Steven the Blind Millipede

So a while back I saw that Ian Schreiber was offering to teach a game design class to the general public over the internet. “Sounds great! I’m in.”

Well, it started on Monday. Pretty cool, so far, given that there are over a thousand students and it’s completely impersonal. The first “class” was more of a blog talking about game design terminology. The “in-class” assignment was to make a race-to-the-finish type game. I have a lot of experience coming up with stuff like this, so it was pretty easy. I ended up making Candy Land + The Prisoner’s Dilemma, and I haven’t played it, so I’m not sure if I overlooked anything. I did add one kinda-innovative element to it though, which is the ability to trick your opponent into sabotaging their own progress. Let me know if you play it!

Game Basics

Everyone assumes “Faerie Land” is a garden. Why? I don’t know. It’s not like they’ve ever been there.

Fae actually live on a giant millipede named Steven. A blind millipede named Steven.

You’re a couple of pixies (of course). And if there’s one thing pixies are good at, it’s not getting things done.
Unfortunately, the great Fae Ball is tonight, and all the other faeries are busy working. Too bad Steve is headed toward a cliff.
Nobody listens to either of you… you’re only pixies, after all. I guess it’s up to you two to tell Mr. “I have no eyes” that he’s about to send the whole world into the abyss.

Steve is soooo long, though, and you only have six turns to get from the royal palace (on his butt) to his ears… or whatever millipedes have.

Oh, and did you ever wonder why pixies are so bad at getting things done? It’s because they can only do things by getting permission from non-pixies. That, and all pixies fight constantly, and pull pranks to make each other fail.

You’ll each have five cards from the deck. Each card represents someone you can get help from.

During a turn, you each put a card down on the table, making sure it’s covered by your hand. When you both have cards down, remove your hands to reveal them.

If your card is face-up, you’re asking for permission, but if it’s face-down then you’ve decided to prank the other player.
If both of you are asking, you both do what is on your respective cards.
If both of you prank each other, nothing gets done (…typical).
If only one of you asks for permission, while the other one pranks. The prankster steals the other pixie’s card and does what’s on it.

After each turn, you both draw another card, and put the cards played this turn in a discard pile.

Now remember, it doesn’t really matter that Steven stops before he gets to the cliff… it matters who tells him! That pixie will probably be the star of the Royal Ball while the other one gets to take coats… or something.
If seven turns go by, and you two haven’t still managed to do such a simple task, the whole world ends, but the one who is furthest from the head has the best chance to jump off (after all, it’s not about if you die… it’s who dies first).

Fine print

If a card would make you go past Steve’s head, that’s the same as landing on his head. (If a card would make you go past the palace, that’s the same as landing on the palace.)

Cards placed face-down are revealed before going into the discard.

If player one lands on Steve’s head, but then switches places with player two, player two wins.

**************

Game Pieces

Board depicting a giant millipede with no eyes, ten segments and a palace on the segment furthest from the head. It should be clear that the palace is the start, the head is the end, and that each segment is a space. Optional chasm in front of Steve. Optional characters (see cards) on Steve’s back.

Two pixie figurines that can both easily fit on a single segment.

A twenty-card deck of custom cards. Cards need to be small enough to be covered easily by a child’s hand, and similar enough on both sides to reduce the chance of revealing your move accidentally.
Each card has a simple drawing of a magical character and instructions. Bellow is a list of all instructions, and the number of copies of this instruction in the deck:
* Move forward four segments. (1)
* Move forward three segments. (5)
* Move forward two segments. (4)
* Move forward one segment. (3)
* Move backward one segment. (2)
* Move backward two segments. (2)
* Move backward three segments. (1)
* Switch places with your opponent after everyone moves. (2)

Posted in Meatspace Games | Tagged , , , , , | Leave a comment

Cool New Stuff in May

This post is more or less a random dump of the cool things I’ve seen lately.

Web Data:


* Huge number of volunteers for genome database

Telepathy:
* “Force Trainer” toy provides MRI for kids.
* Implant wires motor cortex to computer.

“Green” tech:
* “Mission One” electric motorcycle goes 150mph, with a 150-mile range and an optimum charge time of 2 hours.

I’ve been thinking about the future of currency this evening, and oh! I made a quick little simulation of the Fibonacci sequence the other day.

Posted in Cool Stuff | Tagged , , , , , | Leave a comment

The Next Paradigm

ASIMO RobotTerminator 4 came out this Thursday. I haven’t seen it yet. I hope it’s better than Star Trek.

Robotics confronts me continuously online, to the point where I cease to keep track. In terms of military equipment there is Ember, TROPHY, and the old news predator UAV, which I was unhappy to learn now advertises on Hulu (unable to find link, sorry).

More links abound. Seriously. I could do this all day.

Oh, and speaking of Hulu, there was an interview on the Colbert Report (last section) just the other day with Seth Shostak. At the very end of the interview (roughly 20:45), Dr. Shostak points out that the alien life that we make first contact with is likely to be “beyond-biology.” That is, that they’re likely to be AI.

I applaud the out of the box thinking on this one. Most sci-fi would have us in fist-fights with bipedal cat-people, and I think aliens have gotten a bit of a bad rep for it. (Apologies for picking on sci-fi, though. I do so love it.) But I really think that Shostak is wrong here. The biological systems that have evolved over the last three billion years are incredibly more complex and efficient than anything artificial, and I would even state that it is more efficient than anything we’re likely to develop in the next century.

Just for a second, imagine a nano-machine that communicated with other bots with a swarm network to create macroscopic effects, re-arrange in the swarm or repair itself. Now imagine that this machine not only could self-replicate, but could do so in a sustainable fashion with very little waste and even make small improvements upon itself. I just roughly described a biological cell.

Now, let me be very clear, computers and machinery are VERY useful, and capable of doing many things that organisms cannot. My point is simply that there are many things that both approaches cannot accomplish easily, and that the path of least resistance is in combining artifice with the vast amount of powerful organic machinery all around us. We already do this to an extent, where the newest microprocessors are created by applying the human brain in conjunction with present day computers, and where the newest human brains grow in an environment that is connected by technology. We cure disease and disability so that we can live happier lives, but as we do so we cease to exist as a purely biological species. And in that same way, I cannot believe that the machines of the future could not be at least partially organic.

Posted in Thoughts | Tagged , , , , , , | Leave a comment

Just some tech

Amazing robots:

The following (including music) is entirely the product of computer algorithms; a.k.a. procedurally generated content:

We’re getting closer to good brain-interfaces:

I think that the above video is the equivalent of watching a tech demo of cell phones in the late 1980s. Give it 20 years and it’ll be everywhere, give it 40 years and it’ll be unthinkable to control a computer with something other than the brain.

Other things that have been exiting for me:
* Exoplanets
* Exoskeletons
* Netbooks (more)

Take note: The collision between cellphones and personal computers is happening. A good amount of resistance to adopting netbooks probably comes from PC gaming (it certainly does for me) and lack of good cloud-based applications. These problems are being solved though, and I anticipate a full integration by 2015.

EDIT: Oh! I forgot this one!

Posted in Cool Stuff | Tagged , , , , , , , , , | Leave a comment

Why the Terminator is Inaccurate

Originally this was going to be a reply to Rose of Montague’s comment on my “Raw Data Now” post:

“Dude. You’re teaching the machines to read. They’ll destroy us all!”

That was clearly in jest, but I’ve actually been fairly worried about future conflicts with machines. Seriously!
(Most of the following blog was also prompted by watching this TED talk. Warning: I re-state a lot of it.)

I do not, however, mean armed conflict with artificial minds, like the Terminator. I mean the slaughtering of noncombatants by robots controlled, at least in part, by other humans. This shouldn’t be in the least bit surprising. Humans have been using machines to kill each other for as long as they’ve been made, with the latest generation being fighter jets, helicopters and tanks. These are tools of war, and are incredibly powerful ones at that. I might even claim that these machines save lives by ending conflicts quickly and without putting their pilots in as much danger as the front lines might. That last argument is why I’m scared about the machine uprising.

In the early 20th century we predicted that robots would soon join us along with flying cars. Flying cars haven’t gotten here yet, but to a large degree robots have, they just aren’t in your living room (usually).

I find it a bit amusing, to be honest, the way Hollywood (and the game industry) seems fixated on the killer AI. While not an impossibility, the decision of an AI to kill off the only other sentient beings in contact with it seems both unlikely and quite far down the road. When the terminator shows up, he won’t be a humanoid AI with a heavy accent, he’ll be a real person controlling the equivalent of a 21st century tank — one without a driver.

Already in use for war are armed UAVs and their ground-treading counterparts, capable of killing without requiring a local pilot. DARPA is also hard at work pumping research funds into armored/robotic exoskeletons for the few humans that will need to be on the field. From medicine to reconnaissance to transport, robots undoubtedly will embed themselves in what it means for America to fight a war.

But the law of exponential growth (e.g. Moore’s law) means it won’t end there. Once we have exoskeletons, we’ll have the ability to make super-exoskeletons. Once the majority of front-line soldiers are machine it’ll become imperative that all of them are. Who needs human hands on the battlefield when metallic ones are superior? I’m not saying that battlefields will become devoid of human life, but that the roles of humans will become akin to people playing video games.

What becomes the target, in this future? What’s the point of it all? Do you aim for the factories, run by robots to make robots, or maybe the transport chains of autonomous vehicles delivering supplies to their mechanical pals. Do you aim for the HQ, and hope to track down something that could be anywhere on the planet? Do you attempt to outperform your opponent in the arms race and develop a virus or something equally devastating that lets you wipe out everything in one blow? Or do you aim for the population centers, and hope that a hostage city will force a surrender? The answer is none of the above, because modern warfare is dying alongside the newspaper industry as technology mercilessly reshapes our world.

The advance of technology has already majorly transformed the face of war twice by my count. The first was gunpowder, which destroyed the warrior caste, reshaped the fort and eventually made the idea of rigid formation laughable. The second was the atomic bomb,of which the consequences are not yet fully clear, but in my mind involve the development of proxy warfare. With proxy war comes terrorism, which I’ll define here as the unexpected killing of civilians by an organization (other than a nation) for the purposes of advancing an agenda.

If we think about how advancing robotics effects terrorism, this is where things really get ugly to me. The gift of an unmanned vehicle is that the human life of the pilot can be spared–but what if the UAV’s goal is to fly into a building? As the role of humans in war becomes that of chess players rather than pawns, it becomes largely possible for a single man to wage war. And as the fires of industry continue to burn, we’ll become increasingly more helpless to resist. The only solution will be to have no enemies or to turn to our computers to save us by hiding us away from an unseen threat that could be anywhere. It’s an awful lot like the possible future of biological weaponry. It’s an awful lot like the possible future of a black market for portable nuclear weapons.

Don’t fear the machine. Fear the maker.

Posted in Thoughts | Tagged , , , , , , | Leave a comment

Zombie Corp.

During my first year of college I showed up one Friday for my C++ class only to find that it was canceled. Not wanting to simply go home quite yet, I talked one of the other teachers into letting me sit in and participate in one of the upper level game-development classes. We were broken into teams and instructed to design a game to work on for the rest of the quarter. I, of course, didn’t have to code anything, being in the class just for that day, but I jumped in anyway.

Most of the class was thinking of making an obscenely huge strategy game akin to Risk meets Monopoly, which just so happens to be the sort of design which I despise. Having spent many long years learning the hard way to design as small as possible, I helped my team brainstorm a small, grid-based, strategy game based on resource management and simple unit-movement. My hope was that the project would be basic enough that it could be running with an initial rule-set within the week and that the remainder of the term could be devoted to polishing the interface/graphics and working on the rules. (I was only vaguely aware of it at the time, but this sort of thinking would expand into rapid-prototyping, playtest-heavy, and iterative design philosophies in my own work.)

We decided on a zombie theme, with the twist that the zombies were actually corporate pawns, and the necromancers were CEOs. It’s kinda vanilla, but it was a 1-hour design within a group of relative strangers. We presented our designs for the class and they decided to work on Risk-Monopoly. That weekend, in about 8 hours*, I built a working alpha for the game:

EDIT: If the images aren’t working, you may need to view this post by itself.

Rules:
The player on the left (pink/green) goes first. And then blue player takes a turn, and so on.
To move an army, drag them to an adjacent square. (They move like kings in chess.)
Armies are composed of undead: zombies, lawyers, or both.

Each space is commercial, residential or corporate (Starbucks, house or building). At the beginning of each turn, you get cash to buy lawyers with and new interns to turn into zombies. The goal of the game it to capture your opponent’s skyscraper. The income is as follows:
Corporate Space: +$5,000 & +5 interns / turn
Commercial Space +$2,000 / turn
Residential Space +2 interns / turn

Each turn you get one action (upper-right), in addition to moving each unit. Select a board space then chose:
PROMOTE: Turn all interns into zombies at the selected space.
HIRE: Hire lawyers for $5,000 each at the selected space.
DEVELOP: Selected commercial or residential space now produces 2N+2, where N = current production. (Units are single interns or thousands of dollars.) Each space can only be developed twice.

If you move into a space that has an enemy army, you deal damage to them, killing a number of units. If you defeat all units in a space, you capture it. An army with both lawyers and zombies loses its zombies first. Lawyers deal roughly 5x
more damage to zombies (I forget the actual multiplier).

It’s really a very boring game, but the idea is that it’s playable and (mostly) bug free. Additional rules and features can easily be added onto the skeleton in an attempt to make it more engaging. At the end of the week you’ll have a game, though, and you’ll have a good impression of roughly how fun it is. This last part is vital, I think, to good game design.
Rapid-prototyping lets me play a game with very little time investment. This lets me determine whether it is worth making.

* This amount of time is actually quite excessive for such a simple game. At the time I wasn’t using Slick, and I didn’t have much experience with applets.

Disclaimer: I do not own any of the graphics used in the game, but I feel that they are used fairly. Unlike most of my work, this game is not open source, and I ask that you do not redistribute it without permission. Its sole intent is to showcase what I did one weekend, and maybe talk a little about game-programming. :)

Posted in Code | Tagged , , , | 1 Comment

Raw Data Now

First, a video:

I watch just about every TED video that’s released, but this one really struck me. One of the most important things about the web is the way it promotes the increase of wealth by sharing information. The typical lack of fees for most content also means that the wealth generated (as the information spreads) effects everyone, rich and poor, alike. But the web is made to be human-readable. Each page is tailored by human hands for human eyes, and so while a good amount of information is being shared to the people around the world, teaching a machine to learn from the web is quite difficult. Indeed, breakthroughs in this sector have the potential to revolutionize the way we interact with our computers.

On the human side the result means that I can get meaningful results when I search for factual questions and I can clarify who or what I’m searching about without adding additional query items. On the machine side, this means that more projects like gap-minder can aggregate meaningful data. In collecting all of human knowledge into a machine-readable format we also empower proto-artificial intelligence to perceive the world by translating it into easily digestible information.

When I get to thinking about the possibilities I am overwhelmed by the wealth of knowledge that, as Mr. Berners-Lee puts it, is “unlocked” by this course of action. In doing this, we will make ourselves even richer, and by “we” I mean the entire species.

Posted in Thoughts | Tagged , , | 2 Comments