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7 Games
Pages 261-270

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From page 261...
...   hey are also not to be confused with "game theory," a mature research area with strong T mathematical foundations established by von Neumann and Morgenstern (1944) , but, as noted in Chapter 5, having significant constraints for application to real-world problems, the most notable for this context being the massiveness of the multiplayer community-inhabiting MMOGs; few game theory studies consider more than a handful of independent players or "agents" (Moss, 2001)
From page 262...
... The most commercially successful interactive games cyclically increase the adrenaline levels of the player, while demanding little in the way of mental focus. Games that demand great mental focus do poorly in the market and typically lose player interest.
From page 263...
... ) , plus the expected revenue of $1 to $1.5 billion from an operating MMOG. The size of the financial stakes for MMOG game companies means that getting the attention of a game development partner may rely more on personal connections or a fully funded joint basic research agenda than on any financial incentives that DoD could offer.
From page 264...
... Games as a Set of Engaging and Immersive Models The games Sims 2, by Electronic Arts Inc., and Civilization IV, by Firaxis, represent the state of the art with respect to games as a set of e ­ ngaging and immersive models. Sims 2 is a game that allows the player to create virtual characters, or Sims, and then direct them over a virtual lifetime.
From page 265...
... An additional premise is that if one could test and prove those models against real people in MMOGS, one would then have greater confidence in deploying the ideas embodied in the models in real life. The interesting point of such discussions is the desire to test social models using existing MMOGs rather than having DoD create its own testbed, thereby saving $100 million of testbed development costs that could be used to create models.
From page 266...
... An additional advantage of interactive games is that their development and modification tools are easier to use than the simulation setup tools used by DoD. If defense simulations were as easy to set up as games, modelers' ability to explore possibility spaces and potential outcomes would be dramatically increased.
From page 267...
... Experiments are under way to determine how to use emotional inputs in games, including how to display appropriate emotions back to the player based on his/her personal state. Games as a Set of Engaging and Immersive Models The set of models inside engaging and immersive commercial games are proprietary and somewhat of a black box.
From page 268...
... . In addition, access to the art resources and code from America's Army has been restricted to DoD due to proprietary game engine license issues and close control of those resources by the Army project management team.
From page 269...
... There are many applications for which this MMOG will be of value. A particular MMOG that would have great applicability is one that implemented the various alternative futures as described in the report Mapping the Global Future (National Intelligence Council, 2004)
From page 270...
... 270 BEHAVIORAL MODELING AND SIMULATION Zyda, M., Hiles, J., Rosenbaum, R., Roddy, K., Gagnon, T., and Boyd, M


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