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PROFESSOR: OK, let's see, some
administrative stuff, first of

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all, Wednesday's
our play test.

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So it's an internal play test.

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You're going to be playing with
each other games which

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means chances are you are going
to get barely enough

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time to play one person's game,
and enough time for that

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group to play your game.

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So I'm just going to just,
basically, pair up teams.

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Hopefully, I think we
have four teams.

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So I think that works
out just right.

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One thing I will certainly
recommend before going on to

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Wednesday's class is making sure
that you had a chance to

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play test with, at
least, someone

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who's not in your group.

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And the reason for this, what
you want to be keeping an eye

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out for, are rules that you've
already agreed on in your

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team, but might have to learn
it to write down somewhere.

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I want the rules written down.

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They don't necessarily
need to look great.

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Typed is awesome because they're
easy to read, and

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they're easy to revise later.

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It's not actually
a requirement.

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But you've got to have
them written down.

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You should be able to just put
it in front of a person.

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I will suggest that you bring
a copy to the office.

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If you want to come in early
on Wednesday, or I could,

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maybe, grab the Xerox if you
just bring a couple of copies

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so that the entire group of
four people is going to be

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testing your game, which means,
all users at the same

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time while you're explaining
it to them.

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If you're in a situation where
you already have rules that

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you think could be understood
without explaining, I would

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suggest not explaining at all.

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Just give them the rules and
see what they make of it.

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It's going to be very
informative that way.

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Not every single team may
be in that situation.

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They may not have that much
confidence in their

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ability right now.

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If you think you've gotten all
the rules written down but you

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just kind of feel not quite so
confident that everything is

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in there, do it anyway.

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Just don't explain it.

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Give it to them.

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See what they're having problems
with and then you can

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explain it.

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It will still be informative.

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You'll still be able to get that
data point of what should

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we have written down as a
clarification, as a complete

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omission, what needs to
be reworded before

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the game ever starts.

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But I do fully recognize that
there may be certain teams

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that do not have a set of rules
that comprehensive yet.

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In the end, you'll want to get
the operating test and time.

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So it's going to take half
and hour for somebody to

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understand your game just by
reading your rules, then you

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do want to try and
cut that down.

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Eventually, before you send me
your game you'll want to be in

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a situation where someone can
understand your entire game

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quickly, comprehending
the rules.

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What's up?

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AUDIENCE: When we're play
testing and timing, we weren't

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sure or we didn't remember, or
we didn't read carefully

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enough, what is the
maximum time that

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the game has to take?

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And does that include set up
from a complete novice, or

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does that include, are you
allowed to explain the rules

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and have totally experienced
players go at it, and once

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experienced players go at it
they have to take a certain

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amount of time?

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How does your--

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PROFESSOR: It was supposed to be
for novice players but I'm

00:03:32.060 --> 00:03:36.160 align:middle line:84%
just going to check the
actual syllabus.

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AUDIENCE: Do we have to be able
to explain the entire

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game, run through an entire play
through and all that, in

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10 minutes?

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PROFESSOR: That one
I wasn't sure.

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I think it's actually
on your play through

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but give me a second.

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I'm going to look up.

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AUDIENCE: I'm pretty sure
it says 10 minutes.

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Yeah, 5 or 10 minutes including
setup and play.

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PROFESSOR: Including
set-up and play.

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But that does not
necessarily--

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AUDIENCE: It shouldn't include
reading the rules.

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AUDIENCE: It should not?

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AUDIENCE: It should not.

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10 minutes is way too short a
time to read and understand

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and then play a game.

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PROFESSOR: Yeah, let me
just verify that.

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AUDIENCE: Walks and words.

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That's about it.

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AUDIENCE: Our game takes two
minutes to play at the moment.

00:04:12.116 --> 00:04:19.470 align:middle line:84%
AUDIENCE: What we'll be able
to do is take a really long

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time for premium effect and
have some more information

00:04:22.400 --> 00:04:23.095 align:middle line:90%
written on these cards.

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It's just taking the time to
write it so that way if

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somebody's busting a move--

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PROFESSOR: So it's true.

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It doesn't say 10 minutes that
you need to be able to play

00:04:35.980 --> 00:04:38.020 align:middle line:84%
and understand the game
in 10 minutes.

00:04:38.020 --> 00:04:41.490 align:middle line:84%
So I'm going to say, set-up and
play has to be 10 minutes.

00:04:41.490 --> 00:04:45.261 align:middle line:84%
So it's like, every time you
reset the game and you play to

00:04:45.261 --> 00:04:48.026 align:middle line:84%
the end, that should be
under 10 minutes.

00:04:48.026 --> 00:04:49.900 align:middle line:84%
If it takes longer than
that to understand the

00:04:49.900 --> 00:04:51.320 align:middle line:90%
game, that's fine.

00:04:51.320 --> 00:04:54.320 align:middle line:84%
But frankly, if it takes more
than 10 minutes for someone to

00:04:54.320 --> 00:04:57.660 align:middle line:84%
understand your game,
you have a problem.

00:04:57.660 --> 00:04:59.890 align:middle line:84%
And the problem isn't going to
be one that's going to affect

00:04:59.890 --> 00:05:02.420 align:middle line:84%
your grade, it's going to be
one that you can use the

00:05:02.420 --> 00:05:05.730 align:middle line:84%
processes in this class to
reiterate on to improve your

00:05:05.730 --> 00:05:07.927 align:middle line:84%
game to the point where it
doesn't take that long to

00:05:07.927 --> 00:05:09.220 align:middle line:90%
understand.

00:05:09.220 --> 00:05:10.738 align:middle line:84%
Reading the rules should
not take longer

00:05:10.738 --> 00:05:12.410 align:middle line:90%
than playing the game.

00:05:12.410 --> 00:05:16.700 align:middle line:84%
There are games like that but
try not to make those games

00:05:16.700 --> 00:05:20.150 align:middle line:84%
and not when it's
the first time.

00:05:20.150 --> 00:05:24.070 align:middle line:84%
So I would say in for the
explaining of the rules should

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take within 10 minutes.

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Right now, it might be OK if
the actual explanation

00:05:30.110 --> 00:05:32.460 align:middle line:84%
requires someone who's actually
an expert in the game

00:05:32.460 --> 00:05:33.285 align:middle line:90%
to explain it.

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By the end of this assignment
you should be definitely

00:05:35.730 --> 00:05:37.700 align:middle line:84%
getting to the point where
you don't even need that.

00:05:37.700 --> 00:05:40.190 align:middle line:84%
Just a new player with your
rules should be able to

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understand and play your
game in 10 minutes.

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It could involve discussion
of the entire

00:05:45.220 --> 00:05:46.480 align:middle line:90%
group of your players.

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You've got four people in--
let's say it's a card game--

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you have four people and they're
all looking at the

00:05:50.492 --> 00:05:53.210 align:middle line:84%
rules simultaneously, and your
friend says, where does

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it say so and so?

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And somebody else who has never
played your game before

00:05:57.206 --> 00:05:57.670 align:middle line:90%
answers that.

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That's fine.

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And that's actually how a lot
of people play games.

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Sometimes people play in
quick thought rules.

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This is all you need to know
to play your first round of

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cards, and that actually
helps a lot of

00:06:09.318 --> 00:06:10.491 align:middle line:90%
people to get started.

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And then you're picking
up the--

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AUDIENCE: Lowers the
activation energy.

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PROFESSOR: Yeah.

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In the end, more people
play your game.

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That's good.

00:06:19.632 --> 00:06:22.190 align:middle line:90%


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So that's on Wednesday.

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Everyone please come on time
because every minute of this

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time wins some recognition or
pizza [UNINTELLIGIBLE] and if

00:06:30.830 --> 00:06:32.400 align:middle line:90%
whole teams don't show up--

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Who's aligning a game that has
to be played by both players.

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So there's some teams.

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Two?

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Three?

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AUDIENCE: Two or four.

00:06:44.690 --> 00:06:45.690 align:middle line:90%
PROFESSOR: Two or four.

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OK.

00:06:47.190 --> 00:06:47.505 align:middle line:90%
All right.

00:06:47.505 --> 00:06:48.680 align:middle line:90%
No, that's cool.

00:06:48.680 --> 00:06:49.955 align:middle line:84%
AUDIENCE: So even if a
guy didn't show up

00:06:49.955 --> 00:06:52.810 align:middle line:90%
on time that's OK.

00:06:52.810 --> 00:06:58.332 align:middle line:84%
PROFESSOR: OK, so that's the
preparation for Wednesday now.

00:06:58.332 --> 00:07:01.340 align:middle line:84%
I do want to apologize
for Friday's lecture.

00:07:01.340 --> 00:07:03.748 align:middle line:90%
I was on a lot of meds.

00:07:03.748 --> 00:07:06.234 align:middle line:84%
You may or may not have noticed
that I was having a

00:07:06.234 --> 00:07:09.930 align:middle line:84%
splitting headache and was not
the best lecture that I have

00:07:09.930 --> 00:07:11.420 align:middle line:84%
given in my entire
teaching career.

00:07:11.420 --> 00:07:13.946 align:middle line:84%
In fact, it's probably the
worst lecture I've given.

00:07:13.946 --> 00:07:15.392 align:middle line:90%
AUDIENCE: No.

00:07:15.392 --> 00:07:16.838 align:middle line:90%
I didn't notice.

00:07:16.838 --> 00:07:23.190 align:middle line:90%


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PROFESSOR: It occurred to me
that there might just be a

00:07:25.330 --> 00:07:28.570 align:middle line:84%
better way to get some of those
concepts across other

00:07:28.570 --> 00:07:30.540 align:middle line:84%
than me yammering
for three hours.

00:07:30.540 --> 00:07:33.780 align:middle line:84%
And what I'd like to do is
revisit some of them but

00:07:33.780 --> 00:07:38.710 align:middle line:84%
actually do a bit
of an activity.

00:07:38.710 --> 00:07:42.280 align:middle line:84%
I have never done this before
so this is not tested.

00:07:42.280 --> 00:07:44.730 align:middle line:84%
You guys are the first
iteration.

00:07:44.730 --> 00:07:45.056 align:middle line:90%
AUDIENCE: Oh.

00:07:45.056 --> 00:07:46.306 align:middle line:90%
I feel honored.

00:07:46.306 --> 00:07:49.150 align:middle line:90%


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PROFESSOR: But basically, what
I'm going to do is I'm going

00:07:50.899 --> 00:07:52.294 align:middle line:84%
to go through these terms
again, explain

00:07:52.294 --> 00:07:53.497 align:middle line:90%
them one more time.

00:07:53.497 --> 00:07:55.915 align:middle line:84%
You guys have accurate
clarifications or anything.

00:07:55.915 --> 00:08:01.070 align:middle line:84%
And then each in a group of
about, I think two people,

00:08:01.070 --> 00:08:05.050 align:middle line:84%
we're going to pick the game
that pretty much every one in

00:08:05.050 --> 00:08:07.540 align:middle line:90%
the class should sort of know.

00:08:07.540 --> 00:08:09.940 align:middle line:84%
Maybe they don't know the exact
rules but you know of

00:08:09.940 --> 00:08:14.604 align:middle line:84%
the game, and analyze
that game across

00:08:14.604 --> 00:08:17.448 align:middle line:90%
these different axes.

00:08:17.448 --> 00:08:21.840 align:middle line:84%
And the idea of that is that,
if you get used to this then

00:08:21.840 --> 00:08:23.330 align:middle line:84%
you can do that same thing
to your own game.

00:08:23.330 --> 00:08:27.670 align:middle line:84%
And that may shed light on how
your game is balanced, how

00:08:27.670 --> 00:08:29.530 align:middle line:84%
your game is balanced especially
between chance and

00:08:29.530 --> 00:08:33.260 align:middle line:84%
skills because we get a
topic of this class.

00:08:33.260 --> 00:08:39.194 align:middle line:84%
But also question, is our
game doing what we want

00:08:39.194 --> 00:08:41.120 align:middle line:90%
our game to be doing?

00:08:41.120 --> 00:08:45.540 align:middle line:90%
So that's the general outline.

00:08:45.540 --> 00:08:50.920 align:middle line:84%
So there's one more thing
I want to mention

00:08:50.920 --> 00:08:52.780 align:middle line:90%
before I go into that.

00:08:52.780 --> 00:08:58.360 align:middle line:84%
And Jason actually brought up
a point at the end of last

00:08:58.360 --> 00:09:03.630 align:middle line:84%
Friday was that he noticed that
our two end robots, Mr.

00:09:03.630 --> 00:09:06.959 align:middle line:90%
Roboto and Badass Mofo 600.

00:09:06.959 --> 00:09:08.426 align:middle line:90%
AUDIENCE: 610.

00:09:08.426 --> 00:09:09.404 align:middle line:90%
AUDIENCE: Yeah, 610.

00:09:09.404 --> 00:09:11.360 align:middle line:84%
PROFESSOR: It's the
upgraded version.

00:09:11.360 --> 00:09:13.815 align:middle line:84%
AUDIENCE: It started at 608 and
then there were a couple

00:09:13.815 --> 00:09:16.088 align:middle line:84%
of iterations at least
on Saturday.

00:09:16.088 --> 00:09:19.580 align:middle line:90%


00:09:19.580 --> 00:09:23.650 align:middle line:84%
PROFESSOR: One of them was
purely deterministic but

00:09:23.650 --> 00:09:26.830 align:middle line:84%
horrendously complex
in the sense that--

00:09:26.830 --> 00:09:29.110 align:middle line:84%
AUDIENCE: It wasn't
that complex.

00:09:29.110 --> 00:09:30.820 align:middle line:84%
PROFESSOR: Not in the sense
that it was difficult to

00:09:30.820 --> 00:09:32.425 align:middle line:84%
explain what it was doing but
difficult to predict what it

00:09:32.425 --> 00:09:35.000 align:middle line:90%
was going to do.

00:09:35.000 --> 00:09:41.260 align:middle line:84%
This was the one that will start
it's turn order based on

00:09:41.260 --> 00:09:43.440 align:middle line:84%
the number of hit points
that it had.

00:09:43.440 --> 00:09:45.710 align:middle line:84%
AUDIENCE: And take the number
of moves based also on the

00:09:45.710 --> 00:09:46.960 align:middle line:90%
number of hit points it had.

00:09:46.960 --> 00:09:50.090 align:middle line:84%
PROFESSOR: So it's entirely
algorithmic.

00:09:50.090 --> 00:09:53.200 align:middle line:84%
It's just following it's
root every single time.

00:09:53.200 --> 00:09:56.470 align:middle line:84%
The other one was pretty
much random, right?

00:09:56.470 --> 00:09:57.900 align:middle line:84%
Who of Mr. Roboto which
should have in a

00:09:57.900 --> 00:10:01.440 align:middle line:90%
die roll every round.

00:10:01.440 --> 00:10:04.670 align:middle line:90%
And it just hit something.

00:10:04.670 --> 00:10:07.570 align:middle line:84%
And we ended up with
the closest fight

00:10:07.570 --> 00:10:09.870 align:middle line:90%
of that day, I think.

00:10:09.870 --> 00:10:13.570 align:middle line:84%
And that does drive home the
point that at some point and

00:10:13.570 --> 00:10:15.530 align:middle line:84%
time you can get complexity
through showing

00:10:15.530 --> 00:10:17.130 align:middle line:90%
deterministic rules.

00:10:17.130 --> 00:10:23.470 align:middle line:84%
That frankly, it's as hard to
predict as pure randomness.

00:10:23.470 --> 00:10:24.560 align:middle line:84%
AUDIENCE: My card game
is like that.

00:10:24.560 --> 00:10:25.720 align:middle line:84%
PROFESSOR: Your card
game is like that?

00:10:25.720 --> 00:10:28.703 align:middle line:84%
The nice thing about that is
that if you have deterministic

00:10:28.703 --> 00:10:30.310 align:middle line:84%
rules, you can see
why it happened.

00:10:30.310 --> 00:10:34.580 align:middle line:84%
You can see why, wow I didn't
expect that to happen but I

00:10:34.580 --> 00:10:36.720 align:middle line:90%
can see why it happened.

00:10:36.720 --> 00:10:38.430 align:middle line:84%
AUDIENCE: He was so sure
he was going to win.

00:10:38.430 --> 00:10:41.610 align:middle line:84%
He was so sure he was going
to win but then we--

00:10:41.610 --> 00:10:43.020 align:middle line:84%
AUDIENCE: It did not
turn out as such.

00:10:43.020 --> 00:10:45.680 align:middle line:90%


00:10:45.680 --> 00:10:46.820 align:middle line:84%
PROFESSOR: That's a
desirable trait.

00:10:46.820 --> 00:10:51.130 align:middle line:84%
It's a lot better than just
saying, well it's a die roll.

00:10:51.130 --> 00:10:54.948 align:middle line:84%
The nice thing about die rolls
is that it does take it out of

00:10:54.948 --> 00:10:57.260 align:middle line:90%
your control.

00:10:57.260 --> 00:11:01.320 align:middle line:84%
It's kind of designed to make
it not skill based and as a

00:11:01.320 --> 00:11:04.960 align:middle line:84%
result of that, you get people
who are lagging, who are

00:11:04.960 --> 00:11:09.910 align:middle line:84%
having a harder time playing and
finding the unskilled base

00:11:09.910 --> 00:11:11.042 align:middle line:90%
way of catching up.

00:11:11.042 --> 00:11:14.700 align:middle line:84%
Which is awesome if that's
what you're going for.

00:11:14.700 --> 00:11:19.550 align:middle line:84%
And then the other one is if you
just make it deterministic

00:11:19.550 --> 00:11:22.600 align:middle line:84%
but complex enough so the
behavior is just hard to

00:11:22.600 --> 00:11:26.620 align:middle line:84%
predict, but logical ones that
are actually happens then you

00:11:26.620 --> 00:11:28.150 align:middle line:90%
kind of get the same result.

00:11:28.150 --> 00:11:29.880 align:middle line:90%
It all balances out.

00:11:29.880 --> 00:11:32.170 align:middle line:84%
Die rolls are really
easy to enter.

00:11:32.170 --> 00:11:35.560 align:middle line:84%
It's difficult to actually
come up with rules that

00:11:35.560 --> 00:11:37.815 align:middle line:84%
deterministically give you the
kind of complex that you're

00:11:37.815 --> 00:11:40.040 align:middle line:90%
really looking for.

00:11:40.040 --> 00:11:41.310 align:middle line:84%
But it's a nice thing
to go for.

00:11:41.310 --> 00:11:44.270 align:middle line:84%
Of course, to get the complexity
sometimes you need

00:11:44.270 --> 00:11:47.270 align:middle line:84%
so many rules that people
just can get bored.

00:11:47.270 --> 00:11:48.920 align:middle line:84%
It's like, wow, this is
really complicated.

00:11:48.920 --> 00:11:52.016 align:middle line:84%
I'm not sure whether I can
figure out what the next step

00:11:52.016 --> 00:11:53.440 align:middle line:84%
is going to be and then
they just give up.

00:11:53.440 --> 00:11:56.650 align:middle line:84%
That's the down side
of really complex

00:11:56.650 --> 00:11:57.900 align:middle line:90%
deterministic behavior.

00:11:57.900 --> 00:12:01.760 align:middle line:90%


00:12:01.760 --> 00:12:06.010 align:middle line:84%
It's neat that you saw both of
those playing off of each

00:12:06.010 --> 00:12:10.240 align:middle line:84%
other and them behaving
in pretty much

00:12:10.240 --> 00:12:11.300 align:middle line:90%
unpredictable ways.

00:12:11.300 --> 00:12:14.760 align:middle line:84%
And yet, getting nicely
balanced results.

00:12:14.760 --> 00:12:18.390 align:middle line:84%
So the book we leave
[UNINTELLIGIBLE].

00:12:18.390 --> 00:12:22.150 align:middle line:84%
So now, I'm going to be actually
deeply, deeply

00:12:22.150 --> 00:12:24.370 align:middle line:84%
plagiarizing from
Salen and Crumb.

00:12:24.370 --> 00:12:29.472 align:middle line:84%
Katie Salen in Eric Zimmerman
from Rules of Play which is

00:12:29.472 --> 00:12:32.230 align:middle line:84%
one of those big thick books I
brought in on the first day.

00:12:32.230 --> 00:12:35.130 align:middle line:84%
I'm not making you read it
because I find that book takes

00:12:35.130 --> 00:12:37.390 align:middle line:84%
three pages to explain what
could have been explained in

00:12:37.390 --> 00:12:40.000 align:middle line:84%
one, which is why I have
a whole bunch of

00:12:40.000 --> 00:12:43.110 align:middle line:90%
summaries in here.

00:12:43.110 --> 00:12:46.640 align:middle line:84%
But what that book does do is
give you very, very concrete

00:12:46.640 --> 00:12:50.290 align:middle line:84%
terms that are pretty
well accepted.

00:12:50.290 --> 00:12:53.190 align:middle line:84%
They're not necessarily among
game designers, among big

00:12:53.190 --> 00:12:55.290 align:middle line:84%
people [UNINTELLIGIBLE]
experiments.

00:12:55.290 --> 00:13:00.166 align:middle line:84%
And I've got some of those
for you to refer to.

00:13:00.166 --> 00:13:03.290 align:middle line:84%
I'll touched a little bit on
information theory on Monday.

00:13:03.290 --> 00:13:09.450 align:middle line:84%
That model of how a signal goes
from someone who wants to

00:13:09.450 --> 00:13:12.440 align:middle line:84%
send it through a transmitter
and goes through some sort of

00:13:12.440 --> 00:13:15.010 align:middle line:84%
channel, is received through
some sort of

00:13:15.010 --> 00:13:17.442 align:middle line:90%
receiver to a person.

00:13:17.442 --> 00:13:20.820 align:middle line:90%


00:13:20.820 --> 00:13:23.130 align:middle line:84%
If the person who wants to send
a signal is actually the

00:13:23.130 --> 00:13:26.800 align:middle line:84%
game, the game state, and is
transferring information to a

00:13:26.800 --> 00:13:29.840 align:middle line:84%
player, who need to get
information about what's going

00:13:29.840 --> 00:13:34.200 align:middle line:84%
on in the game in order to make
a decision then, you can

00:13:34.200 --> 00:13:36.420 align:middle line:84%
see how this applies
to game design.

00:13:36.420 --> 00:13:37.970 align:middle line:84%
And in between you have
[? moints ?].

00:13:37.970 --> 00:13:41.100 align:middle line:84%
You have the thing that prevents
you from knowing

00:13:41.100 --> 00:13:44.230 align:middle line:84%
exactly what the
game state is.

00:13:44.230 --> 00:13:47.700 align:middle line:84%
And there are certain words that
are associated with that

00:13:47.700 --> 00:13:51.770 align:middle line:90%
level of uncertainty.

00:13:51.770 --> 00:13:56.495 align:middle line:84%
Uncertainty and certainty are
two word study searches to

00:13:56.495 --> 00:13:57.745 align:middle line:90%
begin with.

00:13:57.745 --> 00:14:04.340 align:middle line:90%


00:14:04.340 --> 00:14:12.230 align:middle line:84%
So the uncertainty includes both
your inability to know

00:14:12.230 --> 00:14:15.360 align:middle line:84%
what's going to happen next due
to chance or due to really

00:14:15.360 --> 00:14:20.025 align:middle line:84%
complex behavior, as you saw
in both of the robots.

00:14:20.025 --> 00:14:24.495 align:middle line:84%
It's just the degree to which
how much the game--

00:14:24.495 --> 00:14:27.170 align:middle line:84%
all the different states the
game could take, either they

00:14:27.170 --> 00:14:28.780 align:middle line:84%
need the next turn
or throughout the

00:14:28.780 --> 00:14:32.290 align:middle line:90%
entire play of the game.

00:14:32.290 --> 00:14:35.935 align:middle line:84%
And in information theory, they
actually also use the

00:14:35.935 --> 00:14:38.780 align:middle line:84%
word information almost
interchangeably.

00:14:38.780 --> 00:14:42.590 align:middle line:84%
Unfortunately this gets kind
of confusing because people

00:14:42.590 --> 00:14:46.133 align:middle line:84%
don't actually use the word
information in that sense in

00:14:46.133 --> 00:14:48.140 align:middle line:90%
day to day.

00:14:48.140 --> 00:14:50.670 align:middle line:84%
In fact, I'm going to propose a
different way of looking at

00:14:50.670 --> 00:14:52.640 align:middle line:84%
it that also uses the word
information in a completely

00:14:52.640 --> 00:14:53.020 align:middle line:90%
different way.

00:14:53.020 --> 00:14:55.690 align:middle line:84%
So I'm actually going to
stop using the word

00:14:55.690 --> 00:14:56.610 align:middle line:90%
information for now.

00:14:56.610 --> 00:15:00.460 align:middle line:84%
I'm just going to call it
uncertainty which is pretty

00:15:00.460 --> 00:15:06.470 align:middle line:84%
much all the different things
that could happen in the game,

00:15:06.470 --> 00:15:10.000 align:middle line:84%
either in their next turn
or throughout the

00:15:10.000 --> 00:15:11.440 align:middle line:90%
entirety of the game.

00:15:11.440 --> 00:15:17.210 align:middle line:84%
Certainty is the degree to which
you have knowledge about

00:15:17.210 --> 00:15:20.160 align:middle line:90%
what could happen.

00:15:20.160 --> 00:15:23.840 align:middle line:84%
Chess board pieces could be
configured in any position but

00:15:23.840 --> 00:15:27.600 align:middle line:84%
one move after the opening,
there's only a small set that

00:15:27.600 --> 00:15:32.680 align:middle line:90%
could possibly happen.

00:15:32.680 --> 00:15:36.080 align:middle line:84%
It's probably on the order of
where only one side is moving

00:15:36.080 --> 00:15:36.890 align:middle line:90%
for the first time.

00:15:36.890 --> 00:15:38.713 align:middle line:84%
Any one of the pawns
could move 20.

00:15:38.713 --> 00:15:39.560 align:middle line:90%
20?

00:15:39.560 --> 00:15:44.400 align:middle line:84%
Yeah, the knights could
move, yeah.

00:15:44.400 --> 00:15:46.990 align:middle line:84%
So there will be 20 different
possible things.

00:15:46.990 --> 00:15:51.320 align:middle line:84%
So that's kind of the degree
of certainty that you have

00:15:51.320 --> 00:15:54.480 align:middle line:84%
among all the different states,
all the uncertainty of

00:15:54.480 --> 00:15:55.620 align:middle line:90%
this chess board.

00:15:55.620 --> 00:15:57.296 align:middle line:84%
You are certain that
it's going to be

00:15:57.296 --> 00:15:58.670 align:middle line:90%
limited to this chunk.

00:15:58.670 --> 00:16:02.980 align:middle line:90%


00:16:02.980 --> 00:16:10.074 align:middle line:84%
And your knowledge of what that
ratio is, of how much you

00:16:10.074 --> 00:16:13.620 align:middle line:84%
know could be happening, based
on what you know of the game

00:16:13.620 --> 00:16:17.530 align:middle line:84%
rules, based on your experience
of the game, based

00:16:17.530 --> 00:16:24.460 align:middle line:84%
on your skill in the game, to
the stakes that the game could

00:16:24.460 --> 00:16:27.590 align:middle line:90%
possibly take is called risk.

00:16:27.590 --> 00:16:32.300 align:middle line:84%
So you can flip it the other way
around and say that if the

00:16:32.300 --> 00:16:36.865 align:middle line:84%
uncertainty of the first turn is
20 different moves but you

00:16:36.865 --> 00:16:39.855 align:middle line:90%
are certain that the guy--

00:16:39.855 --> 00:16:43.090 align:middle line:90%


00:16:43.090 --> 00:16:47.790 align:middle line:84%
let's say I'm the opening
player, I played white and I

00:16:47.790 --> 00:16:51.330 align:middle line:84%
really only know how to make
three of those openings

00:16:51.330 --> 00:16:59.490 align:middle line:84%
effective, and the person I'm
playing against knows that

00:16:59.490 --> 00:17:01.935 align:middle line:84%
really, I only know three
openings, even if I only know

00:17:01.935 --> 00:17:08.940 align:middle line:84%
two, then that person's degree
of risk is limited to the

00:17:08.940 --> 00:17:10.826 align:middle line:84%
range of possibilities that
branch out all of

00:17:10.826 --> 00:17:14.050 align:middle line:90%
that 2 out of 20.

00:17:14.050 --> 00:17:19.156 align:middle line:84%
So that's one way that you can
sort of describe risk.

00:17:19.156 --> 00:17:23.720 align:middle line:84%
Let me see whether there's a
more technical term that I can

00:17:23.720 --> 00:17:24.535 align:middle line:90%
describe that with.

00:17:24.535 --> 00:17:26.002 align:middle line:90%
I skipped a page, didn't I?

00:17:26.002 --> 00:17:32.380 align:middle line:90%


00:17:32.380 --> 00:17:41.290 align:middle line:84%
So one thing that I want you to
think about later, actually

00:17:41.290 --> 00:17:47.580 align:middle line:84%
for the analogy step
we're going to do.

00:17:47.580 --> 00:17:48.800 align:middle line:90%
I want groups of two.

00:17:48.800 --> 00:17:54.290 align:middle line:90%
2, 4, 6, 8, 10, 12, 14, 15.

00:17:54.290 --> 00:18:02.100 align:middle line:84%
Mostly groups of two and one
group of three, actually,

00:18:02.100 --> 00:18:03.000 align:middle line:84%
let's just do it in
groups of three.

00:18:03.000 --> 00:18:06.052 align:middle line:90%
It will be easier that way.

00:18:06.052 --> 00:18:11.110 align:middle line:84%
And just think about and pick
a game first that you think

00:18:11.110 --> 00:18:13.590 align:middle line:84%
that you can probably mention
in this class without having

00:18:13.590 --> 00:18:16.022 align:middle line:84%
to explain to everybody
else exactly how

00:18:16.022 --> 00:18:17.820 align:middle line:90%
this game is played.

00:18:17.820 --> 00:18:19.030 align:middle line:90%
It could be a computer game.

00:18:19.030 --> 00:18:20.026 align:middle line:90%
It could be a board game.

00:18:20.026 --> 00:18:22.740 align:middle line:84%
It could be a card game,
something fairly [? modern. ?]

00:18:22.740 --> 00:18:30.450 align:middle line:84%
And I want you to think about
what are the things that, what

00:18:30.450 --> 00:18:36.118 align:middle line:84%
are all the variables that you
need to know in this game.

00:18:36.118 --> 00:18:37.510 align:middle line:90%
Doing the [? variable terms ?].

00:18:37.510 --> 00:18:41.360 align:middle line:84%
If you're doing something
like a game of Caustic

00:18:41.360 --> 00:18:42.810 align:middle line:90%
Encounter or something.

00:18:42.810 --> 00:18:47.330 align:middle line:84%
Then you can say that every
single race as a unique power

00:18:47.330 --> 00:18:50.666 align:middle line:84%
without explaining to me
every single power.

00:18:50.666 --> 00:18:53.200 align:middle line:84%
I think there are 100
races in that game.

00:18:53.200 --> 00:18:54.170 align:middle line:90%
AUDIENCE: Which game?

00:18:54.170 --> 00:18:56.130 align:middle line:90%
PROFESSOR: Caustic Encounter.

00:18:56.130 --> 00:18:57.840 align:middle line:90%
Oh it's fun.

00:18:57.840 --> 00:19:01.470 align:middle line:84%
You will get a chance to play
it later this semester.

00:19:01.470 --> 00:19:04.330 align:middle line:90%


00:19:04.330 --> 00:19:08.592 align:middle line:84%
Let's see, so think about what
are the variables that you got

00:19:08.592 --> 00:19:09.240 align:middle line:90%
to keep track of.

00:19:09.240 --> 00:19:11.020 align:middle line:84%
That's kind of the degree
of uncertainty.

00:19:11.020 --> 00:19:13.155 align:middle line:84%
That's the amount of information
that could be in

00:19:13.155 --> 00:19:14.405 align:middle line:84%
the system with that
[UNINTELLIGIBLE]

00:19:14.405 --> 00:19:17.040 align:middle line:90%


00:19:17.040 --> 00:19:19.280 align:middle line:84%
User does all the different
range of possibilities, all

00:19:19.280 --> 00:19:21.360 align:middle line:84%
the different things they
got to keep track.

00:19:21.360 --> 00:19:26.550 align:middle line:84%
What do you know for sure a
single playing in this game?

00:19:26.550 --> 00:19:30.182 align:middle line:84%
What do you know in your first
turn and what information do

00:19:30.182 --> 00:19:32.445 align:middle line:84%
you tend to pick up
along the way?

00:19:32.445 --> 00:19:35.670 align:middle line:90%


00:19:35.670 --> 00:19:38.900 align:middle line:84%
Let's see, so let's
start with that.

00:19:38.900 --> 00:19:40.470 align:middle line:90%
You've got just five minutes.

00:19:40.470 --> 00:19:42.240 align:middle line:84%
It doesn't have to be
an exhaustive list.

00:19:42.240 --> 00:19:44.560 align:middle line:84%
So let's just split into
groups of three.

00:19:44.560 --> 00:19:48.952 align:middle line:90%


00:19:48.952 --> 00:19:51.545 align:middle line:84%
The first activity we're going
to [UNINTELLIGIBLE]

00:19:51.545 --> 00:19:54.010 align:middle line:84%
every single one of these games
through all of these

00:19:54.010 --> 00:19:54.690 align:middle line:90%
different answers.

00:19:54.690 --> 00:19:59.310 align:middle line:84%
So I'm just going to start,
actually now, and if we run

00:19:59.310 --> 00:20:03.928 align:middle line:84%
out of time to do this, we can
always do it after class and

00:20:03.928 --> 00:20:05.407 align:middle line:90%
we can talk about it.

00:20:05.407 --> 00:20:06.886 align:middle line:84%
But we're going to go
through all of them.

00:20:06.886 --> 00:20:08.858 align:middle line:84%
So I'm going to breeze
through this.

00:20:08.858 --> 00:20:11.323 align:middle line:84%
So starting with this team then,
moving all the way over

00:20:11.323 --> 00:20:13.810 align:middle line:84%
and do you want to
just talk about--

00:20:13.810 --> 00:20:15.460 align:middle line:84%
AUDIENCE: So we decided
to go for Scrabble.

00:20:15.460 --> 00:20:18.350 align:middle line:84%
And so, in terms of variables,
you have to invent it by

00:20:18.350 --> 00:20:19.490 align:middle line:90%
individual tiles.

00:20:19.490 --> 00:20:22.090 align:middle line:84%
Their tiles are uncertain and
yours are fairly certain.

00:20:22.090 --> 00:20:25.360 align:middle line:84%
The one's on the board were
certain because they're faced.

00:20:25.360 --> 00:20:26.840 align:middle line:84%
PROFESSOR: It was
[UNINTELLIGIBLE]

00:20:26.840 --> 00:20:27.993 align:middle line:90%
AUDIENCE: Yes.

00:20:27.993 --> 00:20:32.060 align:middle line:84%
Another variable, well I used
a variable, it's the bonus

00:20:32.060 --> 00:20:35.050 align:middle line:90%
squares on the board.

00:20:35.050 --> 00:20:37.106 align:middle line:84%
Even though there's stakes on
the board, they're variable in

00:20:37.106 --> 00:20:38.670 align:middle line:84%
terms of, as more tiles get
played, some of them become

00:20:38.670 --> 00:20:41.390 align:middle line:84%
open and some of them become
closed and you don't know

00:20:41.390 --> 00:20:42.640 align:middle line:84%
which one's are going to
be working closed.

00:20:42.640 --> 00:20:42.940 align:middle line:90%
PROFESSOR: True.

00:20:42.940 --> 00:20:44.890 align:middle line:90%
True.

00:20:44.890 --> 00:20:47.310 align:middle line:90%
Yes.

00:20:47.310 --> 00:20:50.920 align:middle line:84%
So that's something as you don't
know how that's going to

00:20:50.920 --> 00:20:53.660 align:middle line:84%
turn out during the
middle of play.

00:20:53.660 --> 00:20:56.540 align:middle line:84%
So one thing that's interesting
about word games,

00:20:56.540 --> 00:20:59.260 align:middle line:84%
especially in Scrabble and
crossword puzzles, in general,

00:20:59.260 --> 00:21:04.888 align:middle line:84%
is that a lot of them rely on
the fact that the English

00:21:04.888 --> 00:21:07.278 align:middle line:84%
language, in particular, is
actually pretty redundant.

00:21:07.278 --> 00:21:13.357 align:middle line:84%
We can take about 50% of the
letters out from a word, this

00:21:13.357 --> 00:21:16.506 align:middle line:84%
very long word, and can still
figure out what it means.

00:21:16.506 --> 00:21:19.203 align:middle line:84%
That works really well in
crossword puzzles because if

00:21:19.203 --> 00:21:21.434 align:middle line:84%
you get something like 25% of
the word, you can actually

00:21:21.434 --> 00:21:25.492 align:middle line:84%
still figure why the associated
that clue.

00:21:25.492 --> 00:21:29.290 align:middle line:84%
But Scrabble rules are made
easier so that it is now

00:21:29.290 --> 00:21:34.600 align:middle line:84%
possible for you to make
connections between disparate

00:21:34.600 --> 00:21:38.430 align:middle line:84%
characters and find a word
that's going to fit that.

00:21:38.430 --> 00:21:42.480 align:middle line:84%
Of course, part of the
problem actually--

00:21:42.480 --> 00:21:44.580 align:middle line:84%
has anyone played Words
with Friends?

00:21:44.580 --> 00:21:46.545 align:middle line:84%
AUDIENCE: Yeah, against
my brother.

00:21:46.545 --> 00:21:49.800 align:middle line:84%
PROFESSOR: This one like
Scrabble, basically, right?

00:21:49.800 --> 00:21:52.710 align:middle line:84%
The same folks who made Words
with Friends made a game

00:21:52.710 --> 00:21:54.090 align:middle line:90%
called Words with Pirates.

00:21:54.090 --> 00:21:56.630 align:middle line:90%


00:21:56.630 --> 00:22:00.360 align:middle line:84%
And I have a screen shot
here of the game

00:22:00.360 --> 00:22:01.410 align:middle line:90%
I was playing yesterday.

00:22:01.410 --> 00:22:05.340 align:middle line:84%
And basically, you have
way fewer letters.

00:22:05.340 --> 00:22:12.221 align:middle line:84%
You have h, a, r, a
lot of r's, I and

00:22:12.221 --> 00:22:15.780 align:middle line:90%
an exclamation mark.

00:22:15.780 --> 00:22:21.230 align:middle line:84%
So the number of letters that
you can get, the quantity of

00:22:21.230 --> 00:22:23.600 align:middle line:84%
the letters that you get are the
same as in Scrabble, but

00:22:23.600 --> 00:22:26.740 align:middle line:84%
the range of the different
letter you can is way lower.

00:22:26.740 --> 00:22:29.040 align:middle line:84%
With means there's a lot
less uncertainty.

00:22:29.040 --> 00:22:34.310 align:middle line:90%


00:22:34.310 --> 00:22:43.825 align:middle line:84%
Because this language, this
parrot language has so much--

00:22:43.825 --> 00:22:48.635 align:middle line:84%
I want to be very careful to
use the right word here--

00:22:48.635 --> 00:22:57.410 align:middle line:90%


00:22:57.410 --> 00:23:02.230 align:middle line:84%
so if I'm using the right word
here, this is actually a very

00:23:02.230 --> 00:23:08.380 align:middle line:84%
non-redundant language because
a, r, r, r is a word.

00:23:08.380 --> 00:23:13.930 align:middle line:84%
A, r, r, r, r is a different
word which are balanced.

00:23:13.930 --> 00:23:17.320 align:middle line:84%
So there's actually very
little redundancy.

00:23:17.320 --> 00:23:23.700 align:middle line:84%
I see a, r and I think, that
could be any number of words.

00:23:23.700 --> 00:23:28.200 align:middle line:84%
And as a result you notice that
this game of Words with

00:23:28.200 --> 00:23:31.732 align:middle line:84%
Pirates it results in an
incredibly dense word.

00:23:31.732 --> 00:23:32.982 align:middle line:84%
Of course, I can show
[UNINTELLIGIBLE]

00:23:32.982 --> 00:23:35.430 align:middle line:90%


00:23:35.430 --> 00:23:37.160 align:middle line:84%
But you can't do that
with Scrabble.

00:23:37.160 --> 00:23:41.252 align:middle line:84%
Scrabble spaces go empty and get
locked out because, unless

00:23:41.252 --> 00:23:44.168 align:middle line:84%
you have an incredible knowledge
of the Scrabble

00:23:44.168 --> 00:23:48.109 align:middle line:84%
dictionary, for the most part,
you don't know those exploits

00:23:48.109 --> 00:23:50.782 align:middle line:84%
that I'm going to then slide
in an extra character.

00:23:50.782 --> 00:23:54.184 align:middle line:84%
But most people's knowledge of
English doesn't happen in that

00:23:54.184 --> 00:23:55.434 align:middle line:90%
board game.

00:23:55.434 --> 00:24:01.480 align:middle line:90%


00:24:01.480 --> 00:24:04.912 align:middle line:84%
So anyway I thought that was
specifically useful for an

00:24:04.912 --> 00:24:05.820 align:middle line:90%
illustration.

00:24:05.820 --> 00:24:06.500 align:middle line:90%
OK, so Scrabble.

00:24:06.500 --> 00:24:08.250 align:middle line:90%
All right, cool.

00:24:08.250 --> 00:24:09.500 align:middle line:90%
Next game.

00:24:09.500 --> 00:24:11.780 align:middle line:90%


00:24:11.780 --> 00:24:15.342 align:middle line:84%
AUDIENCE: We did Go Fish so
some of the variables

00:24:15.342 --> 00:24:17.334 align:middle line:84%
depending on the equation we
had were like every players

00:24:17.334 --> 00:24:20.571 align:middle line:84%
hands and the pile of cards
in the middle that

00:24:20.571 --> 00:24:22.314 align:middle line:90%
you can pick from.

00:24:22.314 --> 00:24:28.160 align:middle line:84%
We thought about some of the
uncertainty being what cards

00:24:28.160 --> 00:24:29.585 align:middle line:90%
the other player has.

00:24:29.585 --> 00:24:33.530 align:middle line:84%
And the challenge that comes out
of it is them asking what

00:24:33.530 --> 00:24:37.610 align:middle line:84%
cards they want and you
asking them for cards.

00:24:37.610 --> 00:24:40.902 align:middle line:84%
And there's noise because just
because they're asking for a

00:24:40.902 --> 00:24:43.586 align:middle line:84%
certain card can imply what they
have in their hand, but

00:24:43.586 --> 00:24:45.300 align:middle line:84%
it doesn't necessarily tell
you what they have.

00:24:45.300 --> 00:24:45.880 align:middle line:90%
PROFESSOR: Right.

00:24:45.880 --> 00:24:47.860 align:middle line:84%
It only tells you what they
don't have in their hands.

00:24:47.860 --> 00:24:49.840 align:middle line:84%
Sometimes it tells you
what they don't

00:24:49.840 --> 00:24:50.630 align:middle line:90%
have in their hands.

00:24:50.630 --> 00:24:53.710 align:middle line:84%
Sometimes they give
you a card and--

00:24:53.710 --> 00:24:55.590 align:middle line:90%
I forget the rules.

00:24:55.590 --> 00:24:57.475 align:middle line:84%
If you have multiple
threes and someone

00:24:57.475 --> 00:24:58.860 align:middle line:90%
says, got any threes?

00:24:58.860 --> 00:25:00.306 align:middle line:90%
You give them all three?

00:25:00.306 --> 00:25:01.040 align:middle line:90%
AUDIENCE: Yeah.

00:25:01.040 --> 00:25:01.950 align:middle line:90%
PROFESSOR: Yeah, OK.

00:25:01.950 --> 00:25:02.950 align:middle line:90%
So

00:25:02.950 --> 00:25:04.675 align:middle line:84%
AUDIENCE: Why do you
have three 3's?

00:25:04.675 --> 00:25:06.060 align:middle line:90%
You put a pair down.

00:25:06.060 --> 00:25:08.655 align:middle line:90%
That would just be dumb.

00:25:08.655 --> 00:25:10.630 align:middle line:84%
AUDIENCE: That means you're
a bad player.

00:25:10.630 --> 00:25:16.280 align:middle line:84%
PROFESSOR: For the most part in
that game that's your one

00:25:16.280 --> 00:25:19.560 align:middle line:84%
channel of finding out what
the state of the game is.

00:25:19.560 --> 00:25:21.585 align:middle line:84%
The game states what everybody
has and hasn't had.

00:25:21.585 --> 00:25:24.435 align:middle line:90%


00:25:24.435 --> 00:25:24.910 align:middle line:90%
Cool?

00:25:24.910 --> 00:25:25.385 align:middle line:90%
Cool?

00:25:25.385 --> 00:25:25.860 align:middle line:90%
Cool?

00:25:25.860 --> 00:25:27.653 align:middle line:90%
AUDIENCE: We did Mario Kart.

00:25:27.653 --> 00:25:31.250 align:middle line:90%


00:25:31.250 --> 00:25:33.350 align:middle line:84%
AUDIENCE: There's a lot of
uncertainty and a lot of other

00:25:33.350 --> 00:25:34.580 align:middle line:90%
things to keep track of.

00:25:34.580 --> 00:25:36.722 align:middle line:84%
So the things you can't possibly
keep track of but

00:25:36.722 --> 00:25:40.170 align:middle line:84%
that are really important in the
game are what's going to

00:25:40.170 --> 00:25:43.020 align:middle line:84%
come up when you hit an item
block and what items people

00:25:43.020 --> 00:25:43.870 align:middle line:90%
around you have.

00:25:43.870 --> 00:25:47.710 align:middle line:84%
So you might think it's safe to
bump another player but if

00:25:47.710 --> 00:25:49.955 align:middle line:84%
they have three green shells
they can activate that then

00:25:49.955 --> 00:25:51.844 align:middle line:90%
and blast you out of the map.

00:25:51.844 --> 00:25:54.477 align:middle line:84%
AUDIENCE: Another one is what
position you're in because if

00:25:54.477 --> 00:25:56.960 align:middle line:84%
you're in first place and a
blue shell hits you that's

00:25:56.960 --> 00:25:59.565 align:middle line:84%
also what position you're in,
which is what other people are

00:25:59.565 --> 00:26:00.260 align:middle line:90%
in, and stuff like that.

00:26:00.260 --> 00:26:00.640 align:middle line:90%
PROFESSOR: Right.

00:26:00.640 --> 00:26:03.960 align:middle line:84%
So the probability of being hit
by the blue shell is way

00:26:03.960 --> 00:26:06.150 align:middle line:90%
higher when you're number one.

00:26:06.150 --> 00:26:08.310 align:middle line:84%
AUDIENCE: So you gather
information through your

00:26:08.310 --> 00:26:10.903 align:middle line:84%
people range which is also a
function of, basically, where

00:26:10.903 --> 00:26:12.270 align:middle line:90%
you are on the map.

00:26:12.270 --> 00:26:15.810 align:middle line:84%
And so the information you're
giving about other players

00:26:15.810 --> 00:26:18.092 align:middle line:84%
depends on where you
are, interestingly.

00:26:18.092 --> 00:26:19.970 align:middle line:84%
If they're immediately in front
of you, you have a lot

00:26:19.970 --> 00:26:22.286 align:middle line:84%
more information than if they're
behind you, you have a

00:26:22.286 --> 00:26:24.620 align:middle line:84%
lot more information than if
they're way far away from you.

00:26:24.620 --> 00:26:24.940 align:middle line:90%
PROFESSOR: Right.

00:26:24.940 --> 00:26:26.717 align:middle line:84%
Because if they're behind you
or they're way far away from

00:26:26.717 --> 00:26:29.296 align:middle line:84%
you, you don't know what weapons
they've got ahead for

00:26:29.296 --> 00:26:30.920 align:middle line:90%
you, for instance.

00:26:30.920 --> 00:26:34.860 align:middle line:84%
You generally know what position
others people are in

00:26:34.860 --> 00:26:37.140 align:middle line:90%
but that's all you got.

00:26:37.140 --> 00:26:39.700 align:middle line:90%
So [UNINTELLIGIBLE].

00:26:39.700 --> 00:26:40.845 align:middle line:84%
AUDIENCE: And then there's
different paths and levels so

00:26:40.845 --> 00:26:42.630 align:middle line:84%
you might get someone in the
same position as you but

00:26:42.630 --> 00:26:44.653 align:middle line:84%
they're not at the same
point because they're

00:26:44.653 --> 00:26:45.486 align:middle line:90%
at a different branch.

00:26:45.486 --> 00:26:47.980 align:middle line:84%
And then, good also the
very given motives

00:26:47.980 --> 00:26:48.750 align:middle line:90%
of different cars.

00:26:48.750 --> 00:26:52.370 align:middle line:84%
So in Mario Kart 64 if you take
Bowser and you're playing

00:26:52.370 --> 00:26:56.710 align:middle line:84%
as toad, you can ram into
toad until you go flat.

00:26:56.710 --> 00:26:56.970 align:middle line:90%
AUDIENCE: Yeah.

00:26:56.970 --> 00:26:59.530 align:middle line:90%
I've run into Bowser before.

00:26:59.530 --> 00:27:06.520 align:middle line:84%
AUDIENCE: So one of the little
risks that you get in Mario

00:27:06.520 --> 00:27:10.460 align:middle line:84%
Kart is that the kinds of
weapons that you get are

00:27:10.460 --> 00:27:14.290 align:middle line:84%
pretty much weighted based on
where you are in the game.

00:27:14.290 --> 00:27:17.130 align:middle line:84%
If you are at the back, you get
all the awesome weapons.

00:27:17.130 --> 00:27:18.180 align:middle line:90%
Because the game--

00:27:18.180 --> 00:27:19.674 align:middle line:90%
AUDIENCE: You get the star.

00:27:19.674 --> 00:27:24.010 align:middle line:84%
The eraser on Hero station was
way more weighted than--

00:27:24.010 --> 00:27:24.330 align:middle line:90%
PROFESSOR: Sure.

00:27:24.330 --> 00:27:26.830 align:middle line:84%
There are more obvious
versions of this.

00:27:26.830 --> 00:27:29.540 align:middle line:84%
I think Super Monkeyball
axis, too, actually.

00:27:29.540 --> 00:27:33.394 align:middle line:84%
When you're right in front, I
think, all you get is bananas,

00:27:33.394 --> 00:27:34.700 align:middle line:90%
is that the only--

00:27:34.700 --> 00:27:36.315 align:middle line:90%
AUDIENCE: In Mario Karts?

00:27:36.315 --> 00:27:38.770 align:middle line:90%
Bananas and one green shell.

00:27:38.770 --> 00:27:40.510 align:middle line:90%
That's pretty much it.

00:27:40.510 --> 00:27:41.580 align:middle line:84%
PROFESSOR: You get a
pile of junk later.

00:27:41.580 --> 00:27:43.726 align:middle line:84%
AUDIENCE: And also, the
fake mystery box.

00:27:43.726 --> 00:27:47.300 align:middle line:84%
PROFESSOR: And half way through
and half way games,

00:27:47.300 --> 00:27:50.100 align:middle line:84%
the waiting is, I'm going
to guess roughly linear.

00:27:50.100 --> 00:27:53.495 align:middle line:84%
So the basic idea is one of the
things about risk is that

00:27:53.495 --> 00:27:58.630 align:middle line:84%
every time you take up a new
weapon you are, basically,

00:27:58.630 --> 00:28:00.478 align:middle line:84%
taking a gamble about what
you're going to get.

00:28:00.478 --> 00:28:03.280 align:middle line:84%
If you're already holding a
weapon sometimes you can

00:28:03.280 --> 00:28:05.574 align:middle line:84%
choose to discard that to
pick up something new.

00:28:05.574 --> 00:28:07.562 align:middle line:84%
And I believe leader iteration
you can [UNINTELLIGIBLE]

00:28:07.562 --> 00:28:09.680 align:middle line:90%
think of that.

00:28:09.680 --> 00:28:12.290 align:middle line:84%
So now, that's one element
of risk, right?

00:28:12.290 --> 00:28:13.190 align:middle line:90%
What do I know?

00:28:13.190 --> 00:28:15.010 align:middle line:90%
I know what I got.

00:28:15.010 --> 00:28:16.290 align:middle line:90%
What else do I know?

00:28:16.290 --> 00:28:19.680 align:middle line:84%
I know what position I'm in and
I know that if I run into

00:28:19.680 --> 00:28:23.220 align:middle line:84%
this box right now and I got
rid of what I had, I could

00:28:23.220 --> 00:28:25.540 align:middle line:90%
pick up a cooler weapon.

00:28:25.540 --> 00:28:29.640 align:middle line:84%
There's a probability associated
with that and

00:28:29.640 --> 00:28:31.470 align:middle line:84%
that's, yet, another
[UNINTELLIGIBLE].

00:28:31.470 --> 00:28:34.576 align:middle line:90%


00:28:34.576 --> 00:28:38.080 align:middle line:84%
One way to think of it is that
there's such an outcome, which

00:28:38.080 --> 00:28:39.940 align:middle line:84%
I said a probability associated
with it, you are

00:28:39.940 --> 00:28:40.700 align:middle line:90%
going to get a weapon.

00:28:40.700 --> 00:28:43.270 align:middle line:90%
AUDIENCE: It might be cracked.

00:28:43.270 --> 00:28:45.657 align:middle line:84%
You only really gain a sense
of the hard way from

00:28:45.657 --> 00:28:47.650 align:middle line:90%
experience of playing with it.

00:28:47.650 --> 00:28:49.300 align:middle line:84%
PROFESSOR: Yeah, it's one of
those things where your

00:28:49.300 --> 00:28:53.700 align:middle line:84%
certainty of this game goes
up as the number of play.

00:28:53.700 --> 00:28:55.910 align:middle line:90%
Cool.

00:28:55.910 --> 00:28:58.620 align:middle line:90%
AUDIENCE: We did Monopoly?

00:28:58.620 --> 00:28:59.870 align:middle line:90%
PROFESSOR: Sure.

00:28:59.870 --> 00:29:02.930 align:middle line:90%


00:29:02.930 --> 00:29:05.540 align:middle line:84%
AUDIENCE: So Monopoly basically,
what's certain is

00:29:05.540 --> 00:29:07.730 align:middle line:84%
who owns what property,
essentially.

00:29:07.730 --> 00:29:10.950 align:middle line:84%
And it's technically certain
how much money everyone has

00:29:10.950 --> 00:29:13.285 align:middle line:84%
though keeping track of all
that information on a

00:29:13.285 --> 00:29:14.450 align:middle line:84%
turn-to-turn basis
can be difficult.

00:29:14.450 --> 00:29:16.386 align:middle line:84%
So there's a little bit of
relative uncertainty just due

00:29:16.386 --> 00:29:20.060 align:middle line:84%
to the quantity of information
there.

00:29:20.060 --> 00:29:21.360 align:middle line:84%
Yes, so you gain
uncertainties.

00:29:21.360 --> 00:29:24.040 align:middle line:84%
It's actually that Monopoly has
very different opening and

00:29:24.040 --> 00:29:26.420 align:middle line:90%
end games, essentially.

00:29:26.420 --> 00:29:28.830 align:middle line:84%
Towards the start of the game
there's a lot of uncertainty

00:29:28.830 --> 00:29:33.160 align:middle line:84%
about how other players are
going to value property that

00:29:33.160 --> 00:29:34.280 align:middle line:90%
you give up.

00:29:34.280 --> 00:29:35.270 align:middle line:90%
Owen was telling me.

00:29:35.270 --> 00:29:36.420 align:middle line:90%
I wasn't even aware of this.

00:29:36.420 --> 00:29:39.200 align:middle line:84%
In Monopoly when you decide not
to purchase a property it

00:29:39.200 --> 00:29:40.860 align:middle line:90%
actually goes up to auction.

00:29:40.860 --> 00:29:44.896 align:middle line:84%
It's like I have never played
with that rule.

00:29:44.896 --> 00:29:46.355 align:middle line:84%
AUDIENCE: And it's an open
auction and so you don't know

00:29:46.355 --> 00:29:49.000 align:middle line:84%
what other people's valuation
are so each time you'd be

00:29:49.000 --> 00:29:51.732 align:middle line:84%
taking a risk if you
didn't actually

00:29:51.732 --> 00:29:52.848 align:middle line:90%
want it at that price.

00:29:52.848 --> 00:29:55.700 align:middle line:84%
AUDIENCE: That actually makes
the game more interesting.

00:29:55.700 --> 00:29:58.643 align:middle line:84%
AUDIENCE: It turns out the game
is not that much more

00:29:58.643 --> 00:30:00.086 align:middle line:90%
interesting.

00:30:00.086 --> 00:30:02.960 align:middle line:84%
Even when you have the auction
system [UNINTELLIGIBLE] it's

00:30:02.960 --> 00:30:04.210 align:middle line:90%
still pretty boring.

00:30:04.210 --> 00:30:07.211 align:middle line:90%


00:30:07.211 --> 00:30:09.320 align:middle line:84%
PROFESSOR: Can you see the like
degenerate strategies.

00:30:09.320 --> 00:30:11.308 align:middle line:90%
We will get to them.

00:30:11.308 --> 00:30:13.880 align:middle line:84%
AUDIENCE: Towards the end of the
game, basically, it's also

00:30:13.880 --> 00:30:16.820 align:middle line:84%
a lot of uncertainty about what
players are going to be--

00:30:16.820 --> 00:30:18.460 align:middle line:84%
well, these aren't part of the
rules-- but whether they're

00:30:18.460 --> 00:30:21.610 align:middle line:84%
going to be willing to trade
with you, whether you can do

00:30:21.610 --> 00:30:24.820 align:middle line:84%
things like manage to get into
jail so you can stop landing

00:30:24.820 --> 00:30:27.160 align:middle line:90%
of people's properties.

00:30:27.160 --> 00:30:31.970 align:middle line:84%
Chance is, of course, another
level of uncertainty there.

00:30:31.970 --> 00:30:35.430 align:middle line:84%
PROFESSOR: Yeah, it's weird
about the risk associated with

00:30:35.430 --> 00:30:42.510 align:middle line:84%
an auction because you kind
of know the seller.

00:30:42.510 --> 00:30:46.520 align:middle line:84%
Especially in the early game,
you have a vague idea of how

00:30:46.520 --> 00:30:49.480 align:middle line:84%
much people could possibly
bid on this.

00:30:49.480 --> 00:30:52.718 align:middle line:84%
Not more than the amount of
money that you have, although

00:30:52.718 --> 00:30:55.270 align:middle line:84%
[UNINTELLIGIBLE] a mortgage
something that he had, just to

00:30:55.270 --> 00:30:56.760 align:middle line:90%
get the cash flow at auction.

00:30:56.760 --> 00:31:01.830 align:middle line:84%
But it's one of those things
that you know is fairly built

00:31:01.830 --> 00:31:05.980 align:middle line:84%
with certainty, and
so it's true risk.

00:31:05.980 --> 00:31:07.720 align:middle line:90%
Ok?

00:31:07.720 --> 00:31:09.650 align:middle line:90%
AUDIENCE: So we chose chess.

00:31:09.650 --> 00:31:12.950 align:middle line:90%


00:31:12.950 --> 00:31:18.030 align:middle line:84%
Chess has no uncertainty
in the game.

00:31:18.030 --> 00:31:20.460 align:middle line:84%
If I would say an answer to you
would be, you don't know

00:31:20.460 --> 00:31:22.960 align:middle line:84%
what you're opponent
is going to do.

00:31:22.960 --> 00:31:25.910 align:middle line:84%
So you have to make a move
assuming he's going to do

00:31:25.910 --> 00:31:28.870 align:middle line:84%
something completely
different.

00:31:28.870 --> 00:31:33.820 align:middle line:84%
And as well as risk in the game,
the only risk is also

00:31:33.820 --> 00:31:35.130 align:middle line:84%
not knowing what your opponent's
going to do.

00:31:35.130 --> 00:31:37.961 align:middle line:84%
So he could do a series of moves
which causes you to be

00:31:37.961 --> 00:31:40.720 align:middle line:84%
in a situation where you
have to lose a piece.

00:31:40.720 --> 00:31:45.750 align:middle line:90%


00:31:45.750 --> 00:31:48.540 align:middle line:90%
That's pretty much it.

00:31:48.540 --> 00:31:50.300 align:middle line:90%
PROFESSOR: That's cool.

00:31:50.300 --> 00:31:55.020 align:middle line:84%
I would argue that not knowing
what your player is capable of

00:31:55.020 --> 00:31:57.060 align:middle line:90%
is deep in uncertainty.

00:31:57.060 --> 00:32:00.423 align:middle line:84%
And in fact, it's a
usual amount of

00:32:00.423 --> 00:32:01.850 align:middle line:90%
uncertainty in the game.

00:32:01.850 --> 00:32:06.160 align:middle line:84%
It's true that the way and how
the pieces move and where the

00:32:06.160 --> 00:32:08.570 align:middle line:84%
pieces are placed, everyone
knows that.

00:32:08.570 --> 00:32:09.986 align:middle line:84%
And we're going to
get a mixed one.

00:32:09.986 --> 00:32:12.346 align:middle line:84%
It's a game of perfect
information.

00:32:12.346 --> 00:32:16.360 align:middle line:90%
The game stake is no dice.

00:32:16.360 --> 00:32:19.740 align:middle line:84%
You know exactly what's going
in the game unless you're

00:32:19.740 --> 00:32:21.850 align:middle line:84%
playing with a five year old who
didn't put the piece right

00:32:21.850 --> 00:32:23.100 align:middle line:90%
down in the square.

00:32:23.100 --> 00:32:25.140 align:middle line:90%


00:32:25.140 --> 00:32:29.430 align:middle line:84%
AUDIENCE: So I guess something
where it would be a lot more

00:32:29.430 --> 00:32:31.480 align:middle line:84%
noise for the game would be if
you're playing something like

00:32:31.480 --> 00:32:33.790 align:middle line:84%
speed chess because then it's
like oh, you just have to

00:32:33.790 --> 00:32:36.640 align:middle line:84%
think fast and it's a lot
harder to realize

00:32:36.640 --> 00:32:37.320 align:middle line:90%
what's going on.

00:32:37.320 --> 00:32:40.960 align:middle line:84%
PROFESSOR: Yeah, that is true
because now you're limited by

00:32:40.960 --> 00:32:44.430 align:middle line:90%
your own cognitive bandwidth.

00:32:44.430 --> 00:32:46.190 align:middle line:90%
So that's true.

00:32:46.190 --> 00:32:47.710 align:middle line:84%
It doesn't change the amount
of uncertainty.

00:32:47.710 --> 00:32:50.450 align:middle line:84%
The uncertainty of the game
really is your opponent and

00:32:50.450 --> 00:32:52.802 align:middle line:90%
what's in that person's head.

00:32:52.802 --> 00:32:56.350 align:middle line:84%
The knowledge of openings and
knowledge of different moves,

00:32:56.350 --> 00:32:59.150 align:middle line:84%
whether that player has seen
something that you haven't

00:32:59.150 --> 00:33:05.490 align:middle line:84%
seen or knows of a counter that
you [UNINTELLIGIBLE].

00:33:05.490 --> 00:33:07.310 align:middle line:84%
AUDIENCE: Or there's another
way to give the impression

00:33:07.310 --> 00:33:09.585 align:middle line:84%
that they know exactly how to
counter if you're doing any

00:33:09.585 --> 00:33:12.260 align:middle line:90%
kind of loading like.

00:33:12.260 --> 00:33:14.380 align:middle line:84%
PROFESSOR: Sometimes other
counting on them to do

00:33:14.380 --> 00:33:16.647 align:middle line:84%
something, and then they
don't it's like, why

00:33:16.647 --> 00:33:17.351 align:middle line:90%
didn't you do that?

00:33:17.351 --> 00:33:19.240 align:middle line:90%
I would have done that.

00:33:19.240 --> 00:33:21.442 align:middle line:84%
AUDIENCE: It's like golf where
you have to pretend like you

00:33:21.442 --> 00:33:23.030 align:middle line:84%
really look like you know
what you're doing.

00:33:23.030 --> 00:33:26.370 align:middle line:90%
PROFESSOR: Or poker.

00:33:26.370 --> 00:33:30.460 align:middle line:84%
OK, so that's one way to
look at your game.

00:33:30.460 --> 00:33:34.010 align:middle line:84%
What you know, what
you don't know.

00:33:34.010 --> 00:33:37.520 align:middle line:90%


00:33:37.520 --> 00:33:39.230 align:middle line:84%
What's the probability
of the certainty and

00:33:39.230 --> 00:33:42.390 align:middle line:90%
you know the answer.

00:33:42.390 --> 00:33:44.000 align:middle line:90%
And, of course, not as you.

00:33:44.000 --> 00:33:45.670 align:middle line:84%
As a game designer you're
thinking, what do

00:33:45.670 --> 00:33:46.870 align:middle line:90%
your players know?

00:33:46.870 --> 00:33:48.238 align:middle line:90%
What do the players not know?

00:33:48.238 --> 00:33:49.150 align:middle line:90%
What can your players do?

00:33:49.150 --> 00:33:52.950 align:middle line:84%
And a reasonable guess
of what likelihood

00:33:52.950 --> 00:33:54.815 align:middle line:90%
something is going to happen.

00:33:54.815 --> 00:33:56.810 align:middle line:84%
Also, the things going
to be true.

00:33:56.810 --> 00:33:59.820 align:middle line:84%
It's like, OK, I don't know what
card that person has but

00:33:59.820 --> 00:34:03.350 align:middle line:84%
there's an 80% probability that
that person has jacks of

00:34:03.350 --> 00:34:10.949 align:middle line:84%
higher of the trump because that
person bid on the trump.

00:34:10.949 --> 00:34:13.754 align:middle line:90%
That's a fairly good guess.

00:34:13.754 --> 00:34:16.650 align:middle line:90%


00:34:16.650 --> 00:34:18.110 align:middle line:90%
A low risk guess.

00:34:18.110 --> 00:34:22.465 align:middle line:84%
OK now, we'll go to the other
schema which is the

00:34:22.465 --> 00:34:24.022 align:middle line:90%
information systems.

00:34:24.022 --> 00:34:25.954 align:middle line:84%
Now, we're talking a little
bit about perfect and

00:34:25.954 --> 00:34:27.150 align:middle line:90%
imperfect information.

00:34:27.150 --> 00:34:29.100 align:middle line:84%
Perfect information games,
you know game state.

00:34:29.100 --> 00:34:30.714 align:middle line:90%
Everyone knows games state.

00:34:30.714 --> 00:34:33.219 align:middle line:84%
No player does not know
a game state.

00:34:33.219 --> 00:34:36.033 align:middle line:84%
Imperfect is, the information,
OK, there's something you

00:34:36.033 --> 00:34:36.320 align:middle line:90%
don't know.

00:34:36.320 --> 00:34:38.920 align:middle line:84%
Maybe it's card games in
particular because

00:34:38.920 --> 00:34:41.390 align:middle line:90%
cards have two sides.

00:34:41.390 --> 00:34:44.601 align:middle line:84%
Cards are typically used
to hold back imperfect

00:34:44.601 --> 00:34:44.848 align:middle line:90%
information.

00:34:44.848 --> 00:34:47.318 align:middle line:90%
Anyone play Stratego?

00:34:47.318 --> 00:34:48.306 align:middle line:90%
AUDIENCE: Yeah.

00:34:48.306 --> 00:34:50.282 align:middle line:84%
PROFESSOR: Now that's incapable
of complete,

00:34:50.282 --> 00:34:52.258 align:middle line:84%
imperfect information
[UNINTELLIGIBLE] the game.

00:34:52.258 --> 00:34:54.830 align:middle line:90%
You know every single piece.

00:34:54.830 --> 00:34:56.969 align:middle line:84%
There's nothing random
in an entire game.

00:34:56.969 --> 00:34:58.160 align:middle line:90%
There are no die rolls.

00:34:58.160 --> 00:35:00.580 align:middle line:90%
There are no random shuffles.

00:35:00.580 --> 00:35:04.870 align:middle line:84%
AUDIENCE: So when the other guy
chooses to play where he

00:35:04.870 --> 00:35:07.505 align:middle line:84%
just places pieces, it can be
perceived as random to you.

00:35:07.505 --> 00:35:10.415 align:middle line:84%
PROFESSOR: Can be perceived
as random, it is true.

00:35:10.415 --> 00:35:15.610 align:middle line:84%
But let's get really specific
about turn around.

00:35:15.610 --> 00:35:17.586 align:middle line:84%
What it is, is that it's
actually uncertain.

00:35:17.586 --> 00:35:21.044 align:middle line:84%
It's not actually random, it's a
decision made by that player

00:35:21.044 --> 00:35:23.740 align:middle line:90%
who's got the right moves.

00:35:23.740 --> 00:35:31.280 align:middle line:84%
So, actually one, objectively,
it is not random.

00:35:31.280 --> 00:35:32.750 align:middle line:90%
It is perceived as random.

00:35:32.750 --> 00:35:36.060 align:middle line:84%
It's perceived as, effectively
random because really the

00:35:36.060 --> 00:35:39.688 align:middle line:84%
person couldn't put his pieces
anywhere within the first

00:35:39.688 --> 00:35:43.080 align:middle line:90%
three rules, or something.

00:35:43.080 --> 00:35:49.880 align:middle line:84%
So however, that's kind
of a blunt tool.

00:35:49.880 --> 00:35:51.840 align:middle line:84%
Is this game a game of perfect
information or imperfect

00:35:51.840 --> 00:35:52.235 align:middle line:90%
information.

00:35:52.235 --> 00:35:53.576 align:middle line:90%
That's a yes /no question.

00:35:53.576 --> 00:35:57.840 align:middle line:84%
Does it really tell you that
much about your game.

00:35:57.840 --> 00:36:01.904 align:middle line:84%
Asking, OK, what is actually
random and what is not

00:36:01.904 --> 00:36:05.185 align:middle line:84%
actually random but may be
perceived as that, is a

00:36:05.185 --> 00:36:06.790 align:middle line:90%
slightly better question.

00:36:06.790 --> 00:36:11.100 align:middle line:84%
Because you can think, OK, if
I isn't clear I know that's

00:36:11.100 --> 00:36:14.312 align:middle line:84%
not random but it could be
anything because of what the

00:36:14.312 --> 00:36:15.625 align:middle line:90%
other player has done.

00:36:15.625 --> 00:36:16.990 align:middle line:90%
I will treat it as random.

00:36:16.990 --> 00:36:18.659 align:middle line:90%
I might as well do all.

00:36:18.659 --> 00:36:21.117 align:middle line:84%
And when you're designing for
that player and you are doing

00:36:21.117 --> 00:36:22.896 align:middle line:84%
all your calculations, just
taking it as random.

00:36:22.896 --> 00:36:26.720 align:middle line:90%


00:36:26.720 --> 00:36:30.050 align:middle line:84%
There is a game theorist-- not
game theorist-- the game

00:36:30.050 --> 00:36:33.520 align:middle line:84%
studies scholar of games, Ceila
Pierce, who works over

00:36:33.520 --> 00:36:34.870 align:middle line:90%
at Georgia Tech.

00:36:34.870 --> 00:36:38.402 align:middle line:84%
And her proposal is that a more
useful range of questions

00:36:38.402 --> 00:36:41.901 align:middle line:84%
to ask would be what's known
to all the players?

00:36:41.901 --> 00:36:43.975 align:middle line:84%
And in a game of perfect
information everything is

00:36:43.975 --> 00:36:46.050 align:middle line:90%
known to all players.

00:36:46.050 --> 00:36:48.060 align:middle line:84%
What's only known
to one player?

00:36:48.060 --> 00:36:51.490 align:middle line:90%
What's known to the game?

00:36:51.490 --> 00:36:54.780 align:middle line:84%
Especially for a computer game,
the computer knows a lot

00:36:54.780 --> 00:36:56.880 align:middle line:90%
more about game state.

00:36:56.880 --> 00:36:58.380 align:middle line:84%
Sometimes that even comes
down to rules.

00:36:58.380 --> 00:37:01.812 align:middle line:84%
So if you've ever done Force
Battles in something like

00:37:01.812 --> 00:37:03.420 align:middle line:84%
Metriod or Castlevania,
for instance.

00:37:03.420 --> 00:37:07.810 align:middle line:84%
There are rules that every
single process is going to

00:37:07.810 --> 00:37:10.336 align:middle line:90%
react to anything that you do.

00:37:10.336 --> 00:37:11.294 align:middle line:90%
Maybe it's based on time.

00:37:11.294 --> 00:37:13.210 align:middle line:84%
Maybe it's just the
sequence of action

00:37:13.210 --> 00:37:14.860 align:middle line:90%
that are already done.

00:37:14.860 --> 00:37:17.702 align:middle line:84%
Like the EIHI robot that you
guys programmed in class

00:37:17.702 --> 00:37:19.040 align:middle line:90%
[UNINTELLIGIBLE]

00:37:19.040 --> 00:37:21.280 align:middle line:84%
You don't know those rules
going into the game.

00:37:21.280 --> 00:37:23.346 align:middle line:84%
Those don't prevent you
from playing the game.

00:37:23.346 --> 00:37:25.089 align:middle line:84%
In fact, part of the fun is
figuring out the rules and

00:37:25.089 --> 00:37:27.810 align:middle line:84%
figuring what the pattern
is and explaining it.

00:37:27.810 --> 00:37:29.370 align:middle line:84%
So that's an example
of a thing that's

00:37:29.370 --> 00:37:30.190 align:middle line:90%
known to the game.

00:37:30.190 --> 00:37:38.440 align:middle line:84%
Other things that are known to
the game are actually now,

00:37:38.440 --> 00:37:40.632 align:middle line:90%
maybe that's not a good one.

00:37:40.632 --> 00:37:42.500 align:middle line:84%
I'm going to stick with my
topic because randomly

00:37:42.500 --> 00:37:45.250 align:middle line:84%
generated stuff, like there
is a shuffled deck.

00:37:45.250 --> 00:37:48.110 align:middle line:84%
Shuffled decks are one of those
things where it's a

00:37:48.110 --> 00:37:54.890 align:middle line:84%
little bit unclear about whether
the game knows what's

00:37:54.890 --> 00:37:55.730 align:middle line:90%
in that stack.

00:37:55.730 --> 00:37:57.640 align:middle line:84%
It's true that you shuffled
it, so it's randomly

00:37:57.640 --> 00:38:01.580 align:middle line:84%
generated, but once it shuffled
it, it is now in a

00:38:01.580 --> 00:38:03.230 align:middle line:90%
fixed order.

00:38:03.230 --> 00:38:06.946 align:middle line:84%
So the game knows what order
that's in even though

00:38:06.946 --> 00:38:09.169 align:middle line:84%
essentially randomly generated,
it's not randomly

00:38:09.169 --> 00:38:11.890 align:middle line:90%
generated every single turn.

00:38:11.890 --> 00:38:14.800 align:middle line:84%
But it's a good question
to ask.

00:38:14.800 --> 00:38:17.472 align:middle line:84%
Even if it's not an easy
question to answer, it's a

00:38:17.472 --> 00:38:19.870 align:middle line:84%
good question to ask what's
known to the game but not

00:38:19.870 --> 00:38:21.400 align:middle line:84%
known to the rest
of the players?

00:38:21.400 --> 00:38:24.980 align:middle line:84%
And what's this randomly
generated?

00:38:24.980 --> 00:38:26.992 align:middle line:84%
Even if the game had a brain
we would have no idea what

00:38:26.992 --> 00:38:29.132 align:middle line:84%
these things turn
[UNINTELLIGIBLE] because it's

00:38:29.132 --> 00:38:30.690 align:middle line:90%
pretty terrible.

00:38:30.690 --> 00:38:33.410 align:middle line:90%
So use those games again.

00:38:33.410 --> 00:38:35.920 align:middle line:84%
Every single one of those games
they are talking about,

00:38:35.920 --> 00:38:37.936 align:middle line:90%
what's known to all players?

00:38:37.936 --> 00:38:39.330 align:middle line:90%
What's known to one player?

00:38:39.330 --> 00:38:40.785 align:middle line:84%
What's known to the
game and what's

00:38:40.785 --> 00:38:41.755 align:middle line:90%
just randomly generated?

00:38:41.755 --> 00:38:43.005 align:middle line:90%
Go.

00:38:43.005 --> 00:38:58.200 align:middle line:90%


00:38:58.200 --> 00:38:59.966 align:middle line:84%
Shall we just do the
[UNINTELLIGIBLE]

00:38:59.966 --> 00:39:01.890 align:middle line:84%
AUDIENCE: So we changed
our game to poker.

00:39:01.890 --> 00:39:03.030 align:middle line:90%
Texas Hold 'em now.

00:39:03.030 --> 00:39:04.440 align:middle line:90%
So know on your test.

00:39:04.440 --> 00:39:07.870 align:middle line:90%


00:39:07.870 --> 00:39:12.420 align:middle line:84%
So it's imperfect information
because you know what's in

00:39:12.420 --> 00:39:15.450 align:middle line:84%
your hand, you know what's on
the board, but you have no

00:39:15.450 --> 00:39:17.720 align:middle line:90%
idea what anyone else has.

00:39:17.720 --> 00:39:22.360 align:middle line:84%
They can try and trick you
so it's maybe perceived.

00:39:22.360 --> 00:39:23.360 align:middle line:90%
It's perceived knowledge.

00:39:23.360 --> 00:39:26.890 align:middle line:84%
So let's say they play
a large bet.

00:39:26.890 --> 00:39:29.040 align:middle line:84%
It's perceived that they must
a good hand but it's not

00:39:29.040 --> 00:39:31.710 align:middle line:90%
necessarily accurate.

00:39:31.710 --> 00:39:35.960 align:middle line:84%
So it's not really an objective
base however, it is

00:39:35.960 --> 00:39:38.260 align:middle line:84%
subjective whenever you can
finally show your hand.

00:39:38.260 --> 00:39:41.110 align:middle line:84%
Then either you've won
or you've lost.

00:39:41.110 --> 00:39:43.453 align:middle line:90%
It's not really up for debate.

00:39:43.453 --> 00:39:47.300 align:middle line:90%


00:39:47.300 --> 00:39:51.220 align:middle line:84%
AUDIENCE: So I guess it could
also be whether you know, like

00:39:51.220 --> 00:39:54.230 align:middle line:84%
again with chess, what the other
player knows, whether

00:39:54.230 --> 00:39:57.150 align:middle line:84%
the other players know
conventional poker conventions

00:39:57.150 --> 00:40:01.183 align:middle line:90%
for folding or not.

00:40:01.183 --> 00:40:04.460 align:middle line:90%
PROFESSOR: OK, let's see.

00:40:04.460 --> 00:40:07.470 align:middle line:84%
Other things that are a lot of
[UNINTELLIGIBLE] especially

00:40:07.470 --> 00:40:11.760 align:middle line:84%
poker, that is known to all
players will be things like,

00:40:11.760 --> 00:40:13.837 align:middle line:84%
what are the number of
kings in the deck?

00:40:13.837 --> 00:40:16.865 align:middle line:90%


00:40:16.865 --> 00:40:19.505 align:middle line:84%
What are deposits and what are
all the different hands that

00:40:19.505 --> 00:40:22.310 align:middle line:84%
you could make, and what
are the point values?

00:40:22.310 --> 00:40:24.290 align:middle line:84%
So that's just one example of
things that need to be known

00:40:24.290 --> 00:40:25.720 align:middle line:90%
by all players.

00:40:25.720 --> 00:40:28.335 align:middle line:84%
The assumption is that all
players know that.

00:40:28.335 --> 00:40:29.820 align:middle line:84%
Sometimes all players don't
know all these.

00:40:29.820 --> 00:40:31.280 align:middle line:90%
AUDIENCE: Yeah, memorizing the

00:40:31.280 --> 00:40:33.570 align:middle line:90%
probability is a huge endeavor.

00:40:33.570 --> 00:40:35.683 align:middle line:84%
AUDIENCE: Really big player
know the objective

00:40:35.683 --> 00:40:37.360 align:middle line:84%
probabilities in
any given hand.

00:40:37.360 --> 00:40:39.341 align:middle line:84%
AUDIENCE: Actually, a lot of
casinos will let you bring in

00:40:39.341 --> 00:40:40.478 align:middle line:90%
a card with probabilities.

00:40:40.478 --> 00:40:42.920 align:middle line:90%
PROFESSOR: Really?

00:40:42.920 --> 00:40:44.160 align:middle line:84%
I'm surprised that they'd
let you do that.

00:40:44.160 --> 00:40:44.550 align:middle line:90%
OK.

00:40:44.550 --> 00:40:45.370 align:middle line:90%
All right.

00:40:45.370 --> 00:40:46.580 align:middle line:90%
I guess they couldn't--

00:40:46.580 --> 00:40:47.210 align:middle line:90%
AUDIENCE: Even blackjack.

00:40:47.210 --> 00:40:49.275 align:middle line:84%
I'm pretty sure with blackjack,
too, you can bring

00:40:49.275 --> 00:40:50.580 align:middle line:90%
in a card with probability.

00:40:50.580 --> 00:40:55.317 align:middle line:84%
PROFESSOR: So the things that
are known to the game would

00:40:55.317 --> 00:40:58.692 align:middle line:90%
be, of course, shuffle order.

00:40:58.692 --> 00:41:01.182 align:middle line:84%
I guess this happens more in
blackjack where you've got

00:41:01.182 --> 00:41:03.672 align:middle line:84%
five decks all shuffled together
and you know there's

00:41:03.672 --> 00:41:06.005 align:middle line:84%
a number of kings and they're
in there somewhere.

00:41:06.005 --> 00:41:08.171 align:middle line:84%
So if all the kings get played
out you know there's no more

00:41:08.171 --> 00:41:10.830 align:middle line:84%
kings left in there and
then you can do

00:41:10.830 --> 00:41:13.840 align:middle line:90%
computations from there.

00:41:13.840 --> 00:41:15.990 align:middle line:84%
And one thing I want
to clarify on

00:41:15.990 --> 00:41:17.840 align:middle line:90%
objective and proceed.

00:41:17.840 --> 00:41:21.670 align:middle line:84%
Objective doesn't necessarily
mean that any one player knows

00:41:21.670 --> 00:41:23.320 align:middle line:90%
whether this is good or bad.

00:41:23.320 --> 00:41:27.835 align:middle line:84%
The idea is that if there was a
third party observer who was

00:41:27.835 --> 00:41:31.632 align:middle line:84%
not playing the game and knew
all the game stake, looking to

00:41:31.632 --> 00:41:35.670 align:middle line:84%
that, looking to the hands,
knows what's coming up, or a

00:41:35.670 --> 00:41:39.575 align:middle line:84%
computer running the game, that
person, that computer

00:41:39.575 --> 00:41:43.260 align:middle line:84%
will know the extent to which
something is good or bad.

00:41:43.260 --> 00:41:48.100 align:middle line:84%
So if you've got a hand
probabilistically you can tell

00:41:48.100 --> 00:41:51.600 align:middle line:84%
well, this is a pretty darn
good hand, or this is all

00:41:51.600 --> 00:41:55.126 align:middle line:84%
ready probabilistically
a crappy hand.

00:41:55.126 --> 00:41:56.990 align:middle line:84%
It might be good for
that game, right?

00:41:56.990 --> 00:42:01.130 align:middle line:84%
It might be just like I have one
pair, but it might be good

00:42:01.130 --> 00:42:03.252 align:middle line:90%
if nobody has anything.

00:42:03.252 --> 00:42:05.032 align:middle line:84%
AUDIENCE: But probability
you're not

00:42:05.032 --> 00:42:06.730 align:middle line:90%
gonna have a good game.

00:42:06.730 --> 00:42:07.020 align:middle line:90%
PROFESSOR: But

00:42:07.020 --> 00:42:08.550 align:middle line:90%
probabilistically you want to win.

00:42:08.550 --> 00:42:10.720 align:middle line:84%
That's why you have poker
player's saying things like,

00:42:10.720 --> 00:42:15.450 align:middle line:84%
right up until this point I was
winning and then I maybe

00:42:15.450 --> 00:42:16.360 align:middle line:90%
lost in a tie game.

00:42:16.360 --> 00:42:18.250 align:middle line:84%
But it's like, probabilistically
they were

00:42:18.250 --> 00:42:19.640 align:middle line:90%
doing everything right.

00:42:19.640 --> 00:42:23.146 align:middle line:84%
And actually, a lot of
professional players have

00:42:23.146 --> 00:42:27.040 align:middle line:84%
disparages to say well, they
were doing everything right,

00:42:27.040 --> 00:42:33.014 align:middle line:84%
sure they lost a hand, but to
them they were winning every

00:42:33.014 --> 00:42:36.050 align:middle line:84%
one up until the point
when he had to fold.

00:42:36.050 --> 00:42:38.440 align:middle line:90%
OK, next game.

00:42:38.440 --> 00:42:41.800 align:middle line:84%
AUDIENCE: The Monopoly game
was run through the all

00:42:41.800 --> 00:42:43.800 align:middle line:90%
players, one player game, etc.

00:42:43.800 --> 00:42:48.272 align:middle line:84%
All players know the board
stakes so the people that are

00:42:48.272 --> 00:42:49.850 align:middle line:84%
owners of any of the
properties and

00:42:49.850 --> 00:42:51.100 align:middle line:84%
[? what's owned ?]
by the bank.

00:42:51.100 --> 00:42:56.350 align:middle line:90%


00:42:56.350 --> 00:42:58.920 align:middle line:84%
Every given player knows the
amount of money that they

00:42:58.920 --> 00:43:03.670 align:middle line:84%
have, and also what valuation
they placed on all of their

00:43:03.670 --> 00:43:07.310 align:middle line:84%
properties, which is not known
to other people except

00:43:07.310 --> 00:43:09.330 align:middle line:84%
incidentally through
their actions.

00:43:09.330 --> 00:43:13.720 align:middle line:84%
The game knows the state of
Community chance and, I'm

00:43:13.720 --> 00:43:16.515 align:middle line:84%
sorry, Community Chest and
Chance decks, and then there's

00:43:16.515 --> 00:43:17.720 align:middle line:90%
randomly generated die rolls.

00:43:17.720 --> 00:43:20.370 align:middle line:90%
PROFESSOR: Die rolls, yeah.

00:43:20.370 --> 00:43:24.410 align:middle line:84%
I'm forgetting whether Monopoly
requires you to show

00:43:24.410 --> 00:43:26.859 align:middle line:90%
your bankroll clearly.

00:43:26.859 --> 00:43:28.248 align:middle line:90%
AUDIENCE: I think so.

00:43:28.248 --> 00:43:29.640 align:middle line:90%
I'm pretty sure.

00:43:29.640 --> 00:43:31.160 align:middle line:84%
AUDIENCE: If you want to know
how much money somebody else

00:43:31.160 --> 00:43:34.600 align:middle line:90%
has they have to tell you.

00:43:34.600 --> 00:43:36.230 align:middle line:84%
PROFESSOR: It would be an
interesting thing to look up

00:43:36.230 --> 00:43:39.410 align:middle line:84%
and see what the actual
rule on that is.

00:43:39.410 --> 00:43:42.750 align:middle line:84%
AUDIENCE: Why is the
game so popular?

00:43:42.750 --> 00:43:44.410 align:middle line:90%
PROFESSOR: Good marketing.

00:43:44.410 --> 00:43:47.690 align:middle line:84%
AUDIENCE: But then again
it's very shallow and--

00:43:47.690 --> 00:43:51.010 align:middle line:84%
AUDIENCE: It's really
familiar.

00:43:51.010 --> 00:43:55.060 align:middle line:84%
I asked friends of mine who
happily play Monopoly but

00:43:55.060 --> 00:43:59.450 align:middle line:84%
don't like to play, for
instance, Settlers, and a lot

00:43:59.450 --> 00:44:02.010 align:middle line:84%
of it is really, you
don't have to think

00:44:02.010 --> 00:44:03.450 align:middle line:90%
too much about it.

00:44:03.450 --> 00:44:05.575 align:middle line:84%
It's just an excuse to sit
around and talk with people.

00:44:05.575 --> 00:44:09.860 align:middle line:90%


00:44:09.860 --> 00:44:12.844 align:middle line:84%
There's not that much that
apparently distinguishes

00:44:12.844 --> 00:44:15.590 align:middle line:84%
somebody who's like a incredibly
good player or an

00:44:15.590 --> 00:44:16.240 align:middle line:90%
incredibly bad player.

00:44:16.240 --> 00:44:19.240 align:middle line:84%
It's got a bit of that any given
Sunday feel to it so

00:44:19.240 --> 00:44:21.770 align:middle line:84%
that you always have an
opportunity to win.

00:44:21.770 --> 00:44:23.766 align:middle line:84%
There can be dramatic swings
of fate, and all

00:44:23.766 --> 00:44:24.080 align:middle line:90%
that kind of thing.

00:44:24.080 --> 00:44:26.990 align:middle line:84%
PROFESSOR: So it's kind of
like adult Candyland.

00:44:26.990 --> 00:44:29.038 align:middle line:84%
You just go through
the motions.

00:44:29.038 --> 00:44:31.410 align:middle line:84%
AUDIENCE: But I also have
friends who are like avid

00:44:31.410 --> 00:44:35.046 align:middle line:84%
Monopoly players who really
believe that there's a deep

00:44:35.046 --> 00:44:36.030 align:middle line:90%
skill to playing Monopoly.

00:44:36.030 --> 00:44:37.430 align:middle line:90%
But I'm yet to be convinced.

00:44:37.430 --> 00:44:38.130 align:middle line:84%
PROFESSOR: There
is a strategy.

00:44:38.130 --> 00:44:41.900 align:middle line:90%
I'm not sure if it's a skill.

00:44:41.900 --> 00:44:42.950 align:middle line:90%
OK, all right, cool.

00:44:42.950 --> 00:44:44.369 align:middle line:90%
Thanks.

00:44:44.369 --> 00:44:45.788 align:middle line:84%
AUDIENCE: We did Mario
Kart, again.

00:44:45.788 --> 00:44:50.520 align:middle line:90%


00:44:50.520 --> 00:44:53.240 align:middle line:84%
Except for a couple of special
stages, in general, players

00:44:53.240 --> 00:44:56.726 align:middle line:84%
are aware of their welcome
position to other players

00:44:56.726 --> 00:44:58.524 align:middle line:90%
during the race.

00:44:58.524 --> 00:45:00.944 align:middle line:84%
AUDIENCE: Everyone
knows the maps.

00:45:00.944 --> 00:45:03.370 align:middle line:90%
[UNINTELLIGIBLE]

00:45:03.370 --> 00:45:05.990 align:middle line:84%
AUDIENCE: You're not sure if
you know what other people,

00:45:05.990 --> 00:45:09.130 align:middle line:84%
like what their special power
ups are, because you can look

00:45:09.130 --> 00:45:11.050 align:middle line:84%
at the screen and see
what they have.

00:45:11.050 --> 00:45:11.470 align:middle line:90%
AUDIENCE: Yeah.

00:45:11.470 --> 00:45:13.750 align:middle line:84%
Since you're playing to other
humans there are situations

00:45:13.750 --> 00:45:15.425 align:middle line:84%
where you definitely
know what they had.

00:45:15.425 --> 00:45:16.370 align:middle line:90%
I don't think--

00:45:16.370 --> 00:45:19.215 align:middle line:90%
AUDIENCE: That's cheating.

00:45:19.215 --> 00:45:21.220 align:middle line:90%
AUDIENCE: It's a strategy.

00:45:21.220 --> 00:45:24.862 align:middle line:84%
AUDIENCE: In Mario Kart DS you
know all your opponents items.

00:45:24.862 --> 00:45:26.230 align:middle line:90%
AUDIENCE: That's true.

00:45:26.230 --> 00:45:26.660 align:middle line:90%
That's lame.

00:45:26.660 --> 00:45:28.890 align:middle line:84%
PROFESSOR: Suddenly, on a
simultaneously multi-player

00:45:28.890 --> 00:45:31.320 align:middle line:84%
game where you're screen's
divided into four or two,

00:45:31.320 --> 00:45:35.430 align:middle line:84%
yeah, you know what your
opponent has and decide if

00:45:35.430 --> 00:45:36.603 align:middle line:84%
you're going to get
into a Kart.

00:45:36.603 --> 00:45:38.480 align:middle line:90%
Same thing for Halo.

00:45:38.480 --> 00:45:40.330 align:middle line:90%
AUDIENCE: Yeah.

00:45:40.330 --> 00:45:42.670 align:middle line:84%
AUDIENCE: It actually
[UNINTELLIGIBLE]

00:45:42.670 --> 00:45:43.170 align:middle line:90%
AUDIENCE: Yeah.

00:45:43.170 --> 00:45:46.280 align:middle line:90%
And let's see what else.

00:45:46.280 --> 00:45:50.980 align:middle line:84%
So there's you perceive it as
completely random especially

00:45:50.980 --> 00:45:52.235 align:middle line:84%
if you don't pay much attention
to it but it's more

00:45:52.235 --> 00:45:54.460 align:middle line:84%
like weighted random in
what items you get.

00:45:54.460 --> 00:45:56.790 align:middle line:84%
So that's something you'll have
to figure out as you go

00:45:56.790 --> 00:45:59.930 align:middle line:84%
along, that actually, as you're
further up, you get

00:45:59.930 --> 00:46:00.986 align:middle line:90%
worse items.

00:46:00.986 --> 00:46:02.840 align:middle line:84%
I actually think it's a good
strategy in that game to

00:46:02.840 --> 00:46:04.755 align:middle line:84%
remain in second place
for most of the race

00:46:04.755 --> 00:46:07.760 align:middle line:90%
and then go to first.

00:46:07.760 --> 00:46:09.870 align:middle line:84%
PROFESSOR: Now, the game knows
those probabilities anyway.

00:46:09.870 --> 00:46:11.187 align:middle line:84%
AUDIENCE: The game definitely
knows that.

00:46:11.187 --> 00:46:13.365 align:middle line:84%
The game also knows who's going
to get hit by a red

00:46:13.365 --> 00:46:15.260 align:middle line:84%
shell, for example, when
you launch it.

00:46:15.260 --> 00:46:17.770 align:middle line:84%
It's not entirely clear to me
as a player, when there's

00:46:17.770 --> 00:46:20.590 align:middle line:84%
multiple people in front of me,
who it's going to pick.

00:46:20.590 --> 00:46:25.450 align:middle line:84%
When I shoot a green shell back
behind me, the game knows

00:46:25.450 --> 00:46:26.310 align:middle line:90%
what's going on.

00:46:26.310 --> 00:46:27.160 align:middle line:90%
I don't.

00:46:27.160 --> 00:46:28.435 align:middle line:90%
Is that my field of view?

00:46:28.435 --> 00:46:29.190 align:middle line:90%
I hear it.

00:46:29.190 --> 00:46:30.240 align:middle line:90%
Am I getting a result?

00:46:30.240 --> 00:46:31.600 align:middle line:90%
Am I not?

00:46:31.600 --> 00:46:33.820 align:middle line:84%
PROFESSOR: The game definitely
understands the physics way

00:46:33.820 --> 00:46:36.210 align:middle line:84%
better than any human player
can possibly understand.

00:46:36.210 --> 00:46:36.610 align:middle line:90%
AUDIENCE: Yeah.

00:46:36.610 --> 00:46:37.210 align:middle line:90%
For sure.

00:46:37.210 --> 00:46:38.460 align:middle line:90%
For sure.

00:46:38.460 --> 00:46:41.830 align:middle line:90%


00:46:41.830 --> 00:46:44.130 align:middle line:84%
AUDIENCE: The game knows all
the player's positions and

00:46:44.130 --> 00:46:46.470 align:middle line:84%
dull leads but it doesn't know
what they're going to do or

00:46:46.470 --> 00:46:48.500 align:middle line:84%
how their going to interact
with each other.

00:46:48.500 --> 00:46:52.970 align:middle line:84%
It also doesn't presumably,
actually know what items are

00:46:52.970 --> 00:46:54.220 align:middle line:90%
coming out.

00:46:54.220 --> 00:46:57.110 align:middle line:84%
AUDIENCE: Oh, and then another
thing as players, you can

00:46:57.110 --> 00:47:03.360 align:middle line:84%
learn the patterns of some of
the hazards and be able to

00:47:03.360 --> 00:47:05.950 align:middle line:84%
predict which way to
go depending on

00:47:05.950 --> 00:47:07.270 align:middle line:90%
how you know a certain--

00:47:07.270 --> 00:47:08.300 align:middle line:84%
PROFESSOR: Just like
knowing the map.

00:47:08.300 --> 00:47:09.110 align:middle line:90%
Just like knowing the map.

00:47:09.110 --> 00:47:09.515 align:middle line:90%
AUDIENCE: Yeah.

00:47:09.515 --> 00:47:11.550 align:middle line:84%
One of them are random,
actually.

00:47:11.550 --> 00:47:12.900 align:middle line:84%
AUDIENCE: Some of
them are random.

00:47:12.900 --> 00:47:15.270 align:middle line:84%
PROFESSOR: But one thing to keep
in mind about randomly

00:47:15.270 --> 00:47:19.440 align:middle line:84%
generated computers obviously,
well, maybe it's not obvious

00:47:19.440 --> 00:47:21.660 align:middle line:84%
but computers actually have a
real tough time generating

00:47:21.660 --> 00:47:22.900 align:middle line:90%
really random numbers.

00:47:22.900 --> 00:47:25.350 align:middle line:84%
AUDIENCE: It's starts
to assume.

00:47:25.350 --> 00:47:28.090 align:middle line:84%
PROFESSOR: That why they're
called pseudo-random.

00:47:28.090 --> 00:47:32.132 align:middle line:84%
So to some extent the computer
knows but it's trying really,

00:47:32.132 --> 00:47:34.452 align:middle line:90%
really hard not to know.

00:47:34.452 --> 00:47:36.955 align:middle line:84%
What's really, really useful
if you ever go into game

00:47:36.955 --> 00:47:40.700 align:middle line:84%
design for digital games, to
use that to your advantage.

00:47:40.700 --> 00:47:43.290 align:middle line:84%
Because you can use that to
reproduce problematic

00:47:43.290 --> 00:47:44.515 align:middle line:90%
situations.

00:47:44.515 --> 00:47:48.160 align:middle line:84%
It's like, yeah, write another
generator that we have

00:47:48.160 --> 00:47:51.594 align:middle line:84%
absolute control over and then
use that to your advantage

00:47:51.594 --> 00:47:53.410 align:middle line:84%
when you're trying
to find bugs.

00:47:53.410 --> 00:47:55.453 align:middle line:90%
Cool.

00:47:55.453 --> 00:47:57.030 align:middle line:84%
AUDIENCE: So just to remind
you, we did Go Fish.

00:47:57.030 --> 00:48:00.700 align:middle line:84%
So clearly every player knows
what's in his hand, knows what

00:48:00.700 --> 00:48:03.650 align:middle line:84%
pairs have been played thus
far, knows how many cards

00:48:03.650 --> 00:48:06.146 align:middle line:84%
people have, and stuff
like that.

00:48:06.146 --> 00:48:09.383 align:middle line:84%
AUDIENCE: Generally, people
should know what cards have

00:48:09.383 --> 00:48:12.122 align:middle line:84%
been given from one player
to another player.

00:48:12.122 --> 00:48:14.114 align:middle line:84%
Although, they may have
forgotten that.

00:48:14.114 --> 00:48:17.250 align:middle line:90%


00:48:17.250 --> 00:48:20.720 align:middle line:84%
Sometimes there's a situation
where most of the players

00:48:20.720 --> 00:48:22.925 align:middle line:84%
don't know which pairs
could be possibly

00:48:22.925 --> 00:48:24.390 align:middle line:90%
made at a given point.

00:48:24.390 --> 00:48:27.662 align:middle line:84%
Sometimes one player may know
that because he might have one

00:48:27.662 --> 00:48:28.796 align:middle line:84%
card and then somebody
else gave their

00:48:28.796 --> 00:48:30.260 align:middle line:90%
card to somebody else.

00:48:30.260 --> 00:48:30.970 align:middle line:90%
Something like this.

00:48:30.970 --> 00:48:33.384 align:middle line:84%
But the game definitely
knows this.

00:48:33.384 --> 00:48:37.288 align:middle line:84%
Also, the order of the deck
is randomly generated.

00:48:37.288 --> 00:48:38.264 align:middle line:90%
PROFESSOR: Yup.

00:48:38.264 --> 00:48:42.232 align:middle line:84%
And he's right at the beginning,
first turn.

00:48:42.232 --> 00:48:44.950 align:middle line:84%
AUDIENCE: So For Scrabble
all the players know the

00:48:44.950 --> 00:48:45.680 align:middle line:90%
pieces on the board.

00:48:45.680 --> 00:48:48.970 align:middle line:84%
They all know the letter
frequencies.

00:48:48.970 --> 00:48:50.398 align:middle line:84%
AUDIENCE: They don't know
what tiles they're

00:48:50.398 --> 00:48:51.226 align:middle line:90%
going to get next.

00:48:51.226 --> 00:48:53.393 align:middle line:90%
[UNINTELLIGIBLE]

00:48:53.393 --> 00:48:55.357 align:middle line:84%
PROFESSOR: That's randomly
generated.

00:48:55.357 --> 00:48:57.812 align:middle line:84%
AUDIENCE: What if someone knows
the dictionary, though?

00:48:57.812 --> 00:49:00.267 align:middle line:84%
Like your opponent could have
a dictionary, but not

00:49:00.267 --> 00:49:01.610 align:middle line:90%
everyone knows it.

00:49:01.610 --> 00:49:03.510 align:middle line:84%
PROFESSOR: That's the knowledge
that is both

00:49:03.510 --> 00:49:05.790 align:middle line:84%
available to one player
and to the game.

00:49:05.790 --> 00:49:09.170 align:middle line:84%
Technically the game has an
official Scrabble dictionary.

00:49:09.170 --> 00:49:11.128 align:middle line:84%
If you're playing a digital
version, they're

00:49:11.128 --> 00:49:12.378 align:middle line:90%
probably using it.

00:49:12.378 --> 00:49:14.560 align:middle line:90%


00:49:14.560 --> 00:49:17.324 align:middle line:84%
Your family, they probably
don't accept certain

00:49:17.324 --> 00:49:19.292 align:middle line:90%
two-letter words.

00:49:19.292 --> 00:49:22.270 align:middle line:90%
AUDIENCE: Until Pictionary.

00:49:22.270 --> 00:49:26.440 align:middle line:84%
AUDIENCE: They also don't know
what the other players have.

00:49:26.440 --> 00:49:29.626 align:middle line:84%
So one person only knows
what they have.

00:49:29.626 --> 00:49:32.362 align:middle line:84%
But then the other three
aren't really--

00:49:32.362 --> 00:49:34.520 align:middle line:84%
But then again, we discussed how
if you're playing with two

00:49:34.520 --> 00:49:37.660 align:middle line:84%
people you can probabilistically
figure out

00:49:37.660 --> 00:49:39.070 align:middle line:90%
what they've got.

00:49:39.070 --> 00:49:40.230 align:middle line:84%
Or, figure out what you're
going to get

00:49:40.230 --> 00:49:41.580 align:middle line:90%
next when you draw.

00:49:41.580 --> 00:49:43.220 align:middle line:84%
PROFESSOR: It's also more likely
for you to figure out

00:49:43.220 --> 00:49:46.280 align:middle line:84%
as the game goes on and tiles
get played what letters will

00:49:46.280 --> 00:49:47.362 align:middle line:90%
never come up again.

00:49:47.362 --> 00:49:50.308 align:middle line:84%
AUDIENCE: At pro levels of
Scrabble they do know exactly

00:49:50.308 --> 00:49:52.272 align:middle line:90%
what's the final set.

00:49:52.272 --> 00:49:55.805 align:middle line:84%
There's just a certain point
that you get to at which point

00:49:55.805 --> 00:50:00.421 align:middle line:84%
Scrabble players just know what
play and work out and all

00:50:00.421 --> 00:50:01.070 align:middle line:90%
the possible--

00:50:01.070 --> 00:50:03.340 align:middle line:84%
AUDIENCE: At that point do you
just keep letters that are

00:50:03.340 --> 00:50:05.928 align:middle line:84%
more likely to work with
what's in the bag.

00:50:05.928 --> 00:50:09.260 align:middle line:84%
How do you use that
to your advantage?

00:50:09.260 --> 00:50:11.004 align:middle line:84%
AUDIENCE: Well after all the
tiles are drawn you know what

00:50:11.004 --> 00:50:14.340 align:middle line:90%
your opponents have.

00:50:14.340 --> 00:50:15.996 align:middle line:84%
PROFESSOR: Yeah, you are trying
to prevent them from

00:50:15.996 --> 00:50:17.820 align:middle line:84%
using the letters that
they've got.

00:50:17.820 --> 00:50:21.970 align:middle line:84%
But most Scrabble boards,
although I don't know if all

00:50:21.970 --> 00:50:24.040 align:middle line:84%
Scrabble boards have this,
they actually show the

00:50:24.040 --> 00:50:31.018 align:middle line:84%
frequency in which the number
of tiles where I'd be given

00:50:31.018 --> 00:50:32.360 align:middle line:90%
that are in there.

00:50:32.360 --> 00:50:34.714 align:middle line:84%
So it's actually expected
that you're going to

00:50:34.714 --> 00:50:35.904 align:middle line:90%
take this into account.

00:50:35.904 --> 00:50:38.662 align:middle line:84%
It's like oh, there are only 4
h's or something like that,

00:50:38.662 --> 00:50:39.646 align:middle line:90%
and they're all out.

00:50:39.646 --> 00:50:40.138 align:middle line:90%
All right.

00:50:40.138 --> 00:50:41.614 align:middle line:84%
There's none coming
out of here.

00:50:41.614 --> 00:50:43.582 align:middle line:84%
AUDIENCE: Random other
Scrabble facts.

00:50:43.582 --> 00:50:45.550 align:middle line:84%
I found another one about
Scrabble when I was reading

00:50:45.550 --> 00:50:48.010 align:middle line:84%
about computational
Scrabble playing.

00:50:48.010 --> 00:50:51.390 align:middle line:84%
Apparently, in Scrabble
tournaments, they have a chess

00:50:51.390 --> 00:50:54.315 align:middle line:84%
court system, right, to making
sure it doesn't go over time.

00:50:54.315 --> 00:50:57.135 align:middle line:84%
And apparently, people set
aside half their time to

00:50:57.135 --> 00:50:58.575 align:middle line:84%
playing the end game
in Scrabble.

00:50:58.575 --> 00:51:01.668 align:middle line:84%
Which is the point at which
there's basically full

00:51:01.668 --> 00:51:02.620 align:middle line:90%
information.

00:51:02.620 --> 00:51:05.476 align:middle line:84%
And then, you're just sitting
there nodding out.

00:51:05.476 --> 00:51:07.999 align:middle line:84%
Like, what the best sequence
of play is to beat your

00:51:07.999 --> 00:51:12.062 align:middle line:84%
opponent so then, it
becomes like chess.

00:51:12.062 --> 00:51:13.974 align:middle line:84%
AUDIENCE: How much
time do you get?

00:51:13.974 --> 00:51:15.224 align:middle line:84%
AUDIENCE: I don't
even remember.

00:51:15.224 --> 00:51:18.898 align:middle line:90%


00:51:18.898 --> 00:51:22.230 align:middle line:84%
So, high level Scrabble is
completely different from the

00:51:22.230 --> 00:51:23.182 align:middle line:90%
Scrabble that you play.

00:51:23.182 --> 00:51:24.432 align:middle line:90%
It's crazy.

00:51:24.432 --> 00:51:29.710 align:middle line:90%


00:51:29.710 --> 00:51:31.220 align:middle line:90%
PROFESSOR: OK, all right.

00:51:31.220 --> 00:51:32.370 align:middle line:90%
We've still got some time.

00:51:32.370 --> 00:51:33.090 align:middle line:90%
Great.

00:51:33.090 --> 00:51:36.772 align:middle line:90%
Let's talk about cybernetics.

00:51:36.772 --> 00:51:40.800 align:middle line:84%
Cybernetics are, given that it
was kind of invented at MIT,

00:51:40.800 --> 00:51:43.835 align:middle line:84%
it's something that you probably
encountered there.

00:51:43.835 --> 00:51:45.510 align:middle line:84%
And we've mentioned this
a few times, the

00:51:45.510 --> 00:51:46.670 align:middle line:90%
whole idea of feedback.

00:51:46.670 --> 00:51:51.180 align:middle line:84%
I want to break this down a
little bit, though, because

00:51:51.180 --> 00:51:54.100 align:middle line:90%
feedback works.

00:51:54.100 --> 00:51:57.370 align:middle line:84%
The official sense of feedback,
and this theory of

00:51:57.370 --> 00:51:59.830 align:middle line:84%
cybernetic systems as written by
Norbert Wiener back in the

00:51:59.830 --> 00:52:04.230 align:middle line:84%
40's, I think, is that there is
a sensor, something which

00:52:04.230 --> 00:52:06.770 align:middle line:84%
measures what the
system is doing.

00:52:06.770 --> 00:52:11.080 align:middle line:84%
There is a comparative, which
was, in his era, was that

00:52:11.080 --> 00:52:15.531 align:middle line:84%
machine, and in our era is
probably a rule, a logic, a

00:52:15.531 --> 00:52:21.580 align:middle line:84%
statement, that compares this
against some sort of set value

00:52:21.580 --> 00:52:24.980 align:middle line:84%
or some sort of rule and decides
to take action--

00:52:24.980 --> 00:52:26.410 align:middle line:90%
an activator.

00:52:26.410 --> 00:52:30.230 align:middle line:84%
And you can think of this this
way, all as your sensor is the

00:52:30.230 --> 00:52:31.920 align:middle line:84%
variable that you're
looking at.

00:52:31.920 --> 00:52:33.995 align:middle line:84%
Or, a set of collection
of variables that

00:52:33.995 --> 00:52:34.390 align:middle line:90%
you're looking at.

00:52:34.390 --> 00:52:35.810 align:middle line:90%
So what are you looking at?

00:52:35.810 --> 00:52:37.925 align:middle line:84%
Your comparable is a rule that
you're comparing against.

00:52:37.925 --> 00:52:41.066 align:middle line:90%


00:52:41.066 --> 00:52:44.720 align:middle line:84%
I'm trying to pick a game that
no one has mentioned here, so

00:52:44.720 --> 00:52:50.935 align:middle line:84%
far, that has a good
few facts system.

00:52:50.935 --> 00:52:57.570 align:middle line:84%
Let's say I played a version of
Cops and Robbers as a kid

00:52:57.570 --> 00:53:01.070 align:middle line:84%
where every time the cop caught
a robber, the robber

00:53:01.070 --> 00:53:03.570 align:middle line:84%
would have to go into a jail
area and put him down until

00:53:03.570 --> 00:53:04.570 align:middle line:90%
someone tagged him.

00:53:04.570 --> 00:53:06.570 align:middle line:84%
Someone from the robber
team tagged him.

00:53:06.570 --> 00:53:09.988 align:middle line:84%
And the basic idea is that the
fewer people there are, and a

00:53:09.988 --> 00:53:12.890 align:middle line:84%
few of us humanly are playing
in a big space, the more

00:53:12.890 --> 00:53:14.650 align:middle line:84%
robbers there are in jail,
the easier it is

00:53:14.650 --> 00:53:17.038 align:middle line:90%
for a robber to run.

00:53:17.038 --> 00:53:18.785 align:middle line:84%
Actually, because they
have more freedom.

00:53:18.785 --> 00:53:21.695 align:middle line:84%
Sure, there are more cops to any
given robbers so that you

00:53:21.695 --> 00:53:23.870 align:middle line:90%
can do flagging [UNINTELLIGIBLE]

00:53:23.870 --> 00:53:27.090 align:middle line:84%
But one of the variables that
we're looking at are how many

00:53:27.090 --> 00:53:30.155 align:middle line:84%
people are trying to
be in the jail.

00:53:30.155 --> 00:53:35.700 align:middle line:84%
And an activator is basically
what's the rule or what's the

00:53:35.700 --> 00:53:37.810 align:middle line:84%
game dynamic that comes
with the play.

00:53:37.810 --> 00:53:39.810 align:middle line:84%
So that's a kind of interesting
things about the

00:53:39.810 --> 00:53:41.510 align:middle line:90%
Cops and Robbers situation.

00:53:41.510 --> 00:53:45.740 align:middle line:84%
One had more space to run when
all my buddies are in jail but

00:53:45.740 --> 00:53:49.130 align:middle line:84%
there are a lot more cops
going after me, and that

00:53:49.130 --> 00:53:51.985 align:middle line:84%
actually means that it's easier
for him to flag me even

00:53:51.985 --> 00:53:53.540 align:middle line:84%
though I had more
space to run.

00:53:53.540 --> 00:53:54.830 align:middle line:90%
So it goes up.

00:53:54.830 --> 00:53:57.440 align:middle line:84%
Both are negative and a positive
feedback system.

00:53:57.440 --> 00:54:02.205 align:middle line:84%
More space to run is actually
a negative feedback system.

00:54:02.205 --> 00:54:04.490 align:middle line:84%
And how you tell the
difference is is it

00:54:04.490 --> 00:54:08.115 align:middle line:84%
stabilizing to my state or is
it cumulative to my state.

00:54:08.115 --> 00:54:11.710 align:middle line:84%
And it's stabilizing, which
means I'm doing badly, my

00:54:11.710 --> 00:54:15.110 align:middle line:84%
team's doing badly but this
is now giving me an edge.

00:54:15.110 --> 00:54:20.120 align:middle line:84%
Or, I'm doing really well and
this is really crappy.

00:54:20.120 --> 00:54:22.960 align:middle line:90%
Mario Kart is a type of these.

00:54:22.960 --> 00:54:24.110 align:middle line:90%
Those are negative feedback.

00:54:24.110 --> 00:54:29.620 align:middle line:84%
Those are things that basically
reduce the gap

00:54:29.620 --> 00:54:31.856 align:middle line:84%
between the best and the people
who are doing well and

00:54:31.856 --> 00:54:33.510 align:middle line:84%
the people who aren't
doing well.

00:54:33.510 --> 00:54:34.550 align:middle line:84%
Positive feedback
is cumulative.

00:54:34.550 --> 00:54:37.120 align:middle line:84%
They're doing well, they're
going to do a bit better.

00:54:37.120 --> 00:54:40.132 align:middle line:84%
So the cops have got everybody
but one and now

00:54:40.132 --> 00:54:43.600 align:middle line:90%
it's a 5 to 1 game.

00:54:43.600 --> 00:54:46.170 align:middle line:84%
That's a positive feedback
system because now they can do

00:54:46.170 --> 00:54:51.630 align:middle line:84%
tactics as opposed to everyone
going after someone separate.

00:54:51.630 --> 00:54:53.300 align:middle line:90%
And you have these two feedback

00:54:53.300 --> 00:54:55.580 align:middle line:90%
views working together.

00:54:55.580 --> 00:54:56.970 align:middle line:84%
There are tons of
these in games.

00:54:56.970 --> 00:55:01.190 align:middle line:84%
Games aren't really the kind
of closed systems that

00:55:01.190 --> 00:55:04.360 align:middle line:84%
cybernetics were actually
originally designed to handle.

00:55:04.360 --> 00:55:07.146 align:middle line:84%
In fact, only a few systems are
digital systems in that

00:55:07.146 --> 00:55:10.210 align:middle line:84%
way and games are actually
better than most.

00:55:10.210 --> 00:55:14.600 align:middle line:84%
But let's talk about what's
in all the games

00:55:14.600 --> 00:55:15.455 align:middle line:90%
we're talking about.

00:55:15.455 --> 00:55:17.938 align:middle line:84%
What are some of the negative
feedback you experience, and

00:55:17.938 --> 00:55:19.710 align:middle line:84%
some of the positive feedback
you experienced.

00:55:19.710 --> 00:55:25.280 align:middle line:84%
Mario Kart team, you got way
too easy [UNINTELLIGIBLE]

00:55:25.280 --> 00:55:26.370 align:middle line:90%
Think of some other game.

00:55:26.370 --> 00:55:27.260 align:middle line:90%
Think of some other game.

00:55:27.260 --> 00:55:29.200 align:middle line:84%
AUDIENCE: Wait, that's
what I didn't know.

00:55:29.200 --> 00:55:32.000 align:middle line:84%
The AI automatically
goes faster.

00:55:32.000 --> 00:55:34.850 align:middle line:90%
There's a huge gap.

00:55:34.850 --> 00:55:36.780 align:middle line:84%
PROFESSOR: That's more than just
a Mario Kart, actually.

00:55:36.780 --> 00:55:38.520 align:middle line:90%
That's a lot of racing games.

00:55:38.520 --> 00:55:40.690 align:middle line:84%
AUDIENCE: Also, when if you're
playing like the Grand Prix

00:55:40.690 --> 00:55:43.252 align:middle line:84%
there's always three computers
that are always better than

00:55:43.252 --> 00:55:45.480 align:middle line:84%
everyone else, then all
the rest of them.

00:55:45.480 --> 00:55:48.340 align:middle line:84%
So they will always be the ones
that are in the top four.

00:55:48.340 --> 00:55:50.730 align:middle line:84%
Like they're in the
top, always.

00:55:50.730 --> 00:55:53.900 align:middle line:84%
PROFESSOR: Mario Kart team,
pick a different game.

00:55:53.900 --> 00:55:57.840 align:middle line:90%
Go through all of the games.

00:55:57.840 --> 00:55:58.390 align:middle line:90%
Think about chess.

00:55:58.390 --> 00:56:00.606 align:middle line:84%
Actually, chess might actually
be an interesting one for you.

00:56:00.606 --> 00:56:01.402 align:middle line:84%
AUDIENCE: No, but shot
chess, where you

00:56:01.402 --> 00:56:02.996 align:middle line:90%
retake the shot after--

00:56:02.996 --> 00:56:03.952 align:middle line:90%
PROFESSOR: Shot chess?

00:56:03.952 --> 00:56:04.908 align:middle line:90%
AUDIENCE: Yeah, shot chess.

00:56:04.908 --> 00:56:06.342 align:middle line:90%
PROFESSOR: That gets too easy.

00:56:06.342 --> 00:56:09.376 align:middle line:90%


00:56:09.376 --> 00:56:10.550 align:middle line:84%
AUDIENCE: Well, it tends
to be negative.

00:56:10.550 --> 00:56:13.015 align:middle line:84%
It can be negative feedback but
there's also the method of

00:56:13.015 --> 00:56:14.430 align:middle line:84%
doing it where there's
positive feedback.

00:56:14.430 --> 00:56:16.090 align:middle line:90%
It depends on how you play.

00:56:16.090 --> 00:56:16.935 align:middle line:90%
AUDIENCE: Yeah.

00:56:16.935 --> 00:56:20.380 align:middle line:84%
Winner takes any drinking
game, pretty much.

00:56:20.380 --> 00:56:24.140 align:middle line:84%
PROFESSOR: It depends on what
your goals are, right?

00:56:24.140 --> 00:56:26.960 align:middle line:84%
AUDIENCE: Such that you'd have
it that whenever you take a

00:56:26.960 --> 00:56:27.930 align:middle line:84%
piece you have to drink
that piece.

00:56:27.930 --> 00:56:30.730 align:middle line:84%
But then there's also whenever
you take a piece you opponent

00:56:30.730 --> 00:56:32.450 align:middle line:90%
has to drink a piece.

00:56:32.450 --> 00:56:34.685 align:middle line:84%
So it can either be negative or
positive feedback depending

00:56:34.685 --> 00:56:35.440 align:middle line:90%
on how you play.

00:56:35.440 --> 00:56:37.405 align:middle line:84%
PROFESSOR: Yeah, but let's pick
a version of the game.

00:56:37.405 --> 00:56:42.610 align:middle line:90%


00:56:42.610 --> 00:56:45.732 align:middle line:84%
Ideally, pick the same game but
if it's too boring pick

00:56:45.732 --> 00:56:46.982 align:middle line:90%
something else.

00:56:46.982 --> 00:56:55.428 align:middle line:90%


00:56:55.428 --> 00:57:01.380 align:middle line:84%
OK, so let's start from
somewhere in the middle which

00:57:01.380 --> 00:57:03.940 align:middle line:84%
and I think is this
group right here.

00:57:03.940 --> 00:57:06.260 align:middle line:84%
AUDIENCE: So we took a pretty
easy one but it's pretty like

00:57:06.260 --> 00:57:07.130 align:middle line:90%
mathematical feedback.

00:57:07.130 --> 00:57:08.350 align:middle line:90%
We did War.

00:57:08.350 --> 00:57:11.532 align:middle line:84%
OK, statistically if you're
winning, every time you win

00:57:11.532 --> 00:57:14.263 align:middle line:84%
you're lowering the value
of your cards.

00:57:14.263 --> 00:57:15.690 align:middle line:84%
AUDIENCE: You had to average
the value to your deck.

00:57:15.690 --> 00:57:16.646 align:middle line:90%
AUDIENCE: Yeah.

00:57:16.646 --> 00:57:18.104 align:middle line:84%
So mathematically it's
negative feedback.

00:57:18.104 --> 00:57:20.048 align:middle line:84%
PROFESSOR: So, it's positive
feedback, right?

00:57:20.048 --> 00:57:22.964 align:middle line:90%
AUDIENCE: Negative.

00:57:22.964 --> 00:57:25.120 align:middle line:84%
[UNINTELLIGIBLE] the negative
impact is you're lowering the

00:57:25.120 --> 00:57:26.760 align:middle line:84%
average value of what's
in your deck.

00:57:26.760 --> 00:57:28.177 align:middle line:84%
PROFESSOR: So which makes
it harder for

00:57:28.177 --> 00:57:29.040 align:middle line:90%
you to keep do winning.

00:57:29.040 --> 00:57:30.870 align:middle line:90%
AUDIENCE: Exactly.

00:57:30.870 --> 00:57:32.408 align:middle line:84%
PROFESSOR: So that's just
negative feedback.

00:57:32.408 --> 00:57:33.860 align:middle line:90%
Any positive feedback?

00:57:33.860 --> 00:57:35.710 align:middle line:84%
AUDIENCE: The small positive
feedback would be insofar as

00:57:35.710 --> 00:57:37.450 align:middle line:84%
you can't win unless you
get all the cards.

00:57:37.450 --> 00:57:40.700 align:middle line:84%
So that's winning hands gets
you more cards, gets you

00:57:40.700 --> 00:57:41.950 align:middle line:90%
closer to winning.

00:57:41.950 --> 00:57:46.253 align:middle line:90%


00:57:46.253 --> 00:57:46.844 align:middle line:84%
AUDIENCE: The more cards
you have the

00:57:46.844 --> 00:57:48.145 align:middle line:90%
closer you are to winning.

00:57:48.145 --> 00:57:50.820 align:middle line:84%
AUDIENCE: That's like saying,
and you get with points, the

00:57:50.820 --> 00:57:52.410 align:middle line:84%
more points you get, you're
closer to winning.

00:57:52.410 --> 00:57:53.780 align:middle line:90%
Therefore, positive feedback.

00:57:53.780 --> 00:57:57.950 align:middle line:84%
PROFESSOR: Yeah, I guess
it does count.

00:57:57.950 --> 00:58:00.550 align:middle line:84%
AUDIENCE: Logically it works,
but it's kind of a guess.

00:58:00.550 --> 00:58:04.550 align:middle line:84%
AUDIENCE: Well the only other
one is if you have a war then

00:58:04.550 --> 00:58:06.185 align:middle line:84%
you win those three extra cards
and depending on what

00:58:06.185 --> 00:58:09.640 align:middle line:84%
they are it could be positive
or negative.

00:58:09.640 --> 00:58:09.920 align:middle line:90%
PROFESSOR: OK.

00:58:09.920 --> 00:58:11.339 align:middle line:90%
All right.

00:58:11.339 --> 00:58:12.285 align:middle line:90%
Which way should we go?

00:58:12.285 --> 00:58:15.130 align:middle line:90%
This way.

00:58:15.130 --> 00:58:16.280 align:middle line:84%
AUDIENCE: We switched
to Settlers.

00:58:16.280 --> 00:58:20.170 align:middle line:84%
We got a bunch of
feedback loops.

00:58:20.170 --> 00:58:25.100 align:middle line:84%
Obviously, the more points you
get, as soon as the points are

00:58:25.100 --> 00:58:27.549 align:middle line:84%
cities and settlements, then
the more resources you're

00:58:27.549 --> 00:58:30.173 align:middle line:84%
going to get in the future and
the more points you can build.

00:58:30.173 --> 00:58:33.512 align:middle line:84%
So potentially one player just
has so much stuff that he can

00:58:33.512 --> 00:58:35.420 align:middle line:90%
just do whatever he wants to.

00:58:35.420 --> 00:58:36.210 align:middle line:84%
PROFESSOR: And that's
positive?

00:58:36.210 --> 00:58:37.070 align:middle line:90%
AUDIENCE: Yeah.

00:58:37.070 --> 00:58:40.360 align:middle line:84%
There's also negative feedback
[UNINTELLIGIBLE]

00:58:40.360 --> 00:58:44.360 align:middle line:84%
like it censors the relative
prices of resources.

00:58:44.360 --> 00:58:49.248 align:middle line:84%
The more one resource is worth
at the time, each person, the

00:58:49.248 --> 00:58:51.760 align:middle line:84%
other one's the more people try
to build on that resource

00:58:51.760 --> 00:58:54.984 align:middle line:84%
brick, then the less that
resource will be

00:58:54.984 --> 00:58:56.111 align:middle line:90%
worth in the future.

00:58:56.111 --> 00:58:59.371 align:middle line:84%
So, over the long term they tend
to balance out instead of

00:58:59.371 --> 00:59:01.907 align:middle line:84%
having one go rapidly
out of control.

00:59:01.907 --> 00:59:02.630 align:middle line:84%
PROFESSOR: Think
about that one.

00:59:02.630 --> 00:59:04.886 align:middle line:90%
That's interesting.

00:59:04.886 --> 00:59:09.323 align:middle line:84%
AUDIENCE: Also, the more, this
isn't exactly feedback, but

00:59:09.323 --> 00:59:12.938 align:middle line:84%
the more, the better you're
doing, the less likely people

00:59:12.938 --> 00:59:14.746 align:middle line:84%
are going to try to trick
you somewhere.

00:59:14.746 --> 00:59:16.718 align:middle line:90%
PROFESSOR: Yeah.

00:59:16.718 --> 00:59:18.854 align:middle line:84%
That, in my opinion, is the
biggest negative feedback in

00:59:18.854 --> 00:59:20.410 align:middle line:90%
the entire game.

00:59:20.410 --> 00:59:23.714 align:middle line:84%
If you're in the lead,
everyone hates you.

00:59:23.714 --> 00:59:27.666 align:middle line:84%
And then you have eventually
[UNINTELLIGIBLE].

00:59:27.666 --> 00:59:31.870 align:middle line:84%
AUDIENCE: There's also if he had
a bunch of resources, like

00:59:31.870 --> 00:59:34.620 align:middle line:84%
if you had a bunch of cities on
a resource and if someone

00:59:34.620 --> 00:59:36.806 align:middle line:84%
draws a six then you end up
getting six resources from a

00:59:36.806 --> 00:59:41.150 align:middle line:84%
tile then that's higher
probability that if someone

00:59:41.150 --> 00:59:43.740 align:middle line:90%
rolls a seven, [UNINTELLIGIBLE]

00:59:43.740 --> 00:59:44.990 align:middle line:84%
So I guess that's negative
feedback, too.

00:59:44.990 --> 00:59:48.510 align:middle line:90%


00:59:48.510 --> 00:59:52.080 align:middle line:84%
PROFESSOR: Well your going to
seven and losing your cards

00:59:52.080 --> 00:59:55.000 align:middle line:84%
mechanic is very much
a negative feedback.

00:59:55.000 --> 00:59:55.800 align:middle line:90%
I'm so rich!

00:59:55.800 --> 00:59:57.770 align:middle line:90%
Now, I'm not so rich.

00:59:57.770 --> 00:59:59.148 align:middle line:84%
What kind of poor
is this, ha, ha.

00:59:59.148 --> 01:00:01.020 align:middle line:84%
I still could have seen
them [UNINTELLIGIBLE]

01:00:01.020 --> 01:00:02.900 align:middle line:90%
That's negative feedback.

01:00:02.900 --> 01:00:07.080 align:middle line:84%
A couple of things about
negative feedback to keep in

01:00:07.080 --> 01:00:09.350 align:middle line:84%
mind is that negative
feedback does tend

01:00:09.350 --> 01:00:10.580 align:middle line:90%
to make games longer.

01:00:10.580 --> 01:00:12.920 align:middle line:84%
It sort of staves off the ending
of the game because

01:00:12.920 --> 01:00:15.925 align:middle line:84%
obviously, the difference
between the people in the lead

01:00:15.925 --> 01:00:18.570 align:middle line:84%
and people not in the lead
narrow it to the point that

01:00:18.570 --> 01:00:20.910 align:middle line:84%
sometimes puts it back
in connection again.

01:00:20.910 --> 01:00:24.460 align:middle line:84%
And positive feedback tends
to make things end sooner.

01:00:24.460 --> 01:00:31.030 align:middle line:90%


01:00:31.030 --> 01:00:31.575 align:middle line:90%
OK, all right.

01:00:31.575 --> 01:00:33.240 align:middle line:90%
Now, next team.

01:00:33.240 --> 01:00:36.650 align:middle line:84%
AUDIENCE: So in Scrabble, the
main one we came up with was

01:00:36.650 --> 01:00:39.256 align:middle line:84%
that if you play a long word,
you get a lot of points and

01:00:39.256 --> 01:00:40.890 align:middle line:84%
you also get a lot of tiles
which gives you the

01:00:40.890 --> 01:00:44.034 align:middle line:84%
opportunity the next turn to
play more points and get more

01:00:44.034 --> 01:00:44.938 align:middle line:90%
tiles played.

01:00:44.938 --> 01:00:46.910 align:middle line:90%
PROFESSOR: Oh, yeah.

01:00:46.910 --> 01:00:49.810 align:middle line:84%
AUDIENCE: There's also that the
more tiles you play, the

01:00:49.810 --> 01:00:52.260 align:middle line:84%
less tiles there
are available.

01:00:52.260 --> 01:00:53.930 align:middle line:90%
So that's kind of negative.

01:00:53.930 --> 01:00:54.262 align:middle line:90%
AUDIENCE: Yeah.

01:00:54.262 --> 01:00:55.930 align:middle line:84%
It's both positive
and negative.

01:00:55.930 --> 01:00:56.820 align:middle line:90%
That was proposed.

01:00:56.820 --> 01:01:00.271 align:middle line:84%
PROFESSOR: Near the end, yeah,
it becomes negative feedback.

01:01:00.271 --> 01:01:02.736 align:middle line:84%
You possibly end up with
just fewer tiles.

01:01:02.736 --> 01:01:04.215 align:middle line:90%
That's true.

01:01:04.215 --> 01:01:05.694 align:middle line:84%
Any other negative
loops in there?

01:01:05.694 --> 01:01:09.145 align:middle line:84%
AUDIENCE: Well we tried to
make it into a shot deal.

01:01:09.145 --> 01:01:12.103 align:middle line:90%


01:01:12.103 --> 01:01:14.810 align:middle line:84%
Yeah, every time you play a
bigger word it's easier for

01:01:14.810 --> 01:01:17.457 align:middle line:84%
someone else to play
a word off of that.

01:01:17.457 --> 01:01:20.670 align:middle line:90%
That's negative feedback.

01:01:20.670 --> 01:01:22.250 align:middle line:84%
PROFESSOR: That's an interesting
thing because

01:01:22.250 --> 01:01:27.710 align:middle line:84%
that's actually counter examples
to a point that was

01:01:27.710 --> 01:01:29.903 align:middle line:90%
made by Eric Zimmerman.

01:01:29.903 --> 01:01:32.400 align:middle line:84%
Because he argues that positive
feedback actually

01:01:32.400 --> 01:01:34.083 align:middle line:90%
magnifies early successes.

01:01:34.083 --> 01:01:37.041 align:middle line:84%
And negative feedback tends
to magnify big ones.

01:01:37.041 --> 01:01:40.770 align:middle line:84%
Just like in Mario Kart, it's
great to be the second place

01:01:40.770 --> 01:01:45.075 align:middle line:84%
because if you do a late game
success that propels you to

01:01:45.075 --> 01:01:47.160 align:middle line:84%
first place just as
the game ends.

01:01:47.160 --> 01:01:50.712 align:middle line:84%
Whereas, some of the examples
that we've been hearing on all

01:01:50.712 --> 01:01:54.800 align:middle line:84%
the feedback, if you manage to
be the first one to build a

01:01:54.800 --> 01:02:00.057 align:middle line:84%
city in Settlers, that tends to
perpetuate your success for

01:02:00.057 --> 01:02:02.970 align:middle line:90%
the rest of the game.

01:02:02.970 --> 01:02:07.324 align:middle line:84%
The game isn't quite as
predictable as that but it's

01:02:07.324 --> 01:02:10.060 align:middle line:90%
designed that way, at least.

01:02:10.060 --> 01:02:14.690 align:middle line:84%
But that's a very, very good
example of you've got this

01:02:14.690 --> 01:02:19.700 align:middle line:84%
negative feedback near the end
of the game where you have a

01:02:19.700 --> 01:02:22.360 align:middle line:84%
success by playing all
of your tiles but the

01:02:22.360 --> 01:02:23.820 align:middle line:90%
bag is almost empty.

01:02:23.820 --> 01:02:27.510 align:middle line:84%
So now, you are not getting,
not whether you are or not

01:02:27.510 --> 01:02:32.180 align:middle line:84%
getting an advantage, that
late game success isn't

01:02:32.180 --> 01:02:33.810 align:middle line:84%
translating into
[UNINTELLIGIBLE]

01:02:33.810 --> 01:02:36.960 align:middle line:90%


01:02:36.960 --> 01:02:42.640 align:middle line:84%
Still, it's as a general rule,
if you aren't dealing with a

01:02:42.640 --> 01:02:47.560 align:middle line:84%
limited resource, like tiles,
then we do this situation

01:02:47.560 --> 01:02:50.630 align:middle line:84%
where a positive feedback game,
a positive feedback loop

01:02:50.630 --> 01:02:54.670 align:middle line:84%
is going to have to find
early successes.

01:02:54.670 --> 01:02:58.880 align:middle line:84%
And negative feedback make
late successes more hard.

01:02:58.880 --> 01:03:01.340 align:middle line:84%
AUDIENCE: So we're basically,
[UNINTELLIGIBLE]

01:03:01.340 --> 01:03:01.832 align:middle line:90%
StarCraft.

01:03:01.832 --> 01:03:07.244 align:middle line:84%
But I think with StarCraft was
some of the obvious positive

01:03:07.244 --> 01:03:11.180 align:middle line:84%
feedback is that the more a
worker was built and then the

01:03:11.180 --> 01:03:13.148 align:middle line:90%
more mineral you can get.

01:03:13.148 --> 01:03:15.608 align:middle line:84%
The more mineral's gathered
you can get more troops.

01:03:15.608 --> 01:03:17.248 align:middle line:84%
PROFESSOR: The more workers
you build the

01:03:17.248 --> 01:03:18.068 align:middle line:90%
more cash you get.

01:03:18.068 --> 01:03:21.030 align:middle line:84%
The more cash you get the more
workers you can build.

01:03:21.030 --> 01:03:22.315 align:middle line:90%
That's [UNINTELLIGIBLE]

01:03:22.315 --> 01:03:27.180 align:middle line:84%
AUDIENCE: Another positive
feedback loop is the more that

01:03:27.180 --> 01:03:32.040 align:middle line:84%
you conquer your opponents, the
harder it is for them to

01:03:32.040 --> 01:03:35.240 align:middle line:84%
build up and finance you
while the easier it is

01:03:35.240 --> 01:03:37.430 align:middle line:90%
for you to beat them.

01:03:37.430 --> 01:03:40.242 align:middle line:84%
On it the other hand-- do you
want do negative feedback?

01:03:40.242 --> 01:03:43.710 align:middle line:84%
AUDIENCE: I don't think
[UNINTELLIGIBLE]

01:03:43.710 --> 01:03:45.920 align:middle line:84%
AUDIENCE: The only thing with
positive feedback is just like

01:03:45.920 --> 01:03:48.710 align:middle line:84%
emphasized a lot of the
earlier game strategy.

01:03:48.710 --> 01:03:51.620 align:middle line:84%
AUDIENCE: So a negative feedback
loop in StarCraft

01:03:51.620 --> 01:03:56.230 align:middle line:84%
would be the faster you, the
more you expand your

01:03:56.230 --> 01:03:59.100 align:middle line:84%
territories the harder it is for
you to defend because your

01:03:59.100 --> 01:04:02.010 align:middle line:84%
spraying half your resources,
and the more friends you have,

01:04:02.010 --> 01:04:05.990 align:middle line:84%
so the easier it is for your
opponents to attack you.

01:04:05.990 --> 01:04:06.630 align:middle line:90%
PROFESSOR: Yeah.

01:04:06.630 --> 01:04:09.540 align:middle line:84%
We were having that little
discussion earlier and finding

01:04:09.540 --> 01:04:10.935 align:middle line:84%
other negative feedback
in this was

01:04:10.935 --> 01:04:12.300 align:middle line:90%
kind of tricky, actually.

01:04:12.300 --> 01:04:18.620 align:middle line:84%
AUDIENCE: Another one that
I thought of was the more

01:04:18.620 --> 01:04:21.260 align:middle line:84%
research that you do, the less
resources you have for

01:04:21.260 --> 01:04:24.240 align:middle line:84%
building units or workers
and such.

01:04:24.240 --> 01:04:26.680 align:middle line:90%
And so you have to decide.

01:04:26.680 --> 01:04:29.260 align:middle line:84%
I mean, your power will be units
but you may have less to

01:04:29.260 --> 01:04:31.640 align:middle line:90%
actually build those units.

01:04:31.640 --> 01:04:33.430 align:middle line:90%
And probably not really--

01:04:33.430 --> 01:04:36.415 align:middle line:84%
it's a very small
negative loop.

01:04:36.415 --> 01:04:39.060 align:middle line:84%
AUDIENCE: Another thing, too,
the more shoots you have, the

01:04:39.060 --> 01:04:43.706 align:middle line:84%
less attention you can give
to all the [? children. ?]

01:04:43.706 --> 01:04:45.698 align:middle line:90%
So it's harder to manage.

01:04:45.698 --> 01:04:47.192 align:middle line:84%
AUDIENCE: The less effectively
use them.

01:04:47.192 --> 01:04:52.680 align:middle line:90%


01:04:52.680 --> 01:04:54.792 align:middle line:84%
PROFESSOR: The more different
screens you've got to keep

01:04:54.792 --> 01:04:55.960 align:middle line:90%
your eye on makes it--

01:04:55.960 --> 01:04:59.220 align:middle line:84%
AUDIENCE: That's the great thing
about the control wand.

01:04:59.220 --> 01:05:00.150 align:middle line:90%
It's like one, go here.

01:05:00.150 --> 01:05:01.050 align:middle line:90%
Two, go here.

01:05:01.050 --> 01:05:01.810 align:middle line:90%
Three, go here.

01:05:01.810 --> 01:05:04.046 align:middle line:84%
One thing a team gives, though,
is there's a huge

01:05:04.046 --> 01:05:04.792 align:middle line:90%
positive feedback.

01:05:04.792 --> 01:05:08.720 align:middle line:84%
If you're doing 3D, if you take
out one of them and then

01:05:08.720 --> 01:05:09.970 align:middle line:90%
it's so much easier.

01:05:09.970 --> 01:05:13.260 align:middle line:90%


01:05:13.260 --> 01:05:15.010 align:middle line:90%
PROFESSOR: [UNINTELLIGIBLE]

01:05:15.010 --> 01:05:16.980 align:middle line:84%
AUDIENCE: Then you have a bunch
of risk because what

01:05:16.980 --> 01:05:20.180 align:middle line:84%
happens if you try taking
out one person?

01:05:20.180 --> 01:05:23.180 align:middle line:84%
Then, you fail and now you're
weak but then they have a lot

01:05:23.180 --> 01:05:25.454 align:middle line:90%
more troops.

01:05:25.454 --> 01:05:27.939 align:middle line:84%
AUDIENCE: So in keeping in
comparison with Warcraft III

01:05:27.939 --> 01:05:32.163 align:middle line:84%
which didn't have built-in
negative feedback where if

01:05:32.163 --> 01:05:35.642 align:middle line:84%
your army gets past a certain
size and it costs more, at

01:05:35.642 --> 01:05:39.370 align:middle line:84%
least you can get
taxed income.

01:05:39.370 --> 01:05:39.867 align:middle line:90%
Yeah.

01:05:39.867 --> 01:05:41.670 align:middle line:84%
I don't know if you guys
know about this.

01:05:41.670 --> 01:05:44.370 align:middle line:84%
But basically, think like
StarCraft but then you have a

01:05:44.370 --> 01:05:47.770 align:middle line:84%
food count that once you get
past a certain food count,

01:05:47.770 --> 01:05:50.710 align:middle line:84%
each of your peons brings in
less gold from the farm.

01:05:50.710 --> 01:05:52.630 align:middle line:90%
I'm sorry, from the gold mine.

01:05:52.630 --> 01:05:55.890 align:middle line:84%
And it gets even worse the
more troops you get.

01:05:55.890 --> 01:05:58.180 align:middle line:84%
So you're kind of punished
for being too far ahead.

01:05:58.180 --> 01:06:00.440 align:middle line:84%
PROFESSOR: That's a very
key negative feedback.

01:06:00.440 --> 01:06:03.450 align:middle line:90%


01:06:03.450 --> 01:06:07.290 align:middle line:84%
AUDIENCE: This isn't a strict
thing to keep up with but it's

01:06:07.290 --> 01:06:10.540 align:middle line:84%
interesting to look at the
resource management.

01:06:10.540 --> 01:06:16.570 align:middle line:84%
Basically investing in units
that bring in more resources

01:06:16.570 --> 01:06:18.850 align:middle line:84%
or investing in other units that
you're fighting are all

01:06:18.850 --> 01:06:20.570 align:middle line:84%
different positive
feedback loops.

01:06:20.570 --> 01:06:24.600 align:middle line:84%
And you can view not investing
as negative feedback loops in

01:06:24.600 --> 01:06:25.540 align:middle line:90%
those areas.

01:06:25.540 --> 01:06:27.874 align:middle line:84%
Although, it's not really
completely true.

01:06:27.874 --> 01:06:28.780 align:middle line:90%
PROFESSOR: Yeah.

01:06:28.780 --> 01:06:30.480 align:middle line:84%
are trying to think of
that as negative

01:06:30.480 --> 01:06:31.050 align:middle line:90%
feedback but you're right.

01:06:31.050 --> 01:06:32.670 align:middle line:84%
They are different positive
feedback groups.

01:06:32.670 --> 01:06:34.340 align:middle line:90%
They work very differently.

01:06:34.340 --> 01:06:36.010 align:middle line:84%
Winning a battle makes
it easier for you

01:06:36.010 --> 01:06:38.900 align:middle line:90%
to win later battles.

01:06:38.900 --> 01:06:41.582 align:middle line:84%
But building more workers makes
it easier for you to go

01:06:41.582 --> 01:06:43.560 align:middle line:90%
more units.

01:06:43.560 --> 01:06:46.590 align:middle line:84%
AUDIENCE: Kind of in a not
apparent positive feedback

01:06:46.590 --> 01:06:51.920 align:middle line:84%
issue with StarCraft upgrading
a Zealot's attack power by

01:06:51.920 --> 01:06:56.510 align:middle line:84%
just one greatly increases its
efficiency because now two

01:06:56.510 --> 01:06:58.240 align:middle line:84%
attacks will take
down a Zealot.

01:06:58.240 --> 01:06:59.660 align:middle line:84%
Where before it would
be three attacks--

01:06:59.660 --> 01:07:02.090 align:middle line:84%
PROFESSOR: I don't want to get
into that much detail.

01:07:02.090 --> 01:07:04.750 align:middle line:90%
Let's go onto the next game.

01:07:04.750 --> 01:07:06.964 align:middle line:90%
[UNINTELLIGIBLE]

01:07:06.964 --> 01:07:10.244 align:middle line:84%
AUDIENCE: So, let's just say,
Crunch we can have a bigger

01:07:10.244 --> 01:07:11.884 align:middle line:84%
workforce and they're returning
to pay for that.

01:07:11.884 --> 01:07:14.016 align:middle line:84%
So you get more money for your
workforce but you still have

01:07:14.016 --> 01:07:14.836 align:middle line:90%
to pay for that.

01:07:14.836 --> 01:07:15.328 align:middle line:90%
That's negative feedback.

01:07:15.328 --> 01:07:15.820 align:middle line:90%
PROFESSOR: Yeah.

01:07:15.820 --> 01:07:17.788 align:middle line:90%
That's a killer.

01:07:17.788 --> 01:07:20.740 align:middle line:84%
AUDIENCE: It turns out in
Monopoly if you have a lot of

01:07:20.740 --> 01:07:23.200 align:middle line:84%
money, and a lot of stuff, which
people then land on,

01:07:23.200 --> 01:07:24.184 align:middle line:90%
which gives you more money.

01:07:24.184 --> 01:07:27.136 align:middle line:90%
AUDIENCE: With what?

01:07:27.136 --> 01:07:29.980 align:middle line:84%
AUDIENCE: That's top secret
secret strategy.

01:07:29.980 --> 01:07:33.633 align:middle line:84%
I mean, Monopoly is to buy lots
of stuff and then have

01:07:33.633 --> 01:07:37.550 align:middle line:84%
people land on it so you
can get more money.

01:07:37.550 --> 01:07:42.600 align:middle line:84%
AUDIENCE: So this one little
negative feedback into,

01:07:42.600 --> 01:07:48.500 align:middle line:84%
actually two, for the
income tax and--

01:07:48.500 --> 01:07:50.020 align:middle line:84%
AUDIENCE: --repairs on property
and the like.

01:07:50.020 --> 01:07:53.181 align:middle line:84%
AUDIENCE: So several thousand
dollars to build hotels.

01:07:53.181 --> 01:07:56.170 align:middle line:84%
AUDIENCE: Our actual government
is like that, too.

01:07:56.170 --> 01:08:00.340 align:middle line:84%
PROFESSOR: So it patterns out
to real life but then again,

01:08:00.340 --> 01:08:01.790 align:middle line:84%
so is the whole of the
Monopoly game.

01:08:01.790 --> 01:08:04.237 align:middle line:84%
The whole of the Monopoly game
is about real life land

01:08:04.237 --> 01:08:06.445 align:middle line:84%
ownership monopoly in Atlantic
City, I believe.

01:08:06.445 --> 01:08:06.700 align:middle line:90%
Yes.

01:08:06.700 --> 01:08:08.280 align:middle line:90%
AUDIENCE: It's Atlantic City.

01:08:08.280 --> 01:08:09.540 align:middle line:90%
PROFESSOR: So yeah.

01:08:09.540 --> 01:08:12.567 align:middle line:84%
And that gives us a good segue
into degenerate strategies.

01:08:12.567 --> 01:08:16.729 align:middle line:90%


01:08:16.729 --> 01:08:17.399 align:middle line:90%
OK.

01:08:17.399 --> 01:08:17.910 align:middle line:90%
All right.

01:08:17.910 --> 01:08:21.229 align:middle line:84%
So I'll go into that
a little bit.

01:08:21.229 --> 01:08:24.870 align:middle line:84%
But maybe I'll get at what
we did on Wednesday.

01:08:24.870 --> 01:08:29.065 align:middle line:84%
But Wednesday we're going to
focus that mostly on play

01:08:29.065 --> 01:08:29.779 align:middle line:90%
testing your game.

01:08:29.779 --> 01:08:31.779 align:middle line:84%
If we have no time for anything
else, we are play

01:08:31.779 --> 01:08:32.990 align:middle line:90%
testing your game.

01:08:32.990 --> 01:08:34.840 align:middle line:90%
And so bring in your games.

01:08:34.840 --> 01:08:35.660 align:middle line:90%
Bring in your cards.

01:08:35.660 --> 01:08:37.800 align:middle line:84%
Make sure your cards are
ready before class.

01:08:37.800 --> 01:08:40.490 align:middle line:90%
Don't be writing stuff.

01:08:40.490 --> 01:08:46.046 align:middle line:84%
Try not to be changing stuff
right up to another class.

01:08:46.046 --> 01:08:49.520 align:middle line:84%
Sometimes you might be feeling
the pressure to do that.

01:08:49.520 --> 01:08:51.340 align:middle line:84%
Try to be ready before
class starts.

01:08:51.340 --> 01:08:53.880 align:middle line:84%
And try to show up right at
the beginning of class.

01:08:53.880 --> 01:08:55.604 align:middle line:84%
Because it will really, really
suck if you finish play

01:08:55.604 --> 01:08:57.800 align:middle line:84%
testing, if you finish play
testing someone else's game

01:08:57.800 --> 01:09:00.130 align:middle line:84%
and that team doesn't
have enough time

01:09:00.130 --> 01:09:01.250 align:middle line:90%
to play test yours.

01:09:01.250 --> 01:09:03.490 align:middle line:84%
OK, and when it may happen
and that will suck.

01:09:03.490 --> 01:09:09.070 align:middle line:84%
So let's try to start that right
on time next Wednesday.

01:09:09.070 --> 01:09:10.320 align:middle line:90%
Thank you.

01:09:10.320 --> 01:09:10.620 align:middle line:90%