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Screen shot of the action role-playing game Titan Quest
by Iron Lore Entertainment © (THQ Inc., 2006)
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Cross-posted with Casual Effects.
What do a presidential election, a sporting event, government spending bills, and a video game have in common? They are all subject to analysis as games: scenarios where intelligent agents (players) seek to maximize their payoff (win) under a set of rules. Although some seem like fun and others like work, an understanding of each instance informs the others, and insights for any improve how we both work and play.
Games are about decisions, and decisions matter. Computer science, mathematics, psychology, economics, and political science have explored decisions in formal games for several decades. Their classic problem is to find the best strategy under a set of rules. A new, more important problem reverses this: design a rule system that drives players to desirable behaviors. In the real world, we want the rules in our tax code and laws to be fair and encourage strategies that benefit society as well as the individuals. In virtual worlds, choices must also entertain the agents. Sometimes the line between these is blurry: Ebay's auction rules intentionally trade market efficiency with the thrill of last-minute deals ("sniping"). The short-lived "entertainment shopping" introduced by the
Swoopo company took this one step further, in a form that we're likely to see more in the future.