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Dynamics for Designers
Why I Hate Calculus …  and why I Love Compression
 
Trend> open ended, emergence - sniffing possibility space – dynamic emergence
Structure snapshot - parts
Dynamics parts interactions - cyclic – lifecycle - catastrophic
Humans build models Models
possibilities into rules – theories , models
Calculus Story Gameplay Linear Parallel Simulation
Monte Carlo Technique Stochastic Crops 7 47% 15
Dynamic Space ??? Prototypes
Dynamic Space
 
Agents Networks Layers Topologies Dynamics Paradigms order? Propagation Growth Grouping Order Allocation Mapping Specialization Nesting Cybernetics System Dynamics Cellular Automata Chaos Theory Adaptive Systems Network Theory
 
Agents Networks Layers Topology Propagation Growth Grouping Order Allocation Mapping Specialization Nesting Cybernetics System Dynamics Cellular Automata Chaos Theory Adaptive Systems Network Theory
Topologies relationships – functional – spatial - time
Agents Networks Layers The Sims The Sims Online SimCity Rigid Flexible
any game component
Agents Networks Layers Dynamics topology change through time Propagation Growth Grouping Order Allocation Mapping Specialization Nesting Cybernetics System Dynamics Cellular Automata Chaos Theory Adaptive Systems Network Theory
Growth
The tipping point
population – disease average>1 For each cell, try to add another nearby
?
gravity – rocket – any curve possible Pick a random spot, if empty then add new cell
Propagation Material  Information  Pattern movement
Material ( people, cargo ) Information ( communication ) Pattern  (compression traffic)
through networks
propagation>layer – through medium
Time now Also through time
Light Cone decisions act through space and time – time based level  Now Future Past
Vector Fields Fluid - 13 Directed flow
surprise the designer, the programmer
Gossip Cheats New features Horizontal propagation (communities) amplitude, length Hardcore Casual Casual
 
Vertical propagation
Global Local Information propagation balance – scale-free networks
pheromone trails
trophallaxis
Social Stomach Private Stomach
Global Local
Pollination propagation>agent
 
 
Grouping Cooperation driven by competition Dependant on economies of scale Enabled by communication and control Encourages specialization
Classification (Grouping Similar Items)
level jumping – higher level of abstraction
 
 
Attraction Flocking – Schooling – Particle m 18
Boundaries conflict - arbitration
Similar Specialized
Specialization coordination effort (and dependency) less than inefficiencies of going it alone Worker Soldier Drone Queen
enabled by communication – competition as larger agent
material and info - auto industry – cooperation/competition Specialization breeds networks
Time specialization (person) -  Production spec. (city) - roads Home Work Food Movie
strategy games – growth / specialization / networks
fan communities – critical mass of each component – coop/comp Webmasters Content Artists Story Creators Browsers Casual  Players Tool Builders Collectors Fan Community
Allocation decisions, time, material – player model
Order - Priority Allocation of time
 
 
Mapping temporary associations (networks) - functional performance
 
 
State Machines Fight Flee Eat Forage Nest Environmental Situation Behavioral Response ?
 
specialized grouping
Grand Theft Pro Skater 1942
 
 
 
Nesting  (emergence) what’s the point?
 
 
 
 
 
nested sets of specialized systems
 
Agents
Networks
Layers
Physics Chemistry Biology Mind richer set of possibilities Emergence
Physics Vehicles People Missions Situations Story/Game Arc GTA3 Emergence
-Production -Offense -Defense SimWar
50/50 Cost - 5 Cost - 2 Cost - 1
 
 
 
avoid strategic convergence
 
 
Short term Long term
Risk - Reward High Low
Allocation
Order
Supply Networks
Boundaries
Player Decisions Short vs. Long Term Risk vs. Reward Order (production, missions) Allocation (time, resources) Network Design Mapping Collapse considerations into decisions
Competition Grouping Control Growth Networks Propagation Allocation Mapping Nesting (level jump) Specialization Boundaries
Agents Networks Layers Paradigms 37 Propagation Growth Grouping Order Allocation Mapping Specialization Nesting Cybernetics System Dynamics Cellular Automata Chaos Theory Adaptive Systems Network Theory
Relativity Theory Quantum Mechanics Reality
Futurism
 
The Nucleon
Dupont's Wonderful World of Chemistry musical
 
 
IN OUT Feedback POSITIVE NEGATIVE Cybernetics control theory
 
machines needed simple nervous system
chained together – analog electronics
Analog computation
System Dynamics magnetic-core memory  Jay Forrester Stock Flow
 
 
 
 
 
72
Cellular Automata
Von Neumann Digital computation – true emergence –  biome 45
workhorse - SimCity as 3d CA
Land Value = Crime + Location Population = Land Value + Zoning Crime = Population – Land Value Value Pop. Crime. + - +
Ind. Res.
Global Local
Chaos Theory Phase space
Chaotic System
Stable System
 
 
 
 
 
 
 
 
Disordered Ordered Complexity Random Fractals Frozen Limit Cycles Homeostatic Chaotic Systems general theory of complex systems - failed
Complex Adaptive Systems
 
 
 
 
IN OUT Feedback genetic algorithms – neural networks – etc.  IN OUT Feedback Rule System
Adaptive Landscape
 
Social Material Success Gameplay Landscape (Sims) Start
Network Theory
 
netcity53
Power law distribution scale free network – social systems – internet – biological - economy
TSO – Most Popular (number of friends)
 
 
 
Weak Links
take my node
 
Weak Links Social web
Agents Networks Layers Topologies Dynamics Paradigms Cell c? Propagation Growth Grouping Order Allocation Mapping Specialization Nesting Cybernetics System Dynamics Cellular Automata Chaos Theory Adaptive Systems Network Theory
Special Thanks Jason Shankle Ed Goldman Chiam GinGold http://thesims.ea.com/us/will/gdc.html
 
 
 
 
 
 
 
 
 
 
 
 
State Space Hill-Climbing Symmetry Topology Recursion Inheritance Compression
Symmetry Recursion Inheritance Compression
evolution

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