WEBVTT

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PROFESSOR: So today's reading is
kind of there for two reasons.

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One, the David
Parlett reading is

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to introduce to you this
book which is called

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The History Of Board Games.

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How many of you read the
version from Stellar OK.

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Anyone get the book
from the library?

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Because I think it's on
reserve if you really

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want to read a
hardback, paper book,

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you could just go
to a library and you

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should be able to
check it out, probably

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from the humanities library.

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So I'm just letting you know
that that option is out there.

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So one of the
reasons is; one, just

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to introduce to you a bit of
what historical research looks

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like in game studies.

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There are people
who have careers,

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like David Parlett,
who basically

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go deep into the history of
how some kind of game evolved.

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One of our old
alums, Jason Begy?

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He looks at railroad games.

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I'm pretty sure he hasn't
changed his thesis topic yet?

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Again, he's been looking at that
for like three years, four ?

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AUDIENCE: Yeah.

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Three years now.

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PROFESSOR: And so
they'll go to museums.

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They'll talk to archaeologists.

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In the case of railroad
games, obviously, there

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are no archaeologists involved.

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But you talk to people who
worked on classic game designs.

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You talk to retailers.

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You talk to people
who actually owned

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or played some of these games.

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And I'm wondering if a lot
of the games that are written

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in today's reading were
kind of ancient-- really,

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really ancient--

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games.

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But how many of you feel
like you've actually

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played a game that
sounded like one

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of those that were written up?

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AUDIENCE: Well especially
they had dreidel in there.

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PROFESSOR: Yeah, they
had the dreidel in there.

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And that's Purim and Hanukkah?

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Those are the two--

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AUDIENCE: Just Hanukkah.

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PROFESSOR: That was
pretty much just Hanukkah.

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OK.

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It's funny because when I
was reading about the dreidel

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I was actually;
like the initials--

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a great miracle happened there--

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I didn't realize that there
was a different version

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if you played dreidel
in Jerusalem, where

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a great thing happened there.

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Which makes sense for
Hanukkah but I don't think--

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that doesn't quite make
sense for Purim because--

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AUDIENCE: No, it's
only Hanukkah.

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PROFESSOR: That's just
to do with Jerusalem.

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All right what else?

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The other games, the State
Board games or-- a lot

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of these games border on someone
setting up shop on the street

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and then if the cops
come they run away,

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one of those kinds
of games, right?

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Let's see, what were
some of the other things?

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They had a lot of lots.

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And one of the traditional
Roman implements

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was the knuckle bone.

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I'm not quite sure if they
mention what type of animal

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it was?

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I think was--

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AUDIENCE: Sheep.

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PROFESSOR: Sheep or goat, yeah.

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But that's where
the idea comes from.

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And the idea comes up quite a
bit in game studies, at least

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since Holsinger's
time, since I think

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the 60s, where it's
introduced as a generic term

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to describe games of chance.

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I think the word
earlier might also

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have been used like in
traditional Latin scholarship

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to describe games of chance.

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But that's where you get
phrases like alea iacta

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est. Does anyone
know what that means?

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The die is cast.

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It is what Julius Caesar--

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Julias Caesar says when
he was about to cross

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the Rubicon, famously.

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And originally there
was some confusion

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about whether that meant that
the die, like dice, has thrown?

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Or whether that
means that the die;

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as in the mold for something
that you put liquid iron in,

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and then you cast it.

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But that still has the same sort
of sense of, all right, It's

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out of our hands, right?

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It's already been done.

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So I get the same point across.

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But actually look at
Latin, specifically

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talking about these
knuckle bones.

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These knuckle bones that you are
throwing which are called alea.

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So now it's up to date.

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But Parlett makes
an interesting point

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that we are trying to simulate
something that seems realistic.

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That even with your best efforts
or with your worst efforts,

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sometimes certain things
are out of your control.

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And simply just describing
them as games of chance

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might be doing
them a disservice.

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Because you see the same
sort of randomization

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that comes up in computer
games and things like combat.

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Especially strategy games,
where there's a chance

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that something may fail,
a chance that something

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may succeed.

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And when you think about games
like war games simulations,

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they are obviously not trying
to create this fantastic

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sort of fantasy element, unless
you are talking about things

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like RPG fire games.

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But we're talking about
World War II games and things

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like that, that are trying
very hard to simulate something

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that's real.

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And one of the things that
they're trying to simulate

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is sometimes you just don't
have control over everything.

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And that's where
randomisation elements--

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this particular chapter is about
dice and other physical things

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that you use.

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We included spinners.

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We included things that
were basically binary.

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And that's actually a
cute idea, if anybody

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wants to think about trying to
introduce the Bell Curve to any

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of your results without
having to be having people

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roll a whole bunch of dice.

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Or if rolling two dice
gives you numbers 2 to 12,

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but you wanted a
different range,

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you could just have them roll
a whole bunch of flat sticks

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and then it lands
one, zero, one zero,

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and you still get
a nice bell curve.

00:06:34.130 --> 00:06:37.570 align:middle line:84%
So that's an idea you can
use in your game as well

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or you can use things
like spinners, which

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pretty much just give
you the equal chance

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no matter which side you land.

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And you can make a spinner
of arbitrary complexity.

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You could make a
20-sided spinner.

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It will look basically like
a circle but you could.

00:06:54.220 --> 00:06:59.430 align:middle line:84%
So one thing that
Parlett introduces

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is this idea that
games of chance

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are also some of games
of imperfect information.

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Games of perfect and
imperfect information,

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what's the difference
between the two of them?

00:07:14.520 --> 00:07:15.470 align:middle line:84%
It's the first time
we're encountering

00:07:15.470 --> 00:07:16.580 align:middle line:90%
these terms in this class.

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But I wouldn't want
to hazard a guess.

00:07:18.860 --> 00:07:21.580 align:middle line:90%


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What's an example of a game
of perfect information?

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AUDIENCE: Chess.

00:07:26.242 --> 00:07:26.950 align:middle line:90%
PROFESSOR: Chess.

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That Is a game of perfect
information because?

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AUDIENCE: Because all
of the information

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you are going to be
using in that game

00:07:34.412 --> 00:07:35.970 align:middle line:90%
is right there in front of you.

00:07:35.970 --> 00:07:36.980 align:middle line:90%
PROFESSOR: Right.

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Players see all the games
state, although Parlett says,

00:07:40.872 --> 00:07:42.610 align:middle line:84%
but they don't know
and one of them

00:07:42.610 --> 00:07:45.310 align:middle line:84%
got out on the wrong
side of bed that morning.

00:07:45.310 --> 00:07:47.800 align:middle line:84%
They don't necessarily know
how experienced each other is,

00:07:47.800 --> 00:07:50.920 align:middle line:84%
and that's kind of weird
is that part of the game

00:07:50.920 --> 00:07:52.990 align:middle line:84%
was the outside of
the game, right?

00:07:52.990 --> 00:07:55.600 align:middle line:84%
And other examples of games
of perfect or imperfect

00:07:55.600 --> 00:07:57.016 align:middle line:90%
information?

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AUDIENCE: Go is
imperfect information.

00:07:59.810 --> 00:08:01.822 align:middle line:84%
PROFESSOR: Imperfect,
which would--

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AUDIENCE: Poker
would be imperfect.

00:08:03.280 --> 00:08:05.560 align:middle line:84%
PROFESSOR: Poker would be
imperfect because you--

00:08:05.560 --> 00:08:07.340 align:middle line:84%
AUDIENCE: You don't
know the deck,

00:08:07.340 --> 00:08:09.847 align:middle line:84%
you don't know what's
in your opponent's hand,

00:08:09.847 --> 00:08:10.540 align:middle line:90%
stuff like that.

00:08:10.540 --> 00:08:11.915 align:middle line:84%
PROFESSOR: Does
poker always have

00:08:11.915 --> 00:08:13.990 align:middle line:90%
to be played with a single deck?

00:08:13.990 --> 00:08:15.102 align:middle line:90%
All 52 cards?

00:08:15.102 --> 00:08:17.156 align:middle line:84%
AUDIENCE: You could even
not know how many cards,

00:08:17.156 --> 00:08:17.760 align:middle line:90%
how many decks there are.

00:08:17.760 --> 00:08:19.093 align:middle line:90%
PROFESSOR: OK, you may not know.

00:08:19.093 --> 00:08:21.580 align:middle line:90%
So that's a question too.

00:08:21.580 --> 00:08:23.010 align:middle line:84%
When typically we
play it at home,

00:08:23.010 --> 00:08:24.860 align:middle line:84%
it's just one deck
of cards of 52.

00:08:24.860 --> 00:08:27.250 align:middle line:84%
You know that you're
holding the King of spades.

00:08:27.250 --> 00:08:30.280 align:middle line:84%
There's no other King
of spades out there.

00:08:30.280 --> 00:08:33.130 align:middle line:84%
But you play in some
casinos, and they've

00:08:33.130 --> 00:08:36.345 align:middle line:84%
got a five deck mix, there
could be two kings in spades.

00:08:36.345 --> 00:08:39.419 align:middle line:90%


00:08:39.419 --> 00:08:41.485 align:middle line:90%
Yeah?

00:08:41.485 --> 00:08:43.360 align:middle line:84%
Poker is all about
trying to figure out

00:08:43.360 --> 00:08:47.290 align:middle line:84%
what other people have,
and what's the chances.

00:08:47.290 --> 00:08:49.420 align:middle line:84%
Actually, you already know
what other people have,

00:08:49.420 --> 00:08:52.000 align:middle line:84%
but it's all trying to read
what's the chances that they've

00:08:52.000 --> 00:08:57.610 align:middle line:84%
got something, plus what's the
chances of your hand beating

00:08:57.610 --> 00:08:58.110 align:middle line:90%
that?

00:08:58.110 --> 00:08:59.800 align:middle line:84%
Because it's all the
variance in poker,

00:08:59.800 --> 00:09:01.217 align:middle line:84%
like Texas hold'em
and everything,

00:09:01.217 --> 00:09:04.700 align:middle line:84%
which have other kinds of
cards that nobody gets to see,

00:09:04.700 --> 00:09:06.670 align:middle line:90%
that everyone gets to see.

00:09:06.670 --> 00:09:09.480 align:middle line:84%
So perfect and
imperfect information

00:09:09.480 --> 00:09:12.130 align:middle line:84%
is kind of like a sledge
hammer to deal with this,

00:09:12.130 --> 00:09:13.970 align:middle line:90%
because you're not quite sure.

00:09:13.970 --> 00:09:16.540 align:middle line:84%
Like random numbers or
random cards that you're

00:09:16.540 --> 00:09:18.410 align:middle line:84%
drawing from the
five card stack,

00:09:18.410 --> 00:09:20.680 align:middle line:84%
or random numbers that
you're rolling out of a die

00:09:20.680 --> 00:09:22.930 align:middle line:84%
is a very, very
different quality

00:09:22.930 --> 00:09:25.630 align:middle line:84%
to that piece of
information than a card

00:09:25.630 --> 00:09:28.630 align:middle line:84%
that somebody is holding and
not revealing to everybody else,

00:09:28.630 --> 00:09:32.110 align:middle line:84%
because it that's
a fixed quantity.

00:09:32.110 --> 00:09:34.660 align:middle line:84%
It's something that
was dealt in the past,

00:09:34.660 --> 00:09:38.993 align:middle line:84%
and Parlett describes it as sort
of past imperfect information.

00:09:38.993 --> 00:09:40.910 align:middle line:84%
And then there's future
imperfect information,

00:09:40.910 --> 00:09:43.710 align:middle line:84%
you're going to roll it
and then and only then

00:09:43.710 --> 00:09:47.090 align:middle line:84%
is that information generated
even though no one knew it.

00:09:47.090 --> 00:09:48.850 align:middle line:90%
No one knows that number.

00:09:48.850 --> 00:09:52.120 align:middle line:84%
So there's a scholar
called Celia Pearce over

00:09:52.120 --> 00:09:55.720 align:middle line:84%
in Georgia Tech, and she
came up with a taxonomy

00:09:55.720 --> 00:09:58.870 align:middle line:84%
just to help her discuss
this with her design teams,

00:09:58.870 --> 00:10:01.100 align:middle line:84%
and I thought it was
really, really useful.

00:10:01.100 --> 00:10:04.390 align:middle line:84%
So instead of saying imperfect
and perfect information,

00:10:04.390 --> 00:10:07.050 align:middle line:84%
we start off with
what the obvious one,

00:10:07.050 --> 00:10:08.350 align:middle line:90%
which is public information.

00:10:08.350 --> 00:10:12.478 align:middle line:84%
Games of perfect
information and games of--

00:10:12.478 --> 00:10:14.020 align:middle line:84%
all information is
public, everything

00:10:14.020 --> 00:10:15.340 align:middle line:90%
is public information.

00:10:15.340 --> 00:10:20.860 align:middle line:84%
The state of a board in chess
or in checkers, or probably

00:10:20.860 --> 00:10:23.530 align:middle line:84%
fun computer games where
this is the case as well,

00:10:23.530 --> 00:10:27.550 align:middle line:84%
although multiplayer
computer games--

00:10:27.550 --> 00:10:29.653 align:middle line:90%
but nothing comes to mind--

00:10:29.653 --> 00:10:31.570 align:middle line:84%
a of computer games take
advantage of the fact

00:10:31.570 --> 00:10:32.987 align:middle line:84%
that everyone has
their own screen

00:10:32.987 --> 00:10:35.140 align:middle line:90%
to do imperfect information.

00:10:35.140 --> 00:10:39.310 align:middle line:84%
So when you start jumping
into the realm of imperfect

00:10:39.310 --> 00:10:43.910 align:middle line:84%
information that's
private, which

00:10:43.910 --> 00:10:46.670 align:middle line:84%
is the stuff that one
person, at least one person

00:10:46.670 --> 00:10:49.688 align:middle line:84%
knows for sure, possibly, if
you're playing a team game,

00:10:49.688 --> 00:10:51.980 align:middle line:84%
there's more than one person
who knows this information

00:10:51.980 --> 00:10:53.168 align:middle line:90%
for sure.

00:10:53.168 --> 00:10:54.710 align:middle line:84%
If you're playing
a game like bridge,

00:10:54.710 --> 00:11:00.880 align:middle line:84%
where you're sort of
communicating, but in codes--

00:11:00.880 --> 00:11:03.313 align:middle line:84%
if you've been playing with
someone for a long time,

00:11:03.313 --> 00:11:04.730 align:middle line:84%
you can get to the
situation where

00:11:04.730 --> 00:11:06.188 align:middle line:84%
even though I can't
see your cards,

00:11:06.188 --> 00:11:07.838 align:middle line:84%
I pretty much know
what cards you have

00:11:07.838 --> 00:11:09.380 align:middle line:84%
because you're my
teammate and you're

00:11:09.380 --> 00:11:12.222 align:middle line:84%
trying to communicate with me
in a way that I understand.

00:11:12.222 --> 00:11:15.910 align:middle line:90%


00:11:15.910 --> 00:11:20.180 align:middle line:84%
There's random
information which is stuff

00:11:20.180 --> 00:11:26.015 align:middle line:84%
that you get from, say,
drawing from the top of five

00:11:26.015 --> 00:11:30.530 align:middle line:84%
stack deck of poker cards,
or something that you

00:11:30.530 --> 00:11:32.540 align:middle line:90%
get from rolling a die.

00:11:32.540 --> 00:11:34.640 align:middle line:84%
Stuff that you
can't really intuit,

00:11:34.640 --> 00:11:37.258 align:middle line:84%
what Parlett calls
future imperfect.

00:11:37.258 --> 00:11:39.800 align:middle line:84%
Things that will be thought of,
for all intents and purposes,

00:11:39.800 --> 00:11:43.680 align:middle line:84%
that information
introduced the moment

00:11:43.680 --> 00:11:47.780 align:middle line:84%
you trigger that rendering--
that randomizing method.

00:11:47.780 --> 00:11:50.831 align:middle line:84%
The moment you throw the
dreidel, spin the dreidel,

00:11:50.831 --> 00:11:51.815 align:middle line:90%
roll the dreidel?

00:11:51.815 --> 00:11:53.190 align:middle line:90%
It spins, OK.

00:11:53.190 --> 00:11:55.490 align:middle line:84%
The moment you throw the
knucklebones, whatever it is,

00:11:55.490 --> 00:11:58.480 align:middle line:84%
that's the moment when the
information gets generated.

00:11:58.480 --> 00:12:01.520 align:middle line:84%
There may be some
probability in how

00:12:01.520 --> 00:12:03.020 align:middle line:90%
you expect this to work out.

00:12:03.020 --> 00:12:04.700 align:middle line:84%
Like if you're
rolling two dice, you

00:12:04.700 --> 00:12:07.030 align:middle line:84%
expect number 7 to be
the most likely outcome,

00:12:07.030 --> 00:12:11.312 align:middle line:84%
and number 2 and number 12 could
be the least likely outcomes.

00:12:11.312 --> 00:12:12.770 align:middle line:84%
But that information
doesn't really

00:12:12.770 --> 00:12:15.330 align:middle line:84%
exist until the
moment it's generated.

00:12:15.330 --> 00:12:18.960 align:middle line:90%


00:12:18.960 --> 00:12:19.760 align:middle line:90%
So what's missing?

00:12:19.760 --> 00:12:27.098 align:middle line:90%


00:12:27.098 --> 00:12:33.195 align:middle line:84%
AUDIENCE: There's information
that's computable out there,

00:12:33.195 --> 00:12:35.042 align:middle line:84%
so, for instance,
when you're playing

00:12:35.042 --> 00:12:36.630 align:middle line:90%
cards or something like that.

00:12:36.630 --> 00:12:38.870 align:middle line:84%
I know technically
that the rules

00:12:38.870 --> 00:12:41.860 align:middle line:84%
are you can't see the
round that's in play,

00:12:41.860 --> 00:12:44.530 align:middle line:84%
but there's information which,
if you were at a computer

00:12:44.530 --> 00:12:46.440 align:middle line:84%
you would remember
this information,

00:12:46.440 --> 00:12:49.850 align:middle line:84%
but oftentimes it's a fact that
you can't actually remember it.

00:12:49.850 --> 00:12:53.020 align:middle line:84%
PROFESSOR: The stuff
that's hard to remember,

00:12:53.020 --> 00:12:57.180 align:middle line:90%
the stuff that like--

00:12:57.180 --> 00:12:59.180 align:middle line:84%
let me see if I'm
hearing you right.

00:12:59.180 --> 00:13:02.570 align:middle line:84%
So for instance, the game
off blackjack to a card

00:13:02.570 --> 00:13:05.300 align:middle line:84%
counter is a very different
game of blackjack for someone

00:13:05.300 --> 00:13:07.380 align:middle line:84%
who sits down and
plays for one round.

00:13:07.380 --> 00:13:07.880 align:middle line:90%
Right?

00:13:07.880 --> 00:13:10.960 align:middle line:84%
Because the game of
blackjack for a card counter

00:13:10.960 --> 00:13:14.270 align:middle line:84%
is aware that this five
stack deck of cards

00:13:14.270 --> 00:13:17.120 align:middle line:84%
has had a certain number
of cards played out of it.

00:13:17.120 --> 00:13:20.750 align:middle line:84%
And knowing, being able to
remember how much has he played

00:13:20.750 --> 00:13:23.930 align:middle line:84%
out of it has changed
the actual percentage

00:13:23.930 --> 00:13:27.110 align:middle line:90%
of what could come out.

00:13:27.110 --> 00:13:30.540 align:middle line:84%
So what's been played before is
technically public information.

00:13:30.540 --> 00:13:33.132 align:middle line:84%
So previous rounds that
were played out in the open,

00:13:33.132 --> 00:13:35.090 align:middle line:84%
if you were really, really
paying attention you

00:13:35.090 --> 00:13:36.465 align:middle line:84%
could have seen
that information.

00:13:36.465 --> 00:13:38.128 align:middle line:84%
It's hard to remember,
but you could

00:13:38.128 --> 00:13:40.670 align:middle line:84%
have if you were a computer, if
you're a video tape recorder,

00:13:40.670 --> 00:13:43.160 align:middle line:84%
you would to be able to
see that information.

00:13:43.160 --> 00:13:44.660 align:middle line:84%
But then there's
all the other cards

00:13:44.660 --> 00:13:49.130 align:middle line:84%
left in this stack that's
already been shuffled,

00:13:49.130 --> 00:13:51.830 align:middle line:84%
and it's kind of
in a fixed order.

00:13:51.830 --> 00:13:54.567 align:middle line:84%
It was randomized
before they shuffled it,

00:13:54.567 --> 00:13:56.400 align:middle line:84%
so then not it's been
shuffled and it's just

00:13:56.400 --> 00:13:58.790 align:middle line:90%
sitting on a stack.

00:13:58.790 --> 00:14:03.577 align:middle line:84%
That's what Pearce calls
hidden information.

00:14:03.577 --> 00:14:05.660 align:middle line:84%
It doesn't even have to
be like a five stack deck,

00:14:05.660 --> 00:14:08.960 align:middle line:84%
it could be just the three
cards that were dealt face down

00:14:08.960 --> 00:14:12.960 align:middle line:84%
at the beginning-- is it
three cards for Texas hold'em?

00:14:12.960 --> 00:14:13.460 align:middle line:90%
Two?

00:14:13.460 --> 00:14:16.460 align:middle line:84%
OK, the two cards that are dealt
face down in the center, nobody

00:14:16.460 --> 00:14:18.552 align:middle line:84%
gets to see that until
right at the end.

00:14:18.552 --> 00:14:21.612 align:middle line:90%


00:14:21.612 --> 00:14:23.570 align:middle line:84%
But they're dealt at the
beginning of the game,

00:14:23.570 --> 00:14:25.130 align:middle line:90%
like in the second hand or--

00:14:25.130 --> 00:14:26.152 align:middle line:90%
AUDIENCE: The public?

00:14:26.152 --> 00:14:26.860 align:middle line:90%
The public cards?

00:14:26.860 --> 00:14:28.090 align:middle line:90%
Oh, that's three.

00:14:28.090 --> 00:14:29.090 align:middle line:90%
PROFESSOR: Three, right.

00:14:29.090 --> 00:14:31.425 align:middle line:90%
And they're down, right?

00:14:31.425 --> 00:14:33.580 align:middle line:84%
AUDIENCE: After the first
round, they're face up.

00:14:33.580 --> 00:14:35.630 align:middle line:84%
PROFESSOR: After the
first round they--

00:14:35.630 --> 00:14:37.480 align:middle line:90%
Yeah, that's right.

00:14:37.480 --> 00:14:39.290 align:middle line:84%
It's a long time since
I played hold 'em.

00:14:39.290 --> 00:14:42.420 align:middle line:84%
So three cards, they're face
down, but they've been dealt.

00:14:42.420 --> 00:14:45.470 align:middle line:84%
So the randomizing, they
have been triggered,

00:14:45.470 --> 00:14:48.449 align:middle line:84%
the information is there,
but no one knows it yet.

00:14:48.449 --> 00:14:50.366 align:middle line:84%
AUDIENCE: In other words,
not really different

00:14:50.366 --> 00:14:51.740 align:middle line:90%
from random information.

00:14:51.740 --> 00:14:53.716 align:middle line:84%
Like the difference
between like,

00:14:53.716 --> 00:14:56.186 align:middle line:84%
I haven't actually
dealt the card yet,

00:14:56.186 --> 00:14:59.150 align:middle line:84%
and I've dealt the card
and no one's sees it.

00:14:59.150 --> 00:15:01.620 align:middle line:84%
It seems like hidden
information that no one

00:15:01.620 --> 00:15:03.430 align:middle line:84%
knows is equivalent
to random, like it's

00:15:03.430 --> 00:15:04.930 align:middle line:84%
hidden information
that's equivalent

00:15:04.930 --> 00:15:07.070 align:middle line:90%
to random information.

00:15:07.070 --> 00:15:08.000 align:middle line:90%
PROFESSOR: Not quite.

00:15:08.000 --> 00:15:09.860 align:middle line:84%
There is a different
quality with it,

00:15:09.860 --> 00:15:12.140 align:middle line:84%
because that variable
can no longer

00:15:12.140 --> 00:15:15.350 align:middle line:90%
change in the rest of the game.

00:15:15.350 --> 00:15:18.500 align:middle line:84%
Maybe the Texas Hold em one
starts to get a little blurry,

00:15:18.500 --> 00:15:19.385 align:middle line:90%
and it's--

00:15:19.385 --> 00:15:21.605 align:middle line:84%
AUDIENCE: But random
information, like--

00:15:21.605 --> 00:15:25.170 align:middle line:90%


00:15:25.170 --> 00:15:28.530 align:middle line:84%
it's like players
can treat-- like you

00:15:28.530 --> 00:15:29.850 align:middle line:90%
can't treat it any different.

00:15:29.850 --> 00:15:32.880 align:middle line:84%
Just because like
if for some reason

00:15:32.880 --> 00:15:35.208 align:middle line:84%
we've decided that
we were, let's say

00:15:35.208 --> 00:15:37.080 align:middle line:84%
I had a die-rolling--
let's say I wrote

00:15:37.080 --> 00:15:40.360 align:middle line:84%
a die-rolling program
and the random seed,

00:15:40.360 --> 00:15:43.110 align:middle line:84%
and you are right-- no one knows
what the next random seed was

00:15:43.110 --> 00:15:45.230 align:middle line:84%
until what the next
die-roll showed them.

00:15:45.230 --> 00:15:47.688 align:middle line:84%
And you could say this is hidden
information and not random

00:15:47.688 --> 00:15:50.580 align:middle line:84%
information because the random
seed i-- it already knows the--

00:15:50.580 --> 00:15:51.340 align:middle line:84%
PROFESSOR: Yeah, if
you knew the seed

00:15:51.340 --> 00:15:53.180 align:middle line:84%
and you knew the
randomisation algorithm,

00:15:53.180 --> 00:15:54.150 align:middle line:84%
then I would argue
that information

00:15:54.150 --> 00:15:55.170 align:middle line:90%
is no longer random.

00:15:55.170 --> 00:15:56.900 align:middle line:84%
That's why they call
it pseudo-random.

00:15:56.900 --> 00:15:58.920 align:middle line:84%
It's not actually
random anymore.

00:15:58.920 --> 00:16:01.088 align:middle line:84%
AUDIENCE: But it's random
in the sense that no-one--

00:16:01.088 --> 00:16:03.380 align:middle line:84%
it's random with regards to
players so that players can

00:16:03.380 --> 00:16:05.922 align:middle line:84%
treat it as random information,
because they don't know how--

00:16:05.922 --> 00:16:09.372 align:middle line:84%
PROFESSOR: You can treat
it as random information.

00:16:09.372 --> 00:16:12.880 align:middle line:84%
AUDIENCE: So if you deal
two cards out, face down

00:16:12.880 --> 00:16:15.945 align:middle line:84%
in the deck, then at the
time when you're dealing

00:16:15.945 --> 00:16:17.243 align:middle line:90%
the first one, it's random?

00:16:17.243 --> 00:16:17.868 align:middle line:90%
AUDIENCE: Yeah.

00:16:17.868 --> 00:16:22.375 align:middle line:84%
AUDIENCE: But then the
card that's the first one

00:16:22.375 --> 00:16:24.300 align:middle line:84%
is a card that's
already in play,

00:16:24.300 --> 00:16:25.800 align:middle line:84%
and so when you
take the second one,

00:16:25.800 --> 00:16:30.620 align:middle line:84%
that card has a smaller
phase of possibility.

00:16:30.620 --> 00:16:32.790 align:middle line:84%
There is a specific card
that that second one

00:16:32.790 --> 00:16:34.988 align:middle line:90%
can't beat, the first one.

00:16:34.988 --> 00:16:37.530 align:middle line:84%
AUDIENCE: But we don't have to
see it that way, we can just--

00:16:37.530 --> 00:16:40.080 align:middle line:84%
AUDIENCE: What I'm saying
is that if you want to--

00:16:40.080 --> 00:16:42.695 align:middle line:84%
if you deal one
card and you want

00:16:42.695 --> 00:16:46.380 align:middle line:84%
to reproduce the exact same
situation elsewhere and then

00:16:46.380 --> 00:16:49.637 align:middle line:84%
continue dealing from the
deck, then maybe you're

00:16:49.637 --> 00:16:51.970 align:middle line:84%
going to shuffle the deck
before you deal a second card,

00:16:51.970 --> 00:16:53.906 align:middle line:84%
and then that new
card is random--

00:16:53.906 --> 00:16:58.035 align:middle line:84%
the second card-- except
it's random out of a smaller

00:16:58.035 --> 00:16:59.070 align:middle line:90%
possibility.

00:16:59.070 --> 00:17:03.820 align:middle line:84%
And it's not just random because
there is hidden information

00:17:03.820 --> 00:17:06.869 align:middle line:90%
that the--

00:17:06.869 --> 00:17:08.331 align:middle line:84%
PROFESSOR: That's
one other thing

00:17:08.331 --> 00:17:10.380 align:middle line:84%
that you're not taking
into consideration,

00:17:10.380 --> 00:17:13.810 align:middle line:84%
and that's the
fact that before--

00:17:13.810 --> 00:17:17.579 align:middle line:84%
after these three cards in
Texas hold'em are dealt out face

00:17:17.579 --> 00:17:19.329 align:middle line:84%
down, there was no a
chance to look at it,

00:17:19.329 --> 00:17:21.870 align:middle line:84%
but everyone's gotten a chance
to see some of the cards that

00:17:21.870 --> 00:17:25.349 align:middle line:84%
already have been dealt.
And that has already changed

00:17:25.349 --> 00:17:29.130 align:middle line:84%
the likelihood of what that
card could be down, because--

00:17:29.130 --> 00:17:33.395 align:middle line:84%
AUDIENCE: Just because something
isn't perfectly uniformly

00:17:33.395 --> 00:17:36.622 align:middle line:84%
random, chosen from the
distribution of everything,

00:17:36.622 --> 00:17:38.080 align:middle line:84%
doesn't mean it's
not still random.

00:17:38.080 --> 00:17:39.870 align:middle line:84%
So what I'm saying is
just because like--

00:17:39.870 --> 00:17:44.500 align:middle line:84%
so if I deal a face
down cards, and then I

00:17:44.500 --> 00:17:47.280 align:middle line:84%
throw a face up card that's
the five of diamonds,

00:17:47.280 --> 00:17:49.600 align:middle line:84%
even though I know
it's a face down card,

00:17:49.600 --> 00:17:51.590 align:middle line:84%
it's not the five of
diamond, it's still random

00:17:51.590 --> 00:17:53.716 align:middle line:84%
because it's now drawn
from an equivalent

00:17:53.716 --> 00:17:57.044 align:middle line:90%
of random information, yeah.

00:17:57.044 --> 00:17:59.434 align:middle line:84%
AUDIENCE: I mean, this is
perfect Schrodinger's cat,

00:17:59.434 --> 00:17:59.934 align:middle line:90%
isn't it?

00:17:59.934 --> 00:18:01.809 align:middle line:84%
PROFESSOR: No, it's not,
because what happens

00:18:01.809 --> 00:18:03.480 align:middle line:84%
is that you keep
getting new cards

00:18:03.480 --> 00:18:06.030 align:middle line:84%
throughout the
entire game, right?

00:18:06.030 --> 00:18:09.313 align:middle line:84%
And these cards
slowly get revealed.

00:18:09.313 --> 00:18:12.280 align:middle line:84%
AUDIENCE: I see that there is a
distinction made between random

00:18:12.280 --> 00:18:17.060 align:middle line:84%
and hidden for the purposes of
the classification of games.

00:18:17.060 --> 00:18:19.770 align:middle line:84%
There's probably a
useful reason for it.

00:18:19.770 --> 00:18:22.950 align:middle line:84%
I mean, sure, you can think
of it as like now there's

00:18:22.950 --> 00:18:25.200 align:middle line:84%
pendence between different
cards and things like that,

00:18:25.200 --> 00:18:27.660 align:middle line:84%
was probably just
there for a useful way

00:18:27.660 --> 00:18:29.130 align:middle line:90%
of thinking about games.

00:18:29.130 --> 00:18:31.436 align:middle line:84%
AUDIENCE: What I'm saying is
I don't think it's useful,

00:18:31.436 --> 00:18:33.352 align:middle line:84%
and I think it's a
kind of predicament.

00:18:33.352 --> 00:18:35.490 align:middle line:84%
I think that there's
different relationships.

00:18:35.490 --> 00:18:38.340 align:middle line:84%
PROFESSOR: I'm not talking
about statistical difference.

00:18:38.340 --> 00:18:42.300 align:middle line:84%
I'm talking about what the
players think about these three

00:18:42.300 --> 00:18:43.050 align:middle line:90%
cards.

00:18:43.050 --> 00:18:44.970 align:middle line:84%
They know the three
cards are not being

00:18:44.970 --> 00:18:47.290 align:middle line:90%
re-dealt every single hand.

00:18:47.290 --> 00:18:51.750 align:middle line:84%
They know that no one can say,
for instance, like someone

00:18:51.750 --> 00:18:56.670 align:middle line:84%
can take the deck and shuffle it
in the middle of a poker game.

00:18:56.670 --> 00:18:58.800 align:middle line:90%
No one complains about that.

00:18:58.800 --> 00:19:00.310 align:middle line:90%
You're allowed to do that.

00:19:00.310 --> 00:19:04.650 align:middle line:84%
You can't re-deal
another three cards.

00:19:04.650 --> 00:19:06.030 align:middle line:90%
You're not allowed to.

00:19:06.030 --> 00:19:07.260 align:middle line:84%
AUDIENCE: It doesn't change
the probability distribution.

00:19:07.260 --> 00:19:08.780 align:middle line:84%
PROFESSOR: It doesn't the
probability distribution

00:19:08.780 --> 00:19:10.260 align:middle line:90%
but you're not allowed to.

00:19:10.260 --> 00:19:14.590 align:middle line:84%
The rules do not allow you
to re-deal those three cards.

00:19:14.590 --> 00:19:17.788 align:middle line:84%
There is a different
weight that the rules

00:19:17.788 --> 00:19:19.330 align:middle line:84%
have placed on those
three cards that

00:19:19.330 --> 00:19:21.920 align:middle line:84%
have been dealt saying
those things are now fixed,

00:19:21.920 --> 00:19:25.096 align:middle line:84%
whereas everything in that
deck can be re-ordered.

00:19:25.096 --> 00:19:28.290 align:middle line:90%


00:19:28.290 --> 00:19:30.160 align:middle line:90%
Your hand and your hand.

00:19:30.160 --> 00:19:32.160 align:middle line:84%
AUDIENCE: For a
different example,

00:19:32.160 --> 00:19:38.860 align:middle line:84%
is the game Clue, where you
have like this one item, the one

00:19:38.860 --> 00:19:42.220 align:middle line:84%
person and the one room, and
that is the way to getting it.

00:19:42.220 --> 00:19:44.720 align:middle line:84%
In some senses
it's random, but it

00:19:44.720 --> 00:19:47.272 align:middle line:84%
determines who wins the
game, and so in that sense

00:19:47.272 --> 00:19:50.440 align:middle line:84%
it's like you wouldn't think
if it as random necessarily,

00:19:50.440 --> 00:19:53.932 align:middle line:84%
and while your rolling to
move around and discover

00:19:53.932 --> 00:19:55.140 align:middle line:90%
these things would be random.

00:19:55.140 --> 00:19:57.040 align:middle line:84%
PROFESSOR: And that
is actually also

00:19:57.040 --> 00:19:59.950 align:middle line:84%
statistically different example,
but a much clearer example

00:19:59.950 --> 00:20:00.970 align:middle line:90%
of hidden information.

00:20:00.970 --> 00:20:03.497 align:middle line:84%
Because that one, as
you play the game,

00:20:03.497 --> 00:20:05.080 align:middle line:84%
you are getting more
and more and more

00:20:05.080 --> 00:20:07.450 align:middle line:84%
information about what
those cards could be.

00:20:07.450 --> 00:20:09.283 align:middle line:84%
In fact, that's the
whole point of the game,

00:20:09.283 --> 00:20:12.360 align:middle line:84%
right, is trying to figure
out what's in there.

00:20:12.360 --> 00:20:13.930 align:middle line:84%
So in that particular
case, that's

00:20:13.930 --> 00:20:17.050 align:middle line:84%
hidden information that's
random at the point

00:20:17.050 --> 00:20:19.930 align:middle line:84%
when it was generated,
but after that it is--

00:20:19.930 --> 00:20:21.790 align:middle line:84%
but as soon as
people start playing,

00:20:21.790 --> 00:20:24.830 align:middle line:84%
start making accusations,
it's no longer random,

00:20:24.830 --> 00:20:27.210 align:middle line:90%
it's just hidden information.

00:20:27.210 --> 00:20:30.110 align:middle line:84%
So yeah, Clue is a much
better example of that.

00:20:30.110 --> 00:20:33.100 align:middle line:84%
Maybe the three cards and the
Texas hold 'em are different.

00:20:33.100 --> 00:20:35.555 align:middle line:84%
I still maintain that
the quality of these--

00:20:35.555 --> 00:20:37.180 align:middle line:84%
they may not be
statistically different

00:20:37.180 --> 00:20:38.950 align:middle line:84%
but they are
qualitatively different,

00:20:38.950 --> 00:20:42.760 align:middle line:84%
because you can never
re-randomize those cards

00:20:42.760 --> 00:20:43.835 align:middle line:90%
according to the rules.

00:20:43.835 --> 00:20:45.710 align:middle line:84%
AUDIENCE: It's something
players think about,

00:20:45.710 --> 00:20:47.040 align:middle line:90%
not because they're--

00:20:47.040 --> 00:20:49.316 align:middle line:84%
I think the reason different
players think about them

00:20:49.316 --> 00:20:50.238 align:middle line:90%
differently is that--

00:20:50.238 --> 00:20:51.280 align:middle line:90%
PROFESSOR: Well, that's--

00:20:51.280 --> 00:20:52.670 align:middle line:90%
AUDIENCE: That's not true.

00:20:52.670 --> 00:20:54.030 align:middle line:90%
That's just not true.

00:20:54.030 --> 00:20:56.450 align:middle line:84%
The cards are down
and they're down.

00:20:56.450 --> 00:20:58.719 align:middle line:90%
You cannot un-put them down.

00:20:58.719 --> 00:21:02.511 align:middle line:84%
So qualitatively, they
are completely different.

00:21:02.511 --> 00:21:06.447 align:middle line:84%
AUDIENCE: When they're exactly
the same, did you re-deal--

00:21:06.447 --> 00:21:07.280 align:middle line:90%
[INTERPOSING VOICES]

00:21:07.280 --> 00:21:09.285 align:middle line:84%
PROFESSOR: OK, he had
his hand up first,

00:21:09.285 --> 00:21:12.194 align:middle line:84%
so let me get with him first
and then we'll get back to you.

00:21:12.194 --> 00:21:14.402 align:middle line:84%
AUDIENCE: It's actually also
statistically different,

00:21:14.402 --> 00:21:18.390 align:middle line:84%
because let me just simplify
the poker example a lot.

00:21:18.390 --> 00:21:20.580 align:middle line:84%
Let's say that we take
one card from the deck

00:21:20.580 --> 00:21:24.060 align:middle line:84%
and put it face-down, and
then we flip a second card

00:21:24.060 --> 00:21:26.650 align:middle line:90%
so that everyone sees it.

00:21:26.650 --> 00:21:28.260 align:middle line:84%
And then, let's
say someone gets it

00:21:28.260 --> 00:21:30.295 align:middle line:84%
into their head to
take that one card that

00:21:30.295 --> 00:21:31.850 align:middle line:84%
was hidden, and
shuffle it back in

00:21:31.850 --> 00:21:34.610 align:middle line:84%
and deal a new one,
that actually does--

00:21:34.610 --> 00:21:36.610 align:middle line:84%
The two situations
where you do that

00:21:36.610 --> 00:21:38.090 align:middle line:84%
and where you don't
are different,

00:21:38.090 --> 00:21:44.630 align:middle line:84%
because in the first situation,
the card that was hidden

00:21:44.630 --> 00:21:49.860 align:middle line:84%
had a equal probability over
all 52 cards and followed--

00:21:49.860 --> 00:21:52.420 align:middle line:84%
and when you get one piece,
the extra piece of information,

00:21:52.420 --> 00:21:55.210 align:middle line:84%
after that your adjusted
probability distribution is

00:21:55.210 --> 00:21:57.920 align:middle line:90%
equal over the 51 cards.

00:21:57.920 --> 00:22:02.520 align:middle line:84%
However, if you reveal that
one card and then take it back,

00:22:02.520 --> 00:22:05.380 align:middle line:90%
then if someone--

00:22:05.380 --> 00:22:08.430 align:middle line:84%
you don't necessarily have
that card visible to everyone,

00:22:08.430 --> 00:22:09.750 align:middle line:90%
for example--

00:22:09.750 --> 00:22:12.660 align:middle line:84%
PROFESSOR: But it's
true that the example--

00:22:12.660 --> 00:22:16.130 align:middle line:84%
AUDIENCE: Two or three
cards, it would be the same.

00:22:16.130 --> 00:22:17.680 align:middle line:84%
PROFESSOR: Yeah,
you are describing

00:22:17.680 --> 00:22:19.180 align:middle line:84%
a situation where
someone's actually

00:22:19.180 --> 00:22:24.450 align:middle line:84%
had a chance to actually look
at that card, face-down, yeah.

00:22:24.450 --> 00:22:26.980 align:middle line:84%
And that does change
things because that

00:22:26.980 --> 00:22:30.040 align:middle line:84%
becomes private information
to someone else.

00:22:30.040 --> 00:22:33.690 align:middle line:84%
So that takes it kind of
outside of the realm of example,

00:22:33.690 --> 00:22:36.580 align:middle line:84%
but yeah, I do agree that
statistically there's

00:22:36.580 --> 00:22:38.260 align:middle line:84%
not actually a huge
amount of difference

00:22:38.260 --> 00:22:39.580 align:middle line:84%
between the cards
that are face-down

00:22:39.580 --> 00:22:41.122 align:middle line:84%
and the cards that
you're drawing off

00:22:41.122 --> 00:22:43.180 align:middle line:90%
the top of the deck.

00:22:43.180 --> 00:22:45.561 align:middle line:84%
And then get your hand
and then your hand.

00:22:45.561 --> 00:22:48.186 align:middle line:84%
AUDIENCE: So the problem I have
is first of all, statistically,

00:22:48.186 --> 00:22:49.267 align:middle line:90%
there's no difference.

00:22:49.267 --> 00:22:51.920 align:middle line:84%
Not a little difference,
there's no difference.

00:22:51.920 --> 00:22:54.778 align:middle line:84%
And so as a player,
you sort of think

00:22:54.778 --> 00:22:56.909 align:middle line:84%
about cards that are faced
a little bit differently

00:22:56.909 --> 00:22:58.242 align:middle line:90%
than cards that are in the deck.

00:22:58.242 --> 00:23:00.489 align:middle line:84%
But if I'm playing
to win, ultimately I

00:23:00.489 --> 00:23:02.194 align:middle line:84%
have to think of them
as mostly random.

00:23:02.194 --> 00:23:02.861 align:middle line:90%
PROFESSOR: Sure.

00:23:02.861 --> 00:23:05.403 align:middle line:84%
AUDIENCE: Like I have to think
of them as what would probably

00:23:05.403 --> 00:23:07.160 align:middle line:90%
be distributions of the cards.

00:23:07.160 --> 00:23:08.660 align:middle line:84%
PROFESSOR:
Strategically, you could,

00:23:08.660 --> 00:23:10.190 align:middle line:84%
it's probably
advantageous for you

00:23:10.190 --> 00:23:12.830 align:middle line:84%
to think that they're
the same statistical,

00:23:12.830 --> 00:23:15.140 align:middle line:90%
difference because they are.

00:23:15.140 --> 00:23:17.510 align:middle line:84%
And I'm not disagreeing
that statistically they

00:23:17.510 --> 00:23:18.920 align:middle line:90%
have the same likelihood there.

00:23:18.920 --> 00:23:21.170 align:middle line:84%
I'm saying that in terms of
how the rules are worded,

00:23:21.170 --> 00:23:22.630 align:middle line:90%
they are very different.

00:23:22.630 --> 00:23:24.796 align:middle line:84%
AUDIENCE: OK, so does the
use of this definition

00:23:24.796 --> 00:23:26.796 align:middle line:84%
come in when you're like
just writing the rules?

00:23:26.796 --> 00:23:28.985 align:middle line:84%
PROFESSOR: When you're
designing a game.

00:23:28.985 --> 00:23:30.860 align:middle line:84%
Not necessarily when
you're playing the game,

00:23:30.860 --> 00:23:32.256 align:middle line:84%
but when you're
designing the game.

00:23:32.256 --> 00:23:32.970 align:middle line:84%
AUDIENCE: One thing
to think about

00:23:32.970 --> 00:23:34.985 align:middle line:84%
is is when we were talking
about that clear example,

00:23:34.985 --> 00:23:36.568 align:middle line:84%
when you have something
that's hidden,

00:23:36.568 --> 00:23:38.710 align:middle line:84%
you can possibly gain
information about it that

00:23:38.710 --> 00:23:39.937 align:middle line:90%
will be useful, right?

00:23:39.937 --> 00:23:42.020 align:middle line:84%
You gain information about
what that Clue card is.

00:23:42.020 --> 00:23:44.187 align:middle line:84%
There's no way you're ever
going to gain information

00:23:44.187 --> 00:23:46.460 align:middle line:84%
about what the next roll
of the die is going to be,

00:23:46.460 --> 00:23:48.960 align:middle line:84%
unless you're doing some kind
of major statistical analysis.

00:23:48.960 --> 00:23:50.210 align:middle line:90%
AUDIENCE: But that's possible.

00:23:50.210 --> 00:23:53.207 align:middle line:90%


00:23:53.207 --> 00:23:55.040 align:middle line:84%
PROFESSOR: For roll of
a die, yeah, I mean--

00:23:55.040 --> 00:23:58.542 align:middle line:84%
AUDIENCE: But it's still random,
there's still a probability

00:23:58.542 --> 00:23:59.950 align:middle line:90%
distribution over what it is?

00:23:59.950 --> 00:24:01.124 align:middle line:90%
AUDIENCE: Not really.

00:24:01.124 --> 00:24:03.404 align:middle line:84%
AUDIENCE: No, if you're
rolling the die--

00:24:03.404 --> 00:24:03.866 align:middle line:84%
AUDIENCE: I'm not
going through that.

00:24:03.866 --> 00:24:05.574 align:middle line:84%
It's just theoretically
possible that you

00:24:05.574 --> 00:24:06.991 align:middle line:84%
could compute what
the die roll is

00:24:06.991 --> 00:24:08.500 align:middle line:90%
going to be before I roll it.

00:24:08.500 --> 00:24:11.200 align:middle line:90%


00:24:11.200 --> 00:24:13.368 align:middle line:84%
PROFESSOR: There's
one very clear example

00:24:13.368 --> 00:24:14.660 align:middle line:90%
when you can compute it, right?

00:24:14.660 --> 00:24:17.540 align:middle line:84%
Because you know
those dice are loaded.

00:24:17.540 --> 00:24:21.753 align:middle line:84%
Yeah, you know those
dice are loaded,

00:24:21.753 --> 00:24:23.170 align:middle line:84%
and in that
particular case you've

00:24:23.170 --> 00:24:25.942 align:middle line:84%
got private information
just in the same way

00:24:25.942 --> 00:24:28.400 align:middle line:84%
that if you're using, say a
pseudo random number generator.

00:24:28.400 --> 00:24:30.608 align:middle line:84%
AUDIENCE: But if you flip
a Clue card more than once,

00:24:30.608 --> 00:24:31.530 align:middle line:90%
it doesn't change.

00:24:31.530 --> 00:24:34.390 align:middle line:84%
And if you get information
about what that is,

00:24:34.390 --> 00:24:38.210 align:middle line:90%
it stays the same, right?

00:24:38.210 --> 00:24:41.126 align:middle line:84%
AUDIENCE: Do you think that
the Clue example is an example

00:24:41.126 --> 00:24:42.098 align:middle line:90%
of private information?

00:24:42.098 --> 00:24:42.843 align:middle line:90%
AUDIENCE: No.

00:24:42.843 --> 00:24:45.385 align:middle line:84%
AUDIENCE: Is it an example of
private and random information,

00:24:45.385 --> 00:24:47.230 align:middle line:90%
it's not really like--

00:24:47.230 --> 00:24:49.650 align:middle line:84%
PROFESSOR: No, it's
important to remember,

00:24:49.650 --> 00:24:52.750 align:middle line:84%
to know that isn't information
because no player actually

00:24:52.750 --> 00:24:56.540 align:middle line:84%
gets to see what
that card is when it

00:24:56.540 --> 00:24:58.162 align:middle line:90%
is inserted into the envelope.

00:24:58.162 --> 00:24:59.620 align:middle line:84%
For those people
who haven't played

00:24:59.620 --> 00:25:01.787 align:middle line:84%
Clue, what happens is that
you've got a whole stack,

00:25:01.787 --> 00:25:08.650 align:middle line:84%
you have three different stacks
of people, places, and things

00:25:08.650 --> 00:25:13.390 align:middle line:84%
that you can kill people with
from the 1950s or something.

00:25:13.390 --> 00:25:15.400 align:middle line:90%
And then you get one--

00:25:15.400 --> 00:25:18.400 align:middle line:84%
three-deck card shuffle, you
pick up one card for each,

00:25:18.400 --> 00:25:21.520 align:middle line:84%
and those three cards
go into an envelope

00:25:21.520 --> 00:25:24.245 align:middle line:84%
that nobody gets to see until
pretty late in the game.

00:25:24.245 --> 00:25:26.890 align:middle line:90%


00:25:26.890 --> 00:25:28.900 align:middle line:84%
And that those cards
will never change.

00:25:28.900 --> 00:25:31.740 align:middle line:84%
That's a very clear example
of hidden information

00:25:31.740 --> 00:25:34.240 align:middle line:84%
because at the point when they
were generated, you're right,

00:25:34.240 --> 00:25:35.410 align:middle line:90%
that was random.

00:25:35.410 --> 00:25:38.073 align:middle line:84%
But then it gets turned to this
piece of hidden information

00:25:38.073 --> 00:25:40.240 align:middle line:84%
that everyone is trying to
find out during the game.

00:25:40.240 --> 00:25:41.823 align:middle line:84%
The whole point of
Clue is that you're

00:25:41.823 --> 00:25:46.180 align:middle line:90%
trying to figure this out.

00:25:46.180 --> 00:25:47.620 align:middle line:84%
And there are
rules governing who

00:25:47.620 --> 00:25:50.110 align:middle line:84%
gets to see that
hidden information,

00:25:50.110 --> 00:25:53.590 align:middle line:84%
when, there's rules
governing how you generate

00:25:53.590 --> 00:25:56.650 align:middle line:84%
that information, and
there are mechanics for you

00:25:56.650 --> 00:25:58.622 align:middle line:84%
to be able to figure
out what's inside there.

00:25:58.622 --> 00:26:01.240 align:middle line:90%


00:26:01.240 --> 00:26:02.360 align:middle line:90%
Let me see.

00:26:02.360 --> 00:26:05.350 align:middle line:84%
There was another point that I
was going to make about that.

00:26:05.350 --> 00:26:08.230 align:middle line:84%
And it's true that if
you, say we implemented

00:26:08.230 --> 00:26:09.970 align:middle line:84%
that on a computer
or any game that

00:26:09.970 --> 00:26:12.340 align:middle line:84%
has some sort of randomizing
thing in a computer,

00:26:12.340 --> 00:26:15.070 align:middle line:84%
and you could figure out
how the randomizing was

00:26:15.070 --> 00:26:17.460 align:middle line:84%
being done because very
few things in a computer

00:26:17.460 --> 00:26:20.640 align:middle line:90%
are truly random.

00:26:20.640 --> 00:26:23.920 align:middle line:84%
Then you will be able
to, say figure out OK,

00:26:23.920 --> 00:26:25.840 align:middle line:84%
the next die roll should
be a certain number.

00:26:25.840 --> 00:26:28.690 align:middle line:84%
The other day I talked about how
when you play certain strategy

00:26:28.690 --> 00:26:31.120 align:middle line:84%
games, and you had like a
50% chance of succeeding

00:26:31.120 --> 00:26:33.760 align:middle line:84%
at something, then
technically if you

00:26:33.760 --> 00:26:35.020 align:middle line:90%
save the game right behind--

00:26:35.020 --> 00:26:37.510 align:middle line:84%
right before you did it,
and you kept doing it,

00:26:37.510 --> 00:26:40.330 align:middle line:84%
then you will eventually have
100% chance of succeeding,

00:26:40.330 --> 00:26:44.050 align:middle line:84%
because you just keep
playing it until you win.

00:26:44.050 --> 00:26:46.800 align:middle line:84%
Unless, of course, it's a
pseudo random number generator

00:26:46.800 --> 00:26:49.510 align:middle line:84%
that is saving the seed, and
so the outcome always turns out

00:26:49.510 --> 00:26:51.735 align:middle line:90%
to be the same each time.

00:26:51.735 --> 00:26:53.110 align:middle line:84%
And if you have
that information,

00:26:53.110 --> 00:26:54.610 align:middle line:84%
that's actually
private information.

00:26:54.610 --> 00:26:56.740 align:middle line:84%
The question is,
is that actually

00:26:56.740 --> 00:26:58.360 align:middle line:84%
going to be
something that you're

00:26:58.360 --> 00:27:01.430 align:middle line:84%
designing into your game,
or something that you just

00:27:01.430 --> 00:27:03.540 align:middle line:90%
choose to live with?

00:27:03.540 --> 00:27:06.730 align:middle line:84%
And as a designer, you
get to make that decision.

00:27:06.730 --> 00:27:08.970 align:middle line:84%
You get to decide
things like, I'm

00:27:08.970 --> 00:27:11.700 align:middle line:84%
going to save the random number
seed when I save the same game.

00:27:11.700 --> 00:27:15.310 align:middle line:84%
You can decide to reveal what
you're randomizing scheme

00:27:15.310 --> 00:27:19.608 align:middle line:84%
is to the rest of the world, and
to a hardcore computer hacker,

00:27:19.608 --> 00:27:22.150 align:middle line:84%
it wouldn't it be that hard to
figure out what kind of method

00:27:22.150 --> 00:27:22.733 align:middle line:90%
they're using.

00:27:22.733 --> 00:27:26.360 align:middle line:90%


00:27:26.360 --> 00:27:27.940 align:middle line:84%
You can choose to
say no, this is

00:27:27.940 --> 00:27:30.120 align:middle line:90%
a very closely guarded secret.

00:27:30.120 --> 00:27:38.800 align:middle line:84%
I'm actually generating it by
analyzing this Geiger counter,

00:27:38.800 --> 00:27:41.580 align:middle line:84%
and seeing when
certain ticks come,

00:27:41.580 --> 00:27:48.410 align:middle line:84%
I mean that's as close
to random as we can get.

00:27:48.410 --> 00:27:50.635 align:middle line:84%
You can choose to do all
of that as a designer,

00:27:50.635 --> 00:27:53.410 align:middle line:84%
and the question is
where do you want to set

00:27:53.410 --> 00:27:56.020 align:middle line:90%
those limits for your own game?

00:27:56.020 --> 00:27:59.230 align:middle line:84%
Things like, for instance, yeah
theoretically, a pair of dice

00:27:59.230 --> 00:28:01.740 align:middle line:84%
can generate any number
between two and 12.

00:28:01.740 --> 00:28:04.240 align:middle line:84%
But anyone who has played games
for a certain amount of time

00:28:04.240 --> 00:28:08.680 align:middle line:84%
realizes that 2 and 12 are
really rare compared to 7.

00:28:08.680 --> 00:28:11.002 align:middle line:84%
And there are games that
take advantage of that,

00:28:11.002 --> 00:28:13.210 align:middle line:84%
and there are games who
don't take advantage of that.

00:28:13.210 --> 00:28:16.230 align:middle line:84%
There are some games that
basically treat a roll of 12

00:28:16.230 --> 00:28:19.330 align:middle line:84%
and a roll of two exactly the
same as a roll of 7, especially

00:28:19.330 --> 00:28:22.500 align:middle line:90%
like the race games.

00:28:22.500 --> 00:28:27.390 align:middle line:84%
You move that number of steps
but they're not like balanced

00:28:27.390 --> 00:28:31.930 align:middle line:84%
so that 2 and 12 are
expected to come up

00:28:31.930 --> 00:28:33.790 align:middle line:90%
less often or more often.

00:28:33.790 --> 00:28:35.680 align:middle line:84%
That's why you-- I've
seen versions of things

00:28:35.680 --> 00:28:38.603 align:middle line:84%
like Candy Land, where they
replace the spinner with dice.

00:28:38.603 --> 00:28:41.140 align:middle line:84%
And it's like, wait a minute,
that completely throws off

00:28:41.140 --> 00:28:42.600 align:middle line:90%
the likelihood that--

00:28:42.600 --> 00:28:44.920 align:middle line:84%
the way how the pace
of the game works.

00:28:44.920 --> 00:28:48.653 align:middle line:84%
But for Candy Land
it doesn't matter.

00:28:48.653 --> 00:28:52.870 align:middle line:84%
So you're kind of
equally likely to win.

00:28:52.870 --> 00:28:54.460 align:middle line:84%
So for that game,
that's something

00:28:54.460 --> 00:28:57.310 align:middle line:84%
where you can do those
types of substitutions.

00:28:57.310 --> 00:28:59.890 align:middle line:84%
I think it is actually
very, very useful

00:28:59.890 --> 00:29:01.510 align:middle line:84%
to be able to talk
about this when

00:29:01.510 --> 00:29:04.690 align:middle line:84%
it comes to the design
of your own rules.

00:29:04.690 --> 00:29:07.610 align:middle line:84%
It's useful to be able to talk
about it with other designers.

00:29:07.610 --> 00:29:09.640 align:middle line:84%
Say he has this
piece of information

00:29:09.640 --> 00:29:13.358 align:middle line:84%
that we're storing early on,
maybe because we got cards that

00:29:13.358 --> 00:29:14.900 align:middle line:84%
are flipped down,
maybe you got cards

00:29:14.900 --> 00:29:16.108 align:middle line:90%
we're putting it an envelope.

00:29:16.108 --> 00:29:19.000 align:middle line:84%
Maybe just a quantity of things
in a bag or something, and then

00:29:19.000 --> 00:29:21.590 align:middle line:84%
you have to reach into it and
pull things out, like the bag

00:29:21.590 --> 00:29:23.860 align:middle line:90%
in Scrabble.

00:29:23.860 --> 00:29:30.080 align:middle line:84%
Things that sort of
randomize in a bag,

00:29:30.080 --> 00:29:33.280 align:middle line:84%
the actual which one you're
going to draw next from it

00:29:33.280 --> 00:29:36.190 align:middle line:84%
is somewhat random, based
on some sort of probability.

00:29:36.190 --> 00:29:39.150 align:middle line:84%
But the possibility of that
could be public information.

00:29:39.150 --> 00:29:40.750 align:middle line:90%
It could be hidden information.

00:29:40.750 --> 00:29:44.590 align:middle line:84%
You might not know what
the distribution of stuff

00:29:44.590 --> 00:29:45.908 align:middle line:90%
inside that bag to begin with.

00:29:45.908 --> 00:29:48.580 align:middle line:90%


00:29:48.580 --> 00:29:51.070 align:middle line:84%
And that's why I want
you to be able to use

00:29:51.070 --> 00:29:54.520 align:middle line:84%
these words in describing
how things are working

00:29:54.520 --> 00:29:57.450 align:middle line:84%
in your own game, to
your own teammates,

00:29:57.450 --> 00:29:59.463 align:middle line:90%
and especially to us.

00:29:59.463 --> 00:30:00.880 align:middle line:84%
Because we want
to understand what

00:30:00.880 --> 00:30:02.338 align:middle line:84%
it is that you're
trying to achieve

00:30:02.338 --> 00:30:04.340 align:middle line:90%
with this bit of information.

00:30:04.340 --> 00:30:06.820 align:middle line:84%
Hidden information
typically is something

00:30:06.820 --> 00:30:09.400 align:middle line:84%
that you're going to try to
allow people to figure out

00:30:09.400 --> 00:30:10.800 align:middle line:90%
over time.

00:30:10.800 --> 00:30:13.090 align:middle line:84%
And that's a lot of
that's a lot of stake

00:30:13.090 --> 00:30:16.072 align:middle line:84%
over what that hidden
piece of information is.

00:30:16.072 --> 00:30:17.530 align:middle line:84%
Whereas that's not
a whole lot of--

00:30:17.530 --> 00:30:23.530 align:middle line:84%
and it's kind of like shared
among everybody who's looking

00:30:23.530 --> 00:30:25.020 align:middle line:90%
at a piece of information.

00:30:25.020 --> 00:30:29.770 align:middle line:84%
Whereas something that's
random is usually,

00:30:29.770 --> 00:30:31.840 align:middle line:84%
kind of at that moment
it's really important,

00:30:31.840 --> 00:30:34.390 align:middle line:84%
and after that it's not
so important anymore.

00:30:34.390 --> 00:30:35.890 align:middle line:84%
It has some sort
of consequence that

00:30:35.890 --> 00:30:41.020 align:middle line:84%
might be recorded in the score,
but it's not like from turn

00:30:41.020 --> 00:30:44.410 align:middle line:84%
to turn that particular
role or that particular spin

00:30:44.410 --> 00:30:47.650 align:middle line:90%
was all that important.

00:30:47.650 --> 00:30:49.880 align:middle line:84%
Private information
and public information

00:30:49.880 --> 00:30:52.150 align:middle line:84%
tend to be pretty
easy to talk about,

00:30:52.150 --> 00:30:56.470 align:middle line:84%
so they're just useful
terms to get people

00:30:56.470 --> 00:30:59.150 align:middle line:90%
to discuss with each other.

00:30:59.150 --> 00:31:02.115 align:middle line:84%
And so I just want to
introduce these terms,

00:31:02.115 --> 00:31:05.505 align:middle line:84%
this is the taxonomy that
was provided by Celia Pearce.

00:31:05.505 --> 00:31:06.880 align:middle line:84%
It sort of expands
on the perfect

00:31:06.880 --> 00:31:09.670 align:middle line:84%
and the imperfect information
because imperfect information

00:31:09.670 --> 00:31:11.950 align:middle line:84%
gets kind of fuzzy
because it has

00:31:11.950 --> 00:31:14.830 align:middle line:90%
all these different versions.

00:31:14.830 --> 00:31:19.750 align:middle line:84%
And now that I everybody who's
planning on showing up today

00:31:19.750 --> 00:31:22.600 align:middle line:84%
has shown up, we
should probably start

00:31:22.600 --> 00:31:25.150 align:middle line:90%
setting up for play tests.

00:31:25.150 --> 00:31:26.680 align:middle line:90%
So is everyone sitting in teams?

00:31:26.680 --> 00:31:30.340 align:middle line:84%
I think everyone's more or less
sitting where you were, right ?

00:31:30.340 --> 00:31:33.320 align:middle line:84%
Any questions so far
on other questions

00:31:33.320 --> 00:31:35.670 align:middle line:84%
based on what are
we talking about?

00:31:35.670 --> 00:31:38.680 align:middle line:84%
Like to clarify
why I think these

00:31:38.680 --> 00:31:40.024 align:middle line:90%
should be used differently.

00:31:40.024 --> 00:31:42.632 align:middle line:90%


00:31:42.632 --> 00:31:45.090 align:middle line:84%
How many of you have changed
your game mechanic by the way?

00:31:45.090 --> 00:31:49.070 align:middle line:90%


00:31:49.070 --> 00:31:52.745 align:middle line:84%
What would you
describe it as now?

00:31:52.745 --> 00:31:54.310 align:middle line:90%
AUDIENCE: Yeah, maybe deception.

00:31:54.310 --> 00:31:56.280 align:middle line:90%
PROFESSOR: Deception.

00:31:56.280 --> 00:31:58.650 align:middle line:90%
AUDIENCE: It's not built.

00:31:58.650 --> 00:32:00.790 align:middle line:84%
PROFESSOR: OK,
something like laughing,

00:32:00.790 --> 00:32:05.857 align:middle line:84%
something like faking
out your opponent.

00:32:05.857 --> 00:32:08.440 align:middle line:84%
Everyone else still pretty much
sticking with what you've got?

00:32:08.440 --> 00:32:10.501 align:middle line:90%
Is that still building?

00:32:10.501 --> 00:32:15.142 align:middle line:84%
AUDIENCE: You're
building like a board.

00:32:15.142 --> 00:32:16.600 align:middle line:84%
PROFESSOR: You're
building a board.

00:32:16.600 --> 00:32:18.267 align:middle line:84%
I haven't see that
part of the game yet.

00:32:18.267 --> 00:32:21.310 align:middle line:84%
AUDIENCE: Well, not building--
you're building on the board.

00:32:21.310 --> 00:32:24.790 align:middle line:84%
PROFESSOR: I think I need to
just play our game to get it.

00:32:24.790 --> 00:32:26.440 align:middle line:84%
Because it looks
like [INAUDIBLE]..

00:32:26.440 --> 00:32:31.840 align:middle line:84%
All right, so again,
can I see which group

00:32:31.840 --> 00:32:34.110 align:middle line:90%
has two-player games?

00:32:34.110 --> 00:32:36.060 align:middle line:90%
1, 2, 3, OK.

00:32:36.060 --> 00:32:37.800 align:middle line:90%
And the rest?

00:32:37.800 --> 00:32:40.620 align:middle line:90%
Who has four-player games?

00:32:40.620 --> 00:32:42.960 align:middle line:84%
And you all have the
be three-player games?

00:32:42.960 --> 00:32:43.740 align:middle line:90%
OK, all right.

00:32:43.740 --> 00:32:46.460 align:middle line:90%


00:32:46.460 --> 00:32:49.580 align:middle line:84%
So, wait, hold on, both of
you are two-player games

00:32:49.580 --> 00:32:52.520 align:middle line:84%
and then you played each
other's games last time?

00:32:52.520 --> 00:32:54.140 align:middle line:90%
Oh, you didn't?

00:32:54.140 --> 00:32:56.250 align:middle line:90%
OK, all right then.

00:32:56.250 --> 00:32:58.040 align:middle line:84%
Then that's easy,
the two of you should

00:32:58.040 --> 00:32:59.880 align:middle line:90%
be playing each other's games.

00:32:59.880 --> 00:33:05.510 align:middle line:84%
Again, there should be observers
who have recording material

00:33:05.510 --> 00:33:06.300 align:middle line:90%
to be able to--

00:33:06.300 --> 00:33:10.252 align:middle line:84%
AUDIENCE: Is there a team of
two playing the game, though?

00:33:10.252 --> 00:33:11.960 align:middle line:84%
PROFESSOR: No, don't
play simultaneously.

00:33:11.960 --> 00:33:12.650 align:middle line:90%
AUDIENCE: OK, got it.

00:33:12.650 --> 00:33:14.317 align:middle line:84%
PROFESSOR: So that
team comes over here,

00:33:14.317 --> 00:33:17.060 align:middle line:84%
plays this game, then
everybody here goes over there,

00:33:17.060 --> 00:33:18.920 align:middle line:90%
plays that game.

00:33:18.920 --> 00:33:21.670 align:middle line:84%
There's probably
enough time for that.

00:33:21.670 --> 00:33:23.300 align:middle line:84%
AUDIENCE: Would it
make sense if it all

00:33:23.300 --> 00:33:26.288 align:middle line:84%
had two-player games
on one set of tables?

00:33:26.288 --> 00:33:28.580 align:middle line:84%
PROFESSOR: I think it would
help if just the two of you

00:33:28.580 --> 00:33:30.820 align:middle line:84%
just came up here and
brought your game with you.

00:33:30.820 --> 00:33:33.260 align:middle line:84%
And then you can just like
hang out here because--

00:33:33.260 --> 00:33:36.000 align:middle line:84%
we're only going to
end up playing one of,

00:33:36.000 --> 00:33:38.210 align:middle line:84%
either you're team's game
or their team at one time.

00:33:38.210 --> 00:33:40.400 align:middle line:84%
They're not going to play
both games simultaneously.

00:33:40.400 --> 00:33:42.770 align:middle line:90%
The rest of you, let's see.

00:33:42.770 --> 00:33:45.795 align:middle line:84%
How many of you have
your game ready to go?

00:33:45.795 --> 00:33:47.170 align:middle line:84%
AUDIENCE: What
was your question?

00:33:47.170 --> 00:33:51.750 align:middle line:84%
PROFESSOR: How many of you
have had a game ready to go?

00:33:51.750 --> 00:33:52.790 align:middle line:90%
All right.

00:33:52.790 --> 00:33:55.790 align:middle line:84%
I've played your game
recently, you haven't.

00:33:55.790 --> 00:33:57.248 align:middle line:84%
AUDIENCE: I've not
played this one.

00:33:57.248 --> 00:33:58.873 align:middle line:84%
I've played an old
version of that one,

00:33:58.873 --> 00:34:01.090 align:middle line:84%
and I've played the one
in the corner yesterday.

00:34:01.090 --> 00:34:03.170 align:middle line:90%
I haven't played those two.

00:34:03.170 --> 00:34:04.610 align:middle line:90%
PROFESSOR: OK.

00:34:04.610 --> 00:34:07.870 align:middle line:84%
[INAUDIBLE] Have
these two groups

00:34:07.870 --> 00:34:09.489 align:middle line:90%
played each other's games yet?

00:34:09.489 --> 00:34:10.340 align:middle line:90%
AUDIENCE: Probably.

00:34:10.340 --> 00:34:11.173 align:middle line:90%
PROFESSOR: You have?

00:34:11.173 --> 00:34:13.110 align:middle line:84%
Then what I'm
going to suggest is

00:34:13.110 --> 00:34:19.139 align:middle line:84%
that three people from
this group come over here

00:34:19.139 --> 00:34:21.360 align:middle line:84%
and play this game
first, all right?

00:34:21.360 --> 00:34:27.404 align:middle line:84%
And then Rick and I
will join these two

00:34:27.404 --> 00:34:32.310 align:middle line:84%
to play the middle game,
and then the four of you

00:34:32.310 --> 00:34:34.150 align:middle line:90%
will play that game.

00:34:34.150 --> 00:34:36.150 align:middle line:84%
AUDIENCE: I've played
that game already, though.

00:34:36.150 --> 00:34:37.370 align:middle line:90%
PROFESSOR: Oh, you have?

00:34:37.370 --> 00:34:38.429 align:middle line:90%
AUDIENCE: Yeah.

00:34:38.429 --> 00:34:39.710 align:middle line:90%
PROFESSOR: I think we can--

00:34:39.710 --> 00:34:41.460 align:middle line:84%
all four of you have
played the same game?

00:34:41.460 --> 00:34:42.030 align:middle line:90%
AUDIENCE: Yeah.

00:34:42.030 --> 00:34:43.613 align:middle line:84%
PROFESSOR: Has it
changed dramatically

00:34:43.613 --> 00:34:47.190 align:middle line:84%
since the last time
you played the game?

00:34:47.190 --> 00:34:48.106 align:middle line:90%
AUDIENCE: Not really.

00:34:48.106 --> 00:34:50.742 align:middle line:84%
AUDIENCE: How many tests of each
game are we trying to get to?

00:34:50.742 --> 00:34:52.284 align:middle line:84%
At least 2 play
threws for each game?

00:34:52.284 --> 00:34:53.866 align:middle line:90%
PROFESSOR: Just one, actually.

00:34:53.866 --> 00:34:56.732 align:middle line:84%
I'm pretty sure that after one
they'll be things to change.

00:34:56.732 --> 00:34:58.690 align:middle line:84%
And if we have time,
maybe we can get one more.

00:34:58.690 --> 00:35:00.930 align:middle line:90%


00:35:00.930 --> 00:35:03.430 align:middle line:84%
AUDIENCE: Let me do a quick
scan to see what other staff are

00:35:03.430 --> 00:35:05.583 align:middle line:90%
available, and we can get--

00:35:05.583 --> 00:35:07.750 align:middle line:84%
PROFESSOR: Let's see if we
can get a few more people

00:35:07.750 --> 00:35:11.560 align:middle line:90%
to play that game over there.

00:35:11.560 --> 00:35:13.670 align:middle line:84%
All right, so let me
just change this up then.

00:35:13.670 --> 00:35:17.400 align:middle line:84%
Three of you come over here
and bring this game right now.

00:35:17.400 --> 00:35:17.900 align:middle line:90%
OK?

00:35:17.900 --> 00:35:21.920 align:middle line:90%


00:35:21.920 --> 00:35:26.690 align:middle line:84%
For the presentation at
the end of assignment one,

00:35:26.690 --> 00:35:29.190 align:middle line:84%
I do want you to talk a
little bit about the game

00:35:29.190 --> 00:35:31.345 align:middle line:84%
but don't explain the
rules of your game

00:35:31.345 --> 00:35:32.910 align:middle line:90%
before doing your presentation.

00:35:32.910 --> 00:35:34.827 align:middle line:84%
That will use up all the
time that you've got.

00:35:34.827 --> 00:35:38.240 align:middle line:84%
Talk about a process, talk
about what you started with,

00:35:38.240 --> 00:35:41.990 align:middle line:84%
what you tried, what didn't
work and what kind of changes

00:35:41.990 --> 00:35:43.180 align:middle line:90%
that make you make.

00:35:43.180 --> 00:35:46.360 align:middle line:84%
You know, what worked and
how you rolled with it.

00:35:46.360 --> 00:35:48.110 align:middle line:84%
I want to hear more
about the story of how

00:35:48.110 --> 00:35:51.170 align:middle line:84%
you got to where you are,
because right after you do

00:35:51.170 --> 00:35:54.062 align:middle line:84%
the presentation, we'll
actually sit down and play

00:35:54.062 --> 00:35:55.520 align:middle line:84%
each other's games
just like today,

00:35:55.520 --> 00:35:57.170 align:middle line:84%
only it's not a
playtest so you don't

00:35:57.170 --> 00:35:58.860 align:middle line:84%
have to do like
recording or anything,

00:35:58.860 --> 00:35:59.973 align:middle line:90%
everyone just plays games.

00:35:59.973 --> 00:36:01.390 align:middle line:84%
AUDIENCE: How is
the presentation?

00:36:01.390 --> 00:36:02.960 align:middle line:84%
PROFESSOR: I think
only five minutes.

00:36:02.960 --> 00:36:04.250 align:middle line:90%
It should be in the syllabus.

00:36:04.250 --> 00:36:05.950 align:middle line:90%
I thought I wrote five minutes.

00:36:05.950 --> 00:36:07.693 align:middle line:90%
It's pretty fast.

00:36:07.693 --> 00:36:09.110 align:middle line:84%
It doesn't have
to be one of those

00:36:09.110 --> 00:36:11.380 align:middle line:84%
like every single
person on the team

00:36:11.380 --> 00:36:13.040 align:middle line:84%
has to say something
kind of thing,

00:36:13.040 --> 00:36:17.420 align:middle line:84%
but if you want to organize
it that way you totally can.

00:36:17.420 --> 00:36:21.270 align:middle line:84%
I just want to hear about
what is the story of the game.

00:36:21.270 --> 00:36:22.840 align:middle line:84%
The other thing
is that I actually

00:36:22.840 --> 00:36:27.150 align:middle line:84%
did look up the situation
with Texas hold 'em,

00:36:27.150 --> 00:36:28.860 align:middle line:84%
but I am going to
reverse my position.

00:36:28.860 --> 00:36:31.140 align:middle line:84%
That is, I think, not
hidden information.

00:36:31.140 --> 00:36:33.270 align:middle line:90%
And two things swayed me.

00:36:33.270 --> 00:36:36.230 align:middle line:84%
One is I started discussing
it with a bunch of other game

00:36:36.230 --> 00:36:39.497 align:middle line:84%
designers online,
and I discovered

00:36:39.497 --> 00:36:41.330 align:middle line:84%
that there are a couple
of variants of Texas

00:36:41.330 --> 00:36:43.970 align:middle line:84%
hold 'em, where
you never deal what

00:36:43.970 --> 00:36:45.810 align:middle line:90%
they call the flop face down.

00:36:45.810 --> 00:36:49.407 align:middle line:84%
You just play it face
up one at a time.

00:36:49.407 --> 00:36:50.990 align:middle line:84%
At this point, it's
just a random view

00:36:50.990 --> 00:36:54.410 align:middle line:84%
from the top of the
deck and that makes it--

00:36:54.410 --> 00:36:58.190 align:middle line:84%
it started to be
the same either way,

00:36:58.190 --> 00:37:00.740 align:middle line:84%
only just because they're
listed, right, that it's

00:37:00.740 --> 00:37:01.740 align:middle line:90%
basically a random deal.

00:37:01.740 --> 00:37:03.547 align:middle line:90%
So yes, that is in fact random.

00:37:03.547 --> 00:37:05.880 align:middle line:84%
That's a very bad example to
use for hidden information,

00:37:05.880 --> 00:37:08.000 align:middle line:84%
whereas the Clue thing is
because the whole point

00:37:08.000 --> 00:37:09.410 align:middle line:84%
of that game is
that it gives you

00:37:09.410 --> 00:37:12.092 align:middle line:84%
all these tools to be able
to reveal this information.

00:37:12.092 --> 00:37:14.300 align:middle line:84%
At that point in time where
you put your cards inside

00:37:14.300 --> 00:37:16.670 align:middle line:84%
it is random but
then once it's inside

00:37:16.670 --> 00:37:20.730 align:middle line:84%
and a person starts
that's hidden information.

00:37:20.730 --> 00:37:22.570 align:middle line:90%
Thank you very much.

00:37:22.570 --> 00:37:25.748 align:middle line:90%