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CS-803 (B) · Game Theory with Engineering applications/Quick Revision Short Notes

Game Theory with Engineering applications (CS-803 (B)) - Unit 3 Short Notes

How unit 3 is examined

This unit covers systems (their elements, framing, open and closed kinds) and interactivity (the multivalent model, choice, choice molecules, anatomy of choice, space of possibility); no topic was asked in recent papers, so learn the definitions and the four-part lists.

Introduction to Systems

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Definition. <mark>A system is a set of parts that interrelate to form a whole.</mark>

Key points.

  1. Systems are everywhere: a family, a traffic network, an ecosystem and a game are all systems.
  2. A system is more than its parts, because the way the parts relate produces behaviour that no single part has.
  3. Removing or changing one part changes the behaviour of the whole system.
  4. A game is a designed system, and the designer shapes play by shaping its parts and relations.

Elements of a System

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Definition. The elements of a system are the components that together make up its structure and behaviour.

Key points.

  1. Objects are the parts, things or variables of the system; in a game they are the pieces, cards and board.
  2. Attributes are the properties of the objects, such as the colour, position or value of a piece.
  3. Internal relationships are the links between objects, which make the parts act as one system.
  4. The environment is the context that surrounds the system and in which it operates.

Framing Systems

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Definition. Framing a system means choosing the viewpoint from which the same system is examined, because its boundary and meaning depend on the frame.

Key points.

  1. The same game can be framed as a formal system of rules, as an experiential system of play, or as a cultural system.
  2. Each frame draws the system boundary differently and so shows different elements.
  3. Frames are not fixed; a designer must decide which frame is relevant to the question being asked.
  4. Choosing the frame first stops the designer from mixing up rules, player experience and cultural context.

Open and Closed Systems

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Definition. A closed system is self-contained and exchanges nothing with its environment, while an open system exchanges energy, information or material with it.

Key points.

  1. A closed system has fixed boundaries, so its behaviour depends only on its internal elements and rules.
  2. An open system is influenced by its environment, for example by players, culture and outside events.
  3. A game is formally a closed system, as its rules are complete and self-sufficient.
  4. The same game is also open, since players bring in their own meanings and culture.

Introduction to Interactivity

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Definition. <mark>Interactivity is participation in which the player acts on a system and the system responds.</mark>

Key points.

  1. Interactivity is often used loosely for anything digital, but it has several distinct meanings.
  2. Every game is interactive, because play needs the player to act and the system to react.
  3. Interactivity is not the same as choice: meaningful interactivity needs actions that have consequences.
  4. Because the word is vague, the multivalent model separates it into modes.

A Multivalent Model of Interactivity

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Definition. The multivalent model describes interactivity as four modes that exist together.

Key points.

  1. Cognitive interactivity is the psychological, emotional and intellectual participation of the player with the game.
  2. Functional interactivity is the utilitarian interaction with the object, such as its controls, interface and physical feel.
  3. Explicit interactivity is overt participation, meaning the choices and actions the design invites, such as moving a piece or clicking.
  4. Beyond-the-object interactivity is participation in the culture around the game, such as fan communities and shared rules.

Pitfall: Do not equate interactivity with explicit interactivity alone; it is only one of four modes.

Interaction and Choice

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Definition. A choice is a decision by the player among possible actions, and interaction becomes meaningful when the choice has a discernable and integrated result.

Key points.

  1. Choice links interactivity to meaningful play, because the player must be able to see what an action caused.
  2. A choice is only real if more than one action is possible.
  3. Choices operate at two scales: micro-choices are moment-to-moment actions, and macro-choices shape the whole game.
  4. The designer supplies the choices but the player gives them meaning by choosing.

Choice Molecules

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Definition. A choice molecule is the basic unit of interactive design: a player action, its outcome and the feedback shown, joined into one repeating cycle.

Key points.

  1. Just as atoms combine into molecules, single choices combine into larger structures of play.
  2. The molecule is a cycle: the player acts, the system processes it, and the result is fed back to the player.
  3. The feedback from one molecule becomes the information for the next choice.
  4. Designers build a game by linking, repeating and nesting molecules.

Anatomy of Choice

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Definition. The anatomy of choice is the breakdown of one choice into its parts: the action and its outcome.

Key points.

  1. The action is what the player does, such as moving a piece or playing a card.
  2. The outcome is what the system does in response, and it changes the state of the game.
  3. The outcome must be discernable, so the player can perceive what happened.
  4. The outcome must be integrated, so it affects the later course of the game.

Space of Possibility

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Definition. <mark>The space of possibility is the full range of actions and meanings that can arise in a game through play.</mark>

Key points.

  1. Rules and design create the space, and play explores it.
  2. A larger space gives the player more meaningful choices and greater replay value.
  3. The space is narrower than infinite freedom, since rules limit what can happen.
  4. The designer does not script play but shapes this space so that interesting play emerges.

Last-minute revision

  • System: a set of parts that interrelate to form a whole.
  • Elements of a system: objects, attributes, internal relationships, environment.
  • Framing: the same game viewed as a formal, experiential or cultural system.
  • Closed system: no exchange with the environment; open system: exchanges with it.
  • A game is formally closed but culturally open.
  • Multivalent interactivity has four modes: cognitive, functional, explicit, beyond-the-object.
  • Meaningful choice needs a discernable and integrated outcome.
  • Choice molecule: action, outcome and feedback in one cycle.
  • Anatomy of choice: action plus outcome.
  • Space of possibility: all the play that the rules allow.

Memory hooks

  • Elements: "OAIE" for objects, attributes, internal relationships, environment.
  • Four modes: "Cognitive, Functional, Explicit, Beyond" as "CFEB".
  • Choice molecule: act, respond, feed back.
  • Closed means the rules are sealed; open means the players let the world in.

Coverage checklist

  • Introduction to Systems: definition and key points, no past questions.
  • elements of a System: four elements, no past questions.
  • Framing Systems: three frames, no past questions.
  • open & closed systems: definitions and game as both, no past questions.
  • Introduction to Interactivity: definition and key points, no past questions.
  • a multivalent model of interactivity: four modes, no past questions.
  • interaction & choice: meaningful choice, no past questions.
  • choice molecules: action-outcome-feedback cycle, no past questions.
  • anatomy of choice: action and outcome, no past questions.
  • space of possibility: definition and key points, no past questions.
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