27 October 2009

Pilgrimage To Mecha

[From The Escapist magazine]
Make no mistake: Gundam is a big deal in Japan. To put it in context for a Western audience, Gundam is the Japanese equivalent of Star Wars, complete with an iconic masked antagonist, laser swords and modern installments of dubious quality. But that comparison doesn't explain the presence of a 60-foot statue that took over two months and millions of dollars to complete.

What's so special about Gundam, anyway?




How about a quick unscheduled trip to Japan to explore their love of all robots, giant and battling?







I missed out of the Gundam shows as a kid, but somehow I still managed to find and read the first three Robotech book series. As bad as those books were, they still managed to capture my imagination.
In Japan it seems to have capture the whole country.



When I discovered Battletech through various computer games, I actually started having Battletech dreams on a regular basis. Weird? Maybe. It seemed to allow me to play out a sort of superman fantasy. I don't see myself as any sort of superman, but that particular sort of escapist fantasy does seem to be very popular.

But enough of my ramblings. Go read John Funk's Pilgrimage to Mecha for yourself.

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26 October 2009

What Next?

I'm kicking around some ideas of what to write about next, and I thought I might ask my readers what seems interesting. Here is a partial list:

  1. Stochastic Duels: This series is stalled, but not forgotten. This will get done eventually because it is part of my "master plan". 
  2. Fair Dice. There was a spurt of interest in this following Kit's post at the Scrapyard Armory, but I had some other ideas I still want to follow up on. These include measuring a set of dice to see how regular the casting is (I found my calipers!), and some more mathematical results about fair dice I could describe.
  3. A series on basic strategic choice in war games, tentatively titled "Toy Soldiers". And by basic I mean starting with the most trivial situation possible and working up to some common choices in games.
  4. A better Battle Value for Battletech. I've been working up to this one for a long while, and I still don't have all the pieces I need to do this right. However, doing it wrong might still be interesting. What I have in minds would also be applicable to a lot of other games too. This would be even better if I could do a little programming work to calculate the value first.
  5. Painting Miniatures, which would require me to get off my butt and start painting!
  6. There is no idea #6.
  7. Designing Games: I simply ran out of time for the Game Design Concepts class over the summer, but I'd like to get back to it at my own speed. I have a growing list of game ideas, and with a little effort, any of these might be fair material for posts.
  8. Lanchester's Laws, something else I keep threatening to write about, also part of my master plan. Hmmm ...
  9. I read this post about Chaos theory, and it made me wonder if that might be worked into a game somehow.
  10. I've got a stack of old notes I started writing before I was blogging too. I should scan through those for more ideas.

That's enough. Suggestions and requests are always welcome.
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24 October 2009

2009 Chicago Golden Demon Winners

Perfect timing! Just when I was needing some inspiration to get back to my painting, the 2009 Chicago Golden Demon Winners are announced.

[Note: This link may redirect you to the Games Workshop front page instead of taking to to the pictures. If this happens, select your language, and it should take you to the Golden Demon article. If that fails too, come back here and try the link again. - D]




I don't play Warhammer, but I do appreciate the work that goes into these miniatures. Some of these are simply fantastic.







I made my copies of these image small and low-quality. Consider that a suggestion to go see all the originals from Games Workshop.

UPDATE2012: The old links no longer function as intended, wither broken or redirected. Try this: http://www.games-workshop.com/gws/content/article.jsp?aId=13000009a
If you are redirected to the GDW front page, use the drop-down there to identify your country/language, then try this link again.
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23 October 2009

Games and Reality are Probably Different, Part 4

In the previous posts in this series (1 2 3) I have been describing the probability distributions generated by dice and trying to describe why that doesn't quite match what we experience in reality. Not all games have dice though; some games use physics to simulate the real world, and the only random element might be the actions of the player themselves. Do these games suffer the same problem? - I think they do - but first, I need to tell you about my favorite TV show.

My favorite TV show - Top Gear on BBC television - is a mix of fast cars, testosterone, and the best of British absurdest humor humour. The show is co-hosted by Jeremy Clarkson, BBC television host and professional overgrown child. I can call him that because I am horribly jealous of his job, which seems to consist entirely of driving fast cars and making snarky comments. Here is his mini biography:
Jeremy has often been described as 'the most influential man in motoring journalism', mainly by himself. Estimates suggest that he is slightly over nine feet tall, owns 14,000 pairs of jeans and has destroyed almost 4.2 million tyres in his lifetime. He is best known for possessing a right foot apparently consisting of some sort of lead-based substance, for creating some of the most tortured similes ever committed to television, and for leaving the world's longest pauses between two parts... of the same sentence. He has never taken public transport.
In a recent (recent to me) segment of the show Jeremy takes on "The Corkscrew" at Laguna Seca, perhaps the most difficult corner of any race track in the world. First Jeremy first practices with Gran Turismo 4 to get a good track time, and then tries the same track in real life. (What is there about his job not to be jealous of?) See how well he does:




[The video is broken, but try one of these links:
http://videosift.com/video/Top-Gear-Real-life-racing-vs-Gran-Turismo
http://en.wikipedia.org/wiki/Mazda_Raceway_Laguna_Seca#Automotive
http://www.streetfire.net/video/top-gear-nsx-laguna-seca_208766.htm
http://www.kewego.com/video/iLyROoaft0ZG.html]

The Gran Turismo games are great simulations, but they miss some of the little things that make race driving harder. While there is no random dice rolling to this game or to driving a car (1), the limitations of human reactions add an element of uncertainty and randomness. Most of the time that random aspect is too small to notice, but when it comes to doing something really hard those little things start to matter. The Game is no longer a good representation of the Reality. One of the things Jeremy points out is that a game can't make you afraid of spinning off the track, and so fear adds another layer of difficulty in the real car.

That's OK, it's supposed to be a game. If every player had to learn all the skills of a real race driver it wouldn't be much fun. As pointed out in the comments to Part 1 of this series, games don't need to have a perfect representation to give players a challenging task and tough decisions to make.


Footnotes:
  1. If you want to get picky, then for practical purposes it's not possible to measure or simulate every last detail, and this error could well be described as "random".
Related Post: Physics of Racing, and Gran Turismo 2.
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22 October 2009

'Tis Better to Give than Receive

Forwarding some news from my friends at MechCorps. (previous posts 1 2 3)

For Immediate Release:

From the convention away missions with MechCorps' Mobile Armor Division [www.MechCorps.com/concal], there is developing a strong BattleTech contingency in the land of Acadiana, otherwise known as Louisiana. The various lances in this region have asked for an event for which they can collectively attend at our Headquarters in Houston, TX and prove their piloting skills in the Virtual World, Tesla II BattleTech Pods.

MechCorps would hereby like to invite all 'Mech pilots receiving this message to the gathering on December 11 and 12, 2009. It is a low-key event that will allow for a selection of entertaining missions for New Recruits up to hearty competition for BattleTech Masters.

Details on this regional event can be found at www.MechCorps.com/GIVEit

For those who have not yet experienced the BattleTech Cockpit Simulator Pods,
the Tesla II cockpits, featuring the BattleTech: Firestorm software, are fully enclosed military style simulators that feature 7 screens, over 90 control systems, and a 12 speaker surround sound system. When seated in the pod, the player pilots one of a selection of BattleMechs onto one of 25 landscapes to compete for battlefield superiority with those seated in surrounding cockpits.

MechCorps Entertainment, LLC is the largest independent operator of Virtual World Entertainment's Tesla II  BattleTech: Firestorm Cockpit Simulator Pods with it's main base of operation in Houston, Texas.  MechCorps' Mobile Armor Division is the touring branch of MechCorps traveling to various conventions and other remote deployments across the United States.  MechCorps Entertainment, LLC is a privately held company. Visit www.MechCorps.com for more information.

Headquartered in Kalamazoo, Virtual World Entertainment is a leading supplier of high-end, centerpiece attractions to the location-based entertainment industry. Virtual World has produced and distributed cockpits since 1989. Virtual World Entertainment, LLC is a privately held company. Visit today at www.virtualworld.com.

This is a private company, but I don't mind promoting them because I think it can only help to foster enthusiasm for Battletech in general. In turn it brings a lot of traffic to my blog. Win-Win.
If you get a chance to try these pods, it can be some serious fun. I'm hoping they will be at ORIGINS again next year. Click through for a map of the Battletech Pods nearest youGBR Giant Battling Robots Favicon

20 October 2009

Carrots and Sticks

Games are increasingly being used to investigate social behavior. Here is an excellent example of an experiment in the form of a game that shows how rewards are better at persuading people than punishment.

Carrots trump sticks
for fostering cooperation

When it comes to encouraging people to work together for the greater good, carrots work better than sticks. That's the message from a new study showing that rewarding people for good behaviour is better at promoting cooperation than punishing them for offenses.
See the full article at Not Exactly Rocket Science.   GBR Giant Battling Robots Favicon

19 October 2009

Games and Reality are Probably Different, Part 3

In Part 2 I did not give an adequate explanation of what I was showing, so I want to go over some of this again more carefully. I also want to re-visit my original question: If additive and proportional representations of probability are so different, and game are representing probability inaccurately, why don't we notice?

I also need to dig myself out of a bit of trouble, because I have been confusing two separate issues. The first is the proportional representation of probability, the second is the how to represent difficulty on a meaningful scale, which I am saying should also be proportional.

First the probability: The probability issue is clearly defined. On the additive side the Uniform distribution is the ultimate example. It has a limited range and you can get from probability zero to one in a finite series of steps (but not infinitely small steps!). When we make a graph of the cumulative probability the uniform distribution forms a straight line.

On the proportional side the best example is the logistic distribution, which I had intentionally left out for simplicity. It has an infinite range (negative to positive infinity), but when you go left or right on the scale you never quite get to probability zero or one (though it may be arbitrarily close). When we graph odds on the logarithmic scale (Log Odds, or "LO") they form a straight line. I have redone my graphs from Part 2 to include the logistic distribution. You can see that the logistic PDF looks very different from all the others, but in the CDF and Log-Odds charts it looks very much like the Laplace distribution. This is perhaps deceptive, because the logistic distribution has very heavy tails. (Click to see a larger image).
There is an additional issue here because there is no obvious reference probability; 0 and 1 are good reference probabilities for the uniform, but that doesn't work for distribution with an infinite range. I have arbitrarily chosen 0.5 as the reference probability for these graphs, which occurs at Z=0.

It will help to have an example to think through this; imagine that you have a set of dice that will generate random numbers from each of these distributions. For the uniform and triangular (2d6, 2d10, 2dX) this is very familiar; any single die is uniform, and any pair of dice is a triangular distribution. For the normal, Laplace, and Logistic distributions we need to imagine we have some "magic dice" that will do what we need. These would be very unusual dice indeed, but it is helpful to compare them to the behavior of 2dX dice we know. The Normal distribution dice will be most like the 2dX dice. The Laplace dice will tend to roll very close to the average most of the time, but will occasionally roll very high or very low. The Logistic dice will tend to roll farther away from the average more than any other dice, and will generate a relatively more extremely high or low rolls.

Now the difficulty: The X-axis on the charts is standardized to a common scale of difficulty, the Z of the standard normal distribution. Think of your dice again, and imagine you are rolling with a "+1" modifier (-1 if you like). On the Z-scale a "+1" standard deviation, or one common unit of variability, is the same for all of these dice.

One more graph - This is the same zoom-in chart from Part 2, but I have annotated it for discussion (except no logistic distribution here). Between log-odds of -1 to +1 is about 45% of the total probability of all these distributions. That means nearly half of the rolls of your dice will be within this range. Within this limited range the cumulative probabilities for these distributions are very similar. The uniform and Laplace distribution are practically on top on each other here, though the shape of these two distribution (see PDF chart) could hardly be more different (The logistic distribution would be very close to these). Likewise for the 2dX and normal distributions; these are barely distinguishable within this range. Although these distributions might be very fact different, the differences in the cumulative probabilities only matter at the high and low ends, not in the middle.


It has been a long haul, but I can finally (FINALLY!) start discussing why I think we don't notice the difference between additive and proportional probability.
  1. As I demonstrated above, for the middle range of difficulty there isn't much difference in the cumulative probabilities, and one distribution might do about as well as any other. Games tend to emphasize tasks of medium difficulty because they are interesting - It's not much fun to play a game where you are trying to do something that is practically impossible or incredibly easy. On one hand hundreds of rolls might be needed to succeed, and on the other success is not a challenge. Good games avoid this by keeping difficulty in the the middle where the chance of success or failure is interesting.
  2. In games it is common for the dice rolls for success to be identical in similar situations. This is not the case in reality; In the real world things are constantly changing, and many tasks are never exactly the same twice. It seems likely that we perceive the average difficulty of many tasks, which may mask the proportional relationship. There is a mathematical question here about the average difficulty of tasks and whether this means that the normal distribution better represents how we perceive difficulty. It seems possible, but I don't know how to justify it mathematically.
  3. Oops? Meaning maybe my example that lead me to the Laplace distribution as a motivating example is wrong. There is a simplifying assumption I made in that example that may not be quite right, and I'll have to work it through again to examine it carefully. There are a lot of things I didn't define very carefully that might come back to bite me here, but it's a blog, not a textbook, and I think my main points are essentially correct.

A closing thought: What does it mean to measure difficulty on a scale from negative to positive infinity? There probably are some tasks that are too easy to fail, or too difficult to ever succeed, yet on an infinite scale there is always some probability of each. This seems to border on a philosophical question, but if I work at it perhaps I can pin it down better than I have so far.

In Part 4, I have a game versus reality example to show you. Stay tuned!

Related:
The Endeavour: Sums of uniform random values
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