Cooperate 3 3 -5 3
Defect 2 -5 1 1
Christopher J. Hazard, PhD August, 2016 19
Mixed Strategy & Risk
• Intransitivity
• “Every unit overpowered”
• Forced risk
P S
R 0, 0 -1, 1 1, -1
P 1, -1 0, 0 -1, 1
S -1, 1 1,-1 0, 0
Street Fighter 4
Christopher J. Hazard, PhD August, 2016 20
Payoff, Risk, Commitment
Stag Hare
Stag 10 10 0 8
Hare 8 0 7 7
Swerve Straight
Swerve 0 0 -1 +1
Straight +1 -1 -1000 -1000
Christopher J. Hazard, PhD August, 2016 21
Creeping Sniper's Dilemma
Original image from ShadowShield.com
Christopher J. Hazard, PhD August, 2016 22
Creeping Sniper's Dilemma
Single sniper position, σ, as a function of time:
• Multiple sniper: match quickest visible discount strategy
unless too risky
PositionofSniper
Near Target
Far Target
Christopher J. Hazard, PhD August, 2016 23
Operations Research: Lanchester's Laws
Gang of N units vs 1, all with sufficient
action range
X DPS, Y health
N each retain Y (1 – 1/N^2)
Original image from XCOM: Enemy Unknown
Christopher J. Hazard, PhD August, 2016 24
Balancing With Game Theory: Strength and
Utility
Hammer Spear Curse
Hammer 1 3 0.5
Spear 0.33 1 0.5
Curse 2 2 1 Hammer Spear Curse
Hammer 0.000 -0.043 0.095
Spear 0.043 0.000 -0.070
Curse -0.095 0.070 0.000
Cost
Hammer 0.23
Spear 0.56
Curse 0.21
S (strength: # of player 1 to defeat player 2)
C (cost)
U (utility)
One player loses all utility, another fraction
Spear vs Hammer:
gain - loss
0.23 - (1/3 * 0.56)
Symmetric!
Christopher J. Hazard, PhD August, 2016 25
Balancing With Game Theory:
Probabilities
Hammer Spear Curse
Hammer 0.000 -0.043 0.095
Spear 0.043 0.000 -0.070
Curse -0.095 0.070 0.000
U (utility)
Probability
Hammer 0.336
Spear 0.456
Curse 0.208
P (probability)
Probability
Hammer 0.333
Spear 0.334
Curse 0.333
P (probability)
Cost
Hammer 0.255
Spear 0.545
Curse 0.200
C (cost)
Hammer Spear Curse
Hammer 0.000 -0.073 0.073
Spear 0.073 0.000 -0.073
Curse -0.073 0.073 0.000
U (utility)
Christopher J. Hazard, PhD August, 2016 26
Ambiguity as an Interestingness
Measure
• Find Nash equilibrium
– 20% sniper rifle, 30% machine gun, 50% shotgun
– 33% sniper rifle, 33% machine gun, 34% shotgun
• Control tightness
– Ambiguity vs predictability of next game states
(discounted)
• Difficulty of puzzles & optimal strategy
ascertainment
– Some ambiguity good, too much boring
Christopher J. Hazard, PhD August, 2016 27
Learning & Information Gain
• Measure information gain between player
strategy and optimal
• Mixed strategy Nash equilibria
– 1/3 rock, 1/3 paper, 1/3 scissors
• How much information left to teach player?
– 1/4 rock, 1/4 paper, 1/2 scissors
– Info gain to achieve desired Nash equilibrium
Christopher J. Hazard, PhD August, 2016 28
Complexity of Behavior
Christopher J. Hazard, PhD August, 2016 29
Information Conveyance
Christopher J. Hazard, PhD August, 2016 30
Corpse Party
Chapter 1 Infirmary
Christopher J. Hazard, PhD August, 2016 31
Corpse Party
Chapter 1 Infirmary
Christopher J. Hazard, PhD August, 2016 32
Infirmary Flow
take match from furnace
try door
try door
try match
try match
get rubbing alcohol
try door
exit
• Actual branching factor: 12
• Perceived branching factor: 11
• Exaggerated expectation
[Hilbert, PSYCHOL BULL '12]
– P(progress | revisit item) higher
than anticipated
Christopher J. Hazard, PhD August, 2016 33
Infirmary Surprisal
• Player unsure of what to do, so assume
uniform distribution over new possibilities:
Q(X) ≈ 1/11, Q(Repeat) ≈ 0 => ~3.5 bits
• Correct distribution over possibilities,
minimizing assumptions: P(X) = 1/12
•
Q(repeat) ≈ 0 means
1/12 * ln( (1/12) / 0) = 1/12 * ln(∞) = ∞
Massive surprisal if assume no repeat actions
advance game
Christopher J. Hazard, PhD August, 2016 34
Measuring Difficulty By Decision Information
Rate
X X
X
3 out of 6 paths lose
1
11
0
0 No loss, no information
Average 1 bit of information
Average 0.5 bits of information
1.5 bits of total information to win
1.5 bits / 2 steps = 0.75 bits per step to win
Christopher J. Hazard, PhD August, 2016 35
Christopher J. Hazard, PhD August, 2016 36
Mutual Exclusion Between Mechanical and Social Reasoning
(Jack et al., Neuroimage, 2012)
Working Memory Capabilities & Affective Control
(Schweizer et al., J Neuroscience, 2013)
Christopher J. Hazard, PhD August, 2016 37
Time Manipulation in Gaming
• Time zones • Reverse time
Chrono
Trigger Braid
• Fixed jump back• Time loop
Ratchet & Clank
Majora's
Mask
Christopher J. Hazard, PhD August, 2016 38
Time Manipulation Transforms
Gameplay
Obstacle/Combat Course (FF12) Maze
Gran Turismo Sudoku (Optimization)
+Undo
+Timeline
Christopher J. Hazard, PhD August, 2016 39
Time Manipulation & Causality
• Dynamically correct plans: blur hypothetical &
committed
• Long-term thinking about decisions
• Just in time vs redundancy
• Minmax & Nash equilibria
• Qualitative sensitivity analysis: plan fragility
• “Newton's Method” of strategy
Christopher J. Hazard, PhD August, 2016 40
Time Manipulation Game Mechanics
• “Chronoenergy”: causality as a resource
– Locality & change magnitude
– What is a unit of causality?
• Player's intention vs low-level control
• AI to assist “when you're not then”
• Collaborative planning
Christopher J. Hazard, PhD August, 2016 41
Desirability Index
• Desirability Index (geometric mean of
conflicting metrics) in multicriteria
optimization:
• Used for optimization in chemistry,
chemical engineering, mechanical
engineering
• Related to Shannon Entropy Maximization
• Easy to relate to output as a score, hard to
“game”
Christopher J. Hazard, PhD August, 2016 42
Understanding Probability
Distributions
Christopher J. Hazard, PhD August, 2016 43
Little’s Law, MDPs & More OR
• L = λW to measure
expected length of
queue by wait time
• MDPs for
modeling,
visualization into
process
• MILP, Pareto
Frontier
Christopher J. Hazard, PhD August, 2016 44
Questions?
info@hazardoussoftware.com

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

  • 1. Modeling, Math and Science for Building Games that Improve Organization Operation, and Workforce Effectiveness Christopher J. Hazard, PhD
  • 2. Christopher J. Hazard, PhD August, 2016 2 Hazardous Software Serious Games
  • 3. Christopher J. Hazard, PhD August, 2016 3 Image from user boysdean on Flickr.com Image from user BLANCOBILL on TripAdvisor.com Who is a Gamer?
  • 4. Christopher J. Hazard, PhD August, 2016 4 Play = immersion + learning + minimized actual risk + time travel
  • 5. Christopher J. Hazard, PhD August, 2016 5 Simulation-Based Serious Games Close Combat – Modern Tactics, Matrix Games CyberCIEGE, NPS & Rivermind EteRNA, CMU
  • 6. Christopher J. Hazard, PhD August, 2016 6 More Serious Games With OR Aspects Code of Everand, UK Department for Transport MMORPG, 2009-2011 Cargo Dynasty, Serious Games Interactive, TSU, TUR Wildfire game, Lincoln Labs
  • 7. Christopher J. Hazard, PhD August, 2016 7 Not about Virtual Worlds & Chocolate Covered Broccoli Second Life
  • 8. Christopher J. Hazard, PhD August, 2016 8 How Different From M&S? • Have human-centric interfaces • Focus on usability • Focus on exercise deployability • Focus on creating & managing reusable scenarios • Focus on realistic communication & controls • Have AAR, AI, help, and tutorials integrated/embedded
  • 9. Christopher J. Hazard, PhD August, 2016 9 Implicit Grinding (and optimal downtime) Just Cause 2 Niel de la Rouviere, Stellenbosch University
  • 10. Christopher J. Hazard, PhD August, 2016 10 Adaptive vs Choice vs Fixed Content Choice of content Adaptive content D. Sharek PhD dissertation at NCSU, 2012. Investigating Real-time Predictors of Engagement: Implications For Adaptive Video Games and Online Training.
  • 11. Christopher J. Hazard, PhD August, 2016 11 Humans Are Rational* *given limited computational bounds, strong heuristics, poor probabilistic reasoning, unfounded beliefs of others, inaccurate capability assessments, inexplicable valuations, and some level of [im]patience
  • 12. Christopher J. Hazard, PhD August, 2016 12 Utility & Currency • Common currency: average-player time – Skilled players & devoted players have most • Find exchange rates for everything – If items purchasable in $, find exchange between player time and $ • Find amortization / discount rate
  • 13. Christopher J. Hazard, PhD August, 2016 13 Skill, Strategy, & Information Gain • Skill – Driven by capabilities, signaling, reputation – Measured using statistics, hindsight • Strategy – Driven by preferences (valuations), sanctioning, trust – Solved using game theory, foresight • Information Gain – Driven by immersion, curiosity, relevance – Provided via narrative, setting, instruction, cues
  • 14. Christopher J. Hazard, PhD August, 2016 14 Keynesian Beauty Pageant: Guess 2/3 the average • Everyone choose number [1,100] • Closest to 2/3 the average wins Image from thedigeratilife.com
  • 15. Christopher J. Hazard, PhD August, 2016 15 A Simple Game... • Strategist • Negotiator • Artist • Logician (e.g., programmer/lawyer) • Impulsivist or risk seeker • Risk avoider
  • 16. Christopher J. Hazard, PhD August, 2016 16 Bidding Game Rules Card is cost: A: 1 2: 2 3: 3 … J: 11 Q: 12 K: 13 • Bid each round • Winning bidder gets price – cost • Highest profit wins
  • 17. Christopher J. Hazard, PhD August, 2016 17 Bidding Game Results • 3-4 rounds to "convergence" • Generally considered "unfair" • Bayesian Nash Equilibrium! – Big reveal of same card: surprise – Lack of reveal: anchoring and bias hook
  • 18. Christopher J. Hazard, PhD August, 2016 18 NASCAR: Drafter's Dilemma • Red ahead, Blue behind, leave line together • Payoff = number of cars passed • Cooperate = allow other to jump back in line • Defect = jump back in line without the other Ronfeldt, First Monday J., '00 Cooperate Defect Cooperate 3 3 -5 3 Defect 2 -5 1 1
  • 19. Christopher J. Hazard, PhD August, 2016 19 Mixed Strategy & Risk • Intransitivity • “Every unit overpowered” • Forced risk P S R 0, 0 -1, 1 1, -1 P 1, -1 0, 0 -1, 1 S -1, 1 1,-1 0, 0 Street Fighter 4
  • 20. Christopher J. Hazard, PhD August, 2016 20 Payoff, Risk, Commitment Stag Hare Stag 10 10 0 8 Hare 8 0 7 7 Swerve Straight Swerve 0 0 -1 +1 Straight +1 -1 -1000 -1000
  • 21. Christopher J. Hazard, PhD August, 2016 21 Creeping Sniper's Dilemma Original image from ShadowShield.com
  • 22. Christopher J. Hazard, PhD August, 2016 22 Creeping Sniper's Dilemma Single sniper position, σ, as a function of time: • Multiple sniper: match quickest visible discount strategy unless too risky PositionofSniper Near Target Far Target
  • 23. Christopher J. Hazard, PhD August, 2016 23 Operations Research: Lanchester's Laws Gang of N units vs 1, all with sufficient action range X DPS, Y health N each retain Y (1 – 1/N^2) Original image from XCOM: Enemy Unknown
  • 24. Christopher J. Hazard, PhD August, 2016 24 Balancing With Game Theory: Strength and Utility Hammer Spear Curse Hammer 1 3 0.5 Spear 0.33 1 0.5 Curse 2 2 1 Hammer Spear Curse Hammer 0.000 -0.043 0.095 Spear 0.043 0.000 -0.070 Curse -0.095 0.070 0.000 Cost Hammer 0.23 Spear 0.56 Curse 0.21 S (strength: # of player 1 to defeat player 2) C (cost) U (utility) One player loses all utility, another fraction Spear vs Hammer: gain - loss 0.23 - (1/3 * 0.56) Symmetric!
  • 25. Christopher J. Hazard, PhD August, 2016 25 Balancing With Game Theory: Probabilities Hammer Spear Curse Hammer 0.000 -0.043 0.095 Spear 0.043 0.000 -0.070 Curse -0.095 0.070 0.000 U (utility) Probability Hammer 0.336 Spear 0.456 Curse 0.208 P (probability) Probability Hammer 0.333 Spear 0.334 Curse 0.333 P (probability) Cost Hammer 0.255 Spear 0.545 Curse 0.200 C (cost) Hammer Spear Curse Hammer 0.000 -0.073 0.073 Spear 0.073 0.000 -0.073 Curse -0.073 0.073 0.000 U (utility)
  • 26. Christopher J. Hazard, PhD August, 2016 26 Ambiguity as an Interestingness Measure • Find Nash equilibrium – 20% sniper rifle, 30% machine gun, 50% shotgun – 33% sniper rifle, 33% machine gun, 34% shotgun • Control tightness – Ambiguity vs predictability of next game states (discounted) • Difficulty of puzzles & optimal strategy ascertainment – Some ambiguity good, too much boring
  • 27. Christopher J. Hazard, PhD August, 2016 27 Learning & Information Gain • Measure information gain between player strategy and optimal • Mixed strategy Nash equilibria – 1/3 rock, 1/3 paper, 1/3 scissors • How much information left to teach player? – 1/4 rock, 1/4 paper, 1/2 scissors – Info gain to achieve desired Nash equilibrium
  • 28. Christopher J. Hazard, PhD August, 2016 28 Complexity of Behavior
  • 29. Christopher J. Hazard, PhD August, 2016 29 Information Conveyance
  • 30. Christopher J. Hazard, PhD August, 2016 30 Corpse Party Chapter 1 Infirmary
  • 31. Christopher J. Hazard, PhD August, 2016 31 Corpse Party Chapter 1 Infirmary
  • 32. Christopher J. Hazard, PhD August, 2016 32 Infirmary Flow take match from furnace try door try door try match try match get rubbing alcohol try door exit • Actual branching factor: 12 • Perceived branching factor: 11 • Exaggerated expectation [Hilbert, PSYCHOL BULL '12] – P(progress | revisit item) higher than anticipated
  • 33. Christopher J. Hazard, PhD August, 2016 33 Infirmary Surprisal • Player unsure of what to do, so assume uniform distribution over new possibilities: Q(X) ≈ 1/11, Q(Repeat) ≈ 0 => ~3.5 bits • Correct distribution over possibilities, minimizing assumptions: P(X) = 1/12 • Q(repeat) ≈ 0 means 1/12 * ln( (1/12) / 0) = 1/12 * ln(∞) = ∞ Massive surprisal if assume no repeat actions advance game
  • 34. Christopher J. Hazard, PhD August, 2016 34 Measuring Difficulty By Decision Information Rate X X X 3 out of 6 paths lose 1 11 0 0 No loss, no information Average 1 bit of information Average 0.5 bits of information 1.5 bits of total information to win 1.5 bits / 2 steps = 0.75 bits per step to win
  • 35. Christopher J. Hazard, PhD August, 2016 35
  • 36. Christopher J. Hazard, PhD August, 2016 36 Mutual Exclusion Between Mechanical and Social Reasoning (Jack et al., Neuroimage, 2012) Working Memory Capabilities & Affective Control (Schweizer et al., J Neuroscience, 2013)
  • 37. Christopher J. Hazard, PhD August, 2016 37 Time Manipulation in Gaming • Time zones • Reverse time Chrono Trigger Braid • Fixed jump back• Time loop Ratchet & Clank Majora's Mask
  • 38. Christopher J. Hazard, PhD August, 2016 38 Time Manipulation Transforms Gameplay Obstacle/Combat Course (FF12) Maze Gran Turismo Sudoku (Optimization) +Undo +Timeline
  • 39. Christopher J. Hazard, PhD August, 2016 39 Time Manipulation & Causality • Dynamically correct plans: blur hypothetical & committed • Long-term thinking about decisions • Just in time vs redundancy • Minmax & Nash equilibria • Qualitative sensitivity analysis: plan fragility • “Newton's Method” of strategy
  • 40. Christopher J. Hazard, PhD August, 2016 40 Time Manipulation Game Mechanics • “Chronoenergy”: causality as a resource – Locality & change magnitude – What is a unit of causality? • Player's intention vs low-level control • AI to assist “when you're not then” • Collaborative planning
  • 41. Christopher J. Hazard, PhD August, 2016 41 Desirability Index • Desirability Index (geometric mean of conflicting metrics) in multicriteria optimization: • Used for optimization in chemistry, chemical engineering, mechanical engineering • Related to Shannon Entropy Maximization • Easy to relate to output as a score, hard to “game”
  • 42. Christopher J. Hazard, PhD August, 2016 42 Understanding Probability Distributions
  • 43. Christopher J. Hazard, PhD August, 2016 43 Little’s Law, MDPs & More OR • L = λW to measure expected length of queue by wait time • MDPs for modeling, visualization into process • MILP, Pareto Frontier
  • 44. Christopher J. Hazard, PhD August, 2016 44 Questions? info@hazardoussoftware.com