Cybernetic: a system that gives feedbacks about the system and makes necessary adjusments
three elements: sensor, senses something about the internal state of the system
comparator, decides whether or not to change the system
positive feedback vs negative feedback:
positive feedback: if the data causes the system continue moving in the same direction,
negative feedback: data causes the system to change direction
effects of the negative feedback stabilizes the system
feedback in games
game state → scoring function → controller → game mechanics bias
game state: formal way of understanding the current status of the game
scoring function: system’s sensor
controller: comparator, makes decisions about the change
game mechanical bias: activator, a game event that can be turned on or of according todecision of comparator.
Dynamic Difficulty Adjustment:
DDA, uses feedback loops to adjust the difficulty of play
- constantly anticipates the abilities of the player, reads the players’ behavior and makes adjustments accordingly
Negative feedback stabilizes the game
-can prolong the game
-magnifies early success
Positive feedback destabilized the game
-can end the game
-magnifies late success
Feedback systems -can emerge from the game system by accident
three elements: sensor, senses something about the internal state of the system
comparator, decides whether or not to change the system
activator, activates the change
positive feedback vs negative feedback:
positive feedback: if the data causes the system continue moving in the same direction,
negative feedback: data causes the system to change direction
effects of the negative feedback stabilizes the system
feedback in games
game state → scoring function → controller → game mechanics bias
game state: formal way of understanding the current status of the game
scoring function: system’s sensor
controller: comparator, makes decisions about the change
game mechanical bias: activator, a game event that can be turned on or of according todecision of comparator.
Dynamic Difficulty Adjustment:
DDA, uses feedback loops to adjust the difficulty of play
- constantly anticipates the abilities of the player, reads the players’ behavior and makes adjustments accordingly
Negative feedback stabilizes the game
-can prolong the game
-magnifies early success
Positive feedback destabilized the game
-can end the game
-magnifies late success
Feedback systems -can emerge from the game system by accident
-can take control away from the players
0 comments:
Post a Comment