Game Theory archives

Politics by other means

This appeared in the March 2008 issue of Wired:

On the morning of October 27, 1969, a squadron of 18 B-52s — massive bombers with eight turbo engines and 185-foot wingspans — began racing from the western US toward the eastern border of the Soviet Union. The pilots flew for 18 hours without rest, hurtling toward their targets at more than 500 miles per hour. Each plane was loaded with nuclear weapons hundreds of times more powerful than the ones that had obliterated Hiroshima and Nagasaki.

The B-52s, known as Stratofortresses, slowed only once, along the coast of Canada near the polar ice cap. Here, KC-135 planes — essentially 707s filled with jet fuel — carefully approached the bombers. They inched into place for a delicate in-flight connection, transferring thousands of gallons from aircraft to aircraft through a long, thin tube. One unfortunate shift in the wind, or twitch of the controls, and a plane filled with up to 150 tons of fuel could crash into a plane filled with nuclear ordnance.

The aircraft were pointed toward Moscow, but the real goal was to change the war in Vietnam. … Frustrated, Nixon decided to try something new: threaten the Soviet Union with a massive nuclear strike and make its leaders think he was crazy enough to go through with it. His hope was that the Soviets would be so frightened of events spinning out of control that they would strong-arm Hanoi, telling the North Vietnamese to start making concessions at the negotiating table or risk losing Soviet military support.

Codenamed Giant Lance, Nixon’s plan was the culmination of a strategy of premeditated madness he had developed with national security adviser Henry Kissinger. The details of this episode remained secret for 35 years and have never been fully told. Now, thanks to documents released through the Freedom of Information Act, it’s clear that Giant Lance was the leading example of what historians came to call the madman theory: Nixon’s notion that faked, finger-on-the-button rage could bring the Soviets to heel.

… Kissinger had suggested the nuclear maneuvers to give the president more leverage in negotiations. It was an articulation of the game theory he had studied before coming to power. What were [the Soviets] going to do? Kissinger said dismissively.

Jeremi Suri, Wired 16.03 (March 2008): The Nukes of October

This is how the State and its exquisitely trained court intellectuals protect you: they steal your money; they use your stolen money to hire armed men who will keep you corralled inside an artificial border; on the basis of their arrogated power over everything inside border, they then throw themselves into ridiculous posturing and pissing contests with other States, over whose artificial borders should go where, over geopolitical prestige and influence, and over politicians’ dreams of a historical legacy; and then, in the name of their own pride, they commission their trained theoretical experts to devise a thermonuclear game of chicken to play for leverage in the Great Game. It was, after all, only the lives of a few hundreds of millions of ordinary people that were hanging in the balance; not like it was anything important compared to the personal honor of Richard Milhous Nixon, or a negotiated settlement that wouldn’t embarrass the United States federal government in front of all the other governments.

… On the most obvious level, the mission failed. It may have scared the Soviets, but it did not compel them to end their support for Hanoi, and the North Vietnamese certainly didn’t dash to Paris to beg for peace. … More than 35 years after Giant Lance, I asked Kissinger about it during a long lunch at the Four Seasons Grill in New York. Why, I asked, did they risk nuclear war back in October 1969? He paused over his salad, surprised that I knew so much about this episode, and measured his words carefully. Something had to be done, he explained, to back up threats the US had made and to push the Soviets for help in Vietnam.

No, it didn’t.

I’m Going to Need This

If you haven't seen this commercial for Super Princess Peach you need to see it!

Bards, Bombs, and Gaming

Tengrrl sent me this link today because she wanted to make sure that I wasted valuable time playing games. Oh wait....I like playing games and it's part of my research, Nevermind. Thanks tengrrl! ‘Speare: The Literacy Arcade Game by the Canadian Apollo Games is basically a space shooter (much like space invaders except you don't get to hide behind barriers) where you destroy enemy ships in order to retrieve orbs that bear key words of a Shakespearian phrase that you are supposed to complete for that round. During each round you also receive a series of "transmissions" that give you Shakespeare themed trivia facts. Once you successfully complete each round you can then answer a series of trivia questions for additional points. Accumulated points can be used for ship and weapons upgrades.

I played the demo through and it kept my attention for a few minutes. The trivia facts were more interesting than the Space Invaders knockoff interface, but they definitely pulled you out of the narrative of the game in the attempt to build a Shakespearian meta-narrative. I'm not sure of what the proposed age range is supposed to be, but the ringing endorsements from a 13 year old student and a 6th grade teacher makes me think that the intended audience is middle school aged children. As a former elementary school teacher I am a bit skeptical of edutainment type games (even if the developers don't want to call it that) because children generally see through the thin level of entertainment very quickly. Oddly enough I think that 'Speare might actually grab the attention of a gamer for a few moments. The question is how do you draw in a non-gamer? One of the things that I noticed about the game really quickly was that there were a lot of transmissions coming through, but no faces to put with the voices. I wonder if adding a more "personal"/human touch to the game might be more friendly.

I also wonder about what happens if you die. Do you have to start all over again? You have a limited number of ships and you can earn more, but to be perfectly honest I am too damned competitive to actually keep dying so that I can see what happens when/if I run out of ships/lives. Someone else want to try out the demo and tell me what happens?

via TheStar.com -'Wherefore art thou (zap) Romeo?' by way of tengrrl

Super Paper Mario and a Controversial Post

IN case you haven't figured it out yet, I am not your average girl gamer. I have never been a big Nintendo gamer. Lisa was always the Nintendo buff. We have always had the systems (consoles and handhelds) in the house. I would pull these games out at undisclosed times and play. Then I got the DS and all bets were off. There were great sims and classic RPGs. (Have I told you lately how addicted I am to FFIII for the DS?) I was hooked, but the console still not so much. I have just never been able to get into side to side platformers. I bought a Wii because I was fascinated with the interface. There have been some good party games for it. Things to draw non-gamers into the madness. And then there was Zelda a great RPG that allows you to wander around.

Yesterday I bought Super Paper Mario for the heck of it. Ok, I was trying to balance my grown up/child universe after having to purchase a washing machine (the most un-fun grownup appliance one can buy). Last night I popped SPM into the Wii at about 11:30 p.m. or so for a little recreational gaming (something that I haven't had much of a chance to do lately) and 5 hours later I dragged my dead ass to bed only after falling asleep with the Wii-mote in my hands. Can I just say that I love this game? It does still have elements of wakawakawaka side scrolling, but you can "flip" from 2D SPM platforming to 3D SPM RPGing. If you have a Wii you need this game. Be prepared though, the RPG-ness of the game makes it take a while. I spent a LOT of time pushing 2 to get through the dialog sections of the game. While it took me about 3 hours to get through the first full chapter with all of text it only took me a few minutes when I used the escape pipe to make it through beginning to end in just a few minutes when I didn't have to stop and talk to folks are re-trigger traps and doors. Now that the fun is over I am seeing how this game might be useful for my C&W and GLS presentations this year.

On to the controversial post. Not a post here, but a post over on joystick101 by Nathan Mckenzie on the macabre lack of transfer of violence and strategy in video games. Mckenzie wonders why IF video games teach gamers how to be offensively violent wouldn't it also make sense that they also learned defensive moves. So the question was in light of last week's VT tragedy “Why didn’t they just Zerg rush?” Macabre to say the least, but an interesting question for nutbags like Jack Thompson and Newt Gingrich, who blames video games and "liberalism" for the VT shootings. Yes folks this specific nutbag does want to be your president.

A New House and a Video Game

On the next episode of Extreme Makeover Home Edition Insomniac Games makes a playable character of a young boy paralyzed in car accident for release in the new version of Ratchet and Klank for the PS3. How awesome is that? Video games and philanthropy...COOL!

Insomniac digitizes paralyzed boy into Ratchet and Clank Future :: via DESTRUCTOID :: Hardcore video game blog

Aged Brains?

With the aging of the Baby Boomers there is more and more of a demand for tools for maintaining or mental agility. My own mother was searching out a copy of the game. She didn't get it because she was chasing down the sale price...and no I didn't buy it for because I was offering up my old DS fat to the cause.

While Nintendo bills the game as neuroscience in their advertisements they back off and say that "it's just a game" when called to task for it.

A new article in Seed Magazine on games and the elderly brain brings Brain Age into question as a tool and concludes that while Brain Age is not what it claims to be there are software tools, like PostitScience available that do improve brain function for the elderly and schizophrenics. The problem is that the software is pricey and requires a PC. I would love to see more research done on games like Brain Age or see software developed for handheld devices like the DS and financially accessible to the elderly and poor.

Image from the Nintendo Brain Age site

via Seed: Mind Games

“Live” Blogging the Marc Prensky Talk

This could be fun! Digital Game Based Learning (2001) Don’t Bother Me Mom I’m Learning MA Teaching Taught HS Math Ran a School Games2train.com (serious training in a games environment) Goal is to do a reading teacher game Engaging Today’s Digital Learner Education and Learning in the 20th AFTRB- another fucking three ring binder Training is top down. We decide what students will get and how they will get it What’s different about the 21st century? Change (world, students, and engagement, change, education) Are you changing to meet these challenges. Do you see education happening in the classroom or in the world?

The U.S. Army Goes After Gamers…Again

America’s Army

Non-gamers are usually shocked by the number of military recruitment ads found in video game magazines and on games websites. With the increasing popularity of online games mags and podcasts it would seem that recruitment ads in print mags would less effective.

The U.S. Army has signed a $2 million deal with the Global Gaming League website. GGL which runs competitive ladders for mostly military/strategy games seems to be the perfect venue for the Army, 18-24 year old males who are already interested in military strategy. The site brings in over 9 million gamers a month, 80% of whom are in the Army's target demographic. While most of the games that I see listed on the ladders are also games that are most appealing to my middle aged friends with the relaxing of age restrictions for enlistment in the last couple of years I suppose that works too.

Under this new deal the Army will open a new area of the site that hosts 15 new games and gives players a chance to participate in a monthly tournament for its game. According to Army marketing specialist, Rueben Hendell, gamers will be given the opportunity to "opt-in" for recruitment information during the registration process and only then will they be contacted by Arny recruiters. The Army sees this as an opportunity “to tell the Army story. It’s not all about combat. Being in the Army is about driving trucks, welding, nurses and computers. If we have an opportunity to tell the Army story, we may have better influence.” Maybe that's why there's no blood when you get shot in America's Army.

Discuss.

(via Serious Games Source)

soon to be cross posted over at j101

Thinking About Language and Wimping Out

So I wimped out a bit on the bread. I made a 2nd batch with all white flour just in case the first loaf didn't turn out right. Better safe than sorry, right?

I've been thinking a lot about language acquisition lately. Lisa and I have been talking about learning Spanish. Not the academic classroom Spanish so much as conversational Spanish. Taking a conversational class somewhere in town would make good sense. At the same time I've been thinking about how to do this in other ways. Language acquisition through video games has always been an interesting idea to me. MIT grad Ravi Purushotma (06) and graduate student Dan Roy (07) have done work on using COTS game Grim Fandango (a personal favorite of mine from Lucas Arts) and The Sims 2 (EA) to teach Spanish and German respectively. It has long been my thought that COTS games are definitely the way to go when thinking about games in the classroom. Many games now allow for extensive modding and have the benefit of multi-million dollar development budgets. This is something that educational/ edutainment games don't have the benefit of.

Coffee and Intellagirl

This week we had the TLT (Teaching and Learning with Technology) Conference on campus and I had a dissertation defense at the same time as one session that I really wanted to go to today. Sarah "Intellagirl" Robbins was going to be talking about her work in Second Life.

My solution email Sarah and ask her out for coffee. She graciously agreed and we spent a couple of hours having a great conversation. I appreciate her letting me hold her up from heading home to her family. Feeling not quite so bad about having to do the defense today after all.