Two Micro-Computer Based Games Baba, N., Sawaragi, Y., Takahashi, H., Nakamura, E. and Machida, K. IIASA Working Paper WP-86-079 December 1986 Baba, N., Sawaragi, Y., Takahashi, H., Nakamura, E. and Machida, K. (1986) Two Micro-Computer Based Games. IIASA Working Paper. IIASA, Laxenburg, Austria, WP-86-079 Copyright © 1986 by the author(s). http://pure.iiasa.ac.at/2782/ Working Papers on work of the International Institute for Applied Systems Analysis receive only limited review. Views or opinions expressed herein do not necessarily represent those of the Institute, its National Member Organizations, or other organizations supporting the work. All rights reserved. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage. All copies must bear this notice and the full citation on the first page. For other purposes, to republish, to post on servers or to redistribute to lists, permission must be sought by contacting [email protected] NOT FOR QUOTATION WITHOUT THE PERMISSION OF THE AUTHORS TWO MICRO-COMPUTER BASED GAMES Norio Baba* Yoshikazu Sawaragi** Hiroshi Takahashi*** E i j i Nakamura* ** K u n i h i k o Machidue** December 1986 WP-86-79 *On leave f r o m Information Science and Systems Engineering, Faculty of Engineering, Tokushima University, Tokushima City, 770 Japan. **Department of Science, Kyoto Sangyo University, Kyoto City, 606 Japan. ***Information Science and Systems Engineering, Faculty of Engineering, Tokushima University, Tokushima City, 770 Japan. Working P a p e r s are interim r e p o r t s on work of t h e International Institute for Applied Systems Analysis and have received only limited review. Views or opinions expressed herein do not necessarily r e p r e s e n t those of t h e Institute or of i t s National Member Organizations. INTERNATIONAL INSTITUTE FOR APPLIED SYSTEMS ANALYSIS A-2361 Laxenburg, Austria Foreword In management (and control) t h e most important f a c t o r i s a thorough knowledge of t h e behavior (properties, dynamics) of t h e managed object. In technical systems t h e s e p r o p e r t i e s c a n b e (to a sufficient extent) formally described. In t h e socioeconomic system t h i s c a n not b e done so easily. This i s where games of various kinds c a n convey t h e "feeling" of t h e systems behavior in a very instructive way. The two games presented in this working p a p e r are of t h a t kind. They show, at t h e same time, how one can t u r n t h e constantly extending p r o p e r t i e s of microcomputers into a g r e a t e r sophistication of t h e game. Both games c a r r y important messages f o r those who are in t h e p r o c e s s of managing common r e s o u r c e s . This p r o p e r t y should make t h i s working p a p e r by P r o f e s s o r Baba useful to a wide community. Tibor Vasko Leader Clearinghouse Activities TWO MICRO-COMPUTER BASED GAMES Norio Baba*, Yoshikazu Sawaragi**, Hiroshi Takahashi***, Eiji Nakamura*** and Kunihiko Machida*" 1. Introduction Human activities have strong effects upon environmental changes. If w e only pursue industrial development (and/or selfish utilization of natural r e s o u r c e s ) and do not c a r e much about environmental protection, serious deterioration of t h e environments would o c c u r . In this p a p e r w e p r e s e n t t h e two Microcomputer G a m e s t h a t deal with t h e serious environmental problems. Since t h e s e games are in a dialogue mode and t h e Microcomputer s c r e e n p r e s e n t s plenty of beautiful color graphics, i t should contribute, in a n interesting and helpful manner, to t h e increased awareness of t h e environmental issue. The organization of t h e p a p e r is as follows: In t h e f i r s t p a r t w e p r e s e n t t h e Microcomputer G a m e t h a t deals with t h e r e d tide problem known as one of t h e most serious environmental changes at t h e innerland sea. A f t e r t h e detailed explanation f o r t h e r u l e s of t h e G a m e , t h e results of t h e gaming experiment t h a t w a s c a r r i e d out in t h e Microcomputer room of Tokushima University, Japan, is described. In t h e second p a r t of t h e p a p e r w e p r e s e n t t h e Microcomputer Gaming System which is a modified version of t h e COMMONS G a m e by Powers et al. (1980). Following t h e brief .introduction of t h e original COMMONS GAME, w e will explain this Microcomputer Gaming System and give t h e experimental r e s u l t s obtained in t h e Tokushima University. F u r t h e r , w e will briefly touch upon o u r t r i a l t o make t h i s Microcomputer Games much more interesting. In t h e l a s t p a r t of t h e p a p e r w e will discuss t h e m e r i t s a n d demerits in using t h e Microcomputer game f o r t h e s e r i o u s environmental issues w e are facing. 2. A Description of the Environmental G a m e dealing with the Red Tide issue 2.1. Microcomputer Gaming System In o u r Microcomputer Gaming System p l a y e r s r e p r e s e n t t h e d i r e c t o r s of t h e f o u r chemical companies whose f a c t o r i e s are facing t h e sea. Since t h e sea i s s u r rounded by land on a l l sides, a l l company management decisions c a n strongly a f f e c t t h e environmental state of t h e sea. If t h e y invest l o t s of money t o improve t h e i r financial state, without giving d u e consideration t o t h e possible d e t e r i o r a t i o n of t h e sea because of t h i s invest, a s e r i o u s environmental situation could emerge. T h e r e f o r e , t h e y must manage t h e i r company in such a way as t o avoid t h e environmental d e t e r i o r a t i o n of t h e sea. Figure 1 p r e s e n t s a model layout in o u r Microcomputer game. This game i s played on t h e NEC 9801 F2 Microcomputer (Japan), b u t i t c a n easily b e transformed t o b e played on o t h e r microcomputers - Apple, IBM PC 5550, etc. As t h e game i s "user friendly" even people who h a v e l i t t l e knowledge r e g a r d i n g computers c a n become p l a y e r s (and/or game d i r e c t o r ) . 2.2. Objectives of the Game The game i s designed to: (1) h e l p people t o l e a r n a b o u t t h e r e d tide issue at a n innerland sea, (2) give people a c h a n c e t o manage a company whose f a c t o r i e s are facing t h e innerland sea. 2.3. Detailed Explanation for the Rules of the Game The game c a n be played f o r more t h a n 20 y e a r s with o n e game d i r e c t o r and four players - r e p r e s e n t i n g t h e f o u r companies facing t h e innerland sea. A t t h e beginning of t h e f i r s t y e a r a n equal amount of money, f o r example $1000, i s given to e a c h of t h e f o u r players. Each p l a y e r must t h e n decide how much h e should invest f o r producing chemical goods and how much t o avoid environmental d e t e r i o r a tion. In e a c h round p l a y e r s should decide t h e following t h r e e values: I: The amount of money t o b e invested f o r producing chemical goods. 2: The amount of money t o b e saved f o r constructing new equipment f o r decontamination. U : The amount of money t o b e utilized f o r o p e r a t i n g t h e c u r r e n t equipment f o r decontamination. Since t h e r e are t h r e e kinds of chemical goods, e a c h p l a y e r should specify, in deciding t h e value of I , in which chemical good h e will invest. The f i r s t chemical good G I may c a u s e l a r g e p r o f i t s with some r i s k s . The t h i r d chemical good G3 would only p r o d u c e small p r o f i t s (but with r a t h e r high probability). The second chemical good Gz c a n b e considered as t h e o n e taking t h e position in between GI a n d G3. In o t h e r words, investment f o r producing t h e f i r s t chemical good means speculation in some s e n s e a n d t h e o t h e r s mean sound management. Let us explain t h i s more c l e a r ly. In e a c h round t h e game d i r e c t o r r e c e i v e s a p a p e r from e a c h p l a y e r on which t h e values of I , 2 , a n d U are written. He t h e n inputs (from t h e microcomputer keyboard) a l l of t h e s e values into t h e microcomputer. If h e pushes t h e RETURN key 2 dices r o t a t e a n d s t o p (Figure 3). The amount of money invested in e a c h chemical good i n c r e a s e s o r d e c r e a s e s depending upon t h e sum of t h e numbers of t h e 2 dices. Assume t h a t t h e ith p l a y e r invests at t h e kth round If (k ), 15 (k ), and I $ (k ) on G l , G 2 , and G B , r e s p e c t i v e l y (Figure 2). If t h e sum of 2 d i c e s happens t o b e 3, 4, o r 5, he receives 1: ( k ) x (2.2 + # i ( k )) + I: (k x (1.00 + & k ) ) + I: ( k ) x (1.10 + #t(k)) , where #$k) ( j = 1 , 2 , 3 ) are normally distributed random v a r i a b l e s with z e r o mean. If t h e sum of 2 d i c e s happens t o b e from 6 t o 11, in t h e a v e r a g e 1f( k ) d e c r e a s e s and I: ( k ) ( o r If3 ( k ) ) i n c r e a s e s (Figure 2). If t h e sum of 2 d i c e s becomes 2 o r 1 2 , he receives If ( k ) + 1; ( k ) + 1f3(k)) x (1.5 + #q(k)) where #:(k) i s normally distributed random v a r i a b l e s with z e r o mean. The probability t h a t t h e sum of 2 dices happens t o b e 3, 4, o r 5 i s considerably small. T h e r e f o r e , investment in t h e f i r s t chemical good G I is r a t h e r risky. However, i t may p r o d u c e a l a r g e amount of profits. On t h e c o n t r a r y , t h e investment on t h e t h i r d ( o r second) chemical good means sound management. (Even if t h e sum of t h e 2 d i c e s happens t o b e 3, 4 , o r 5, t h e t o t a l amount of money invested in G 2 o r G B d o e s not d e c r e a s e s o much). The microcomputer s c r e e n , as d e s c r i b e d in Figure 4, gives p l a y e r s in each round v a r i o u s information - t h e state of t h e sea (environment), t h e financial state, and business forecasting. If t h e p l a y e r s invest t h e i r money only t o gain p r o f i t s , and d o not c a r e a b o u t environmental p r o t e c t i o n , t h e environmental s t a t e declines and t h e c o l o r of t h e sea becomes tinged with yellow. If they continue with such a selfish Decision o v e r s e v e r a l y e a r s , a r e d tide may a p p e a r o n t h e sea n e a r t h e i r f a c t o r i e s . If they c h a n g e t h e i r policy a n d c a r e a b o u t environmental protection t h e r e d tide may d i s a p p e a r , in s e v e r a l y e a r s . However, if t h e y still continued t o invest a lot of money t o p r o d u c e chemical goods and none f o r environmental protection, they would b e o r d e r e d t o c e a s e a l l o p e r a t i o n s at t h e i r f a c t o r i e s . The game c a n end in two ways: (1) If s e r i o u s environmental d e t e r i o r a t i o n of t h e sea o c c u r s , t h e game terminates and e a c h p l a y e r loses money. The top r i g h t hand c o r n e r of Figu r e 4 shows t h a t t h e r e are 1 6 environmental states of t h e sea. (1 i s t h e b e s t s t a t e , and 1 6 t h e worst). The initial environmental s t a t e of t h e sea i s 6. Depending upon t h e policies chosen by t h e p l a y e r s , t h e environment a l state of t h e sea becomes b e t t e r o r worse. If t h e environmental state of t h e sea advances t o t h e 1 6 t h state, t h e game comes t o a n end, as i t ind i c a t e s t h a t environmental c a t a s t r o p h e h a s o c c u r r e d . All p l a y e r s lose their capital. (2) The game comes t o a n e n d between t h e Z l s t and 30th round. (Each round h a s a n equal probability 0 . 1 with which t h e game terminates). The p l a y e r who g e t s t h e l a r g e s t amount of money wins t h e game. A s t h e game p r o c e e d s t h e p l a y e r s r e c e i v e various instructions from t h e microcomputer. F o r example, in s e v e r a l rounds t h e p l a y e r h a s contributed most t o environmental p r o t e c t i o n is honored and given a n amount of money by t h e government (see Figure 6). When t h e environmental d e t e r i o r a t i o n of t h e sea becomes a s e r i o u s problem, p l a y e r s are a s k e d t o pay consolation money t o t h e f i s h e r y ' s p a r ty. The p l a y e r s should d e c i d e t h e amount of consolation money taking into account t h e damages h e may h a v e caused t h e f i s h e r y ' s p a r t y . If t h e amount decided by him is not enough, h e will b e a s k e d t o pay a n additional amount (see Figure 7). After e v e r y 5 t u r n s t h e p l a y e r s h a v e a c o n f e r e n c e time. A s shown in Figure 8, t h e y are given information concerning concerning how they h a v e influenced t h e environmental d e t e r i o r a t i o n . The game d i r e c t o r , and a l l of t h e p l a y e r s , should evaluate t h e decisions made by e a c h p l a y e r during t h e l a s t 5 rounds. They should choose a n i n t e g e r from -2 t o 2 and write i t on a s h e e t of p a p e r provided by t h e game d i r e c t o r . (2 (-2) means t h e b e s t (worst) contribution t o environmental p r o - tection). Each p l a y e r should write 0 f o r his own score. The game d i r e c t o r receives t h e s h e e t s from t h e p l a y e r s and inputs a l l of t h e s e s c o r e s (including his own s c o r e s ) from t h e k e y b o a r d of t h e microcomputer. If t h e t o t a l s c o r e of a p l a y e r i s less t h a n -4, h e h a s t o pay a penalty. If t h e total s c o r e of t h e p l a y e r i s l a r g e r than 4, h e r e c e i v e s a n award (money). 2.4. Playing the Game This experiment w a s c a r r i e d out in t h e Microcomputer Room of Information Science a n d Systems Engineering, Faculty of Engineering, Tokushima University, Japan, on t h e a f t e r n o o n of F e b r u a r y 15, 1985. One of t h e a u t h o r s was t h e game d i r e c t o r , f o u r students of t h e Tokushima University were assigned by l o t t e r y t h e r o l e of one of t h e f o u r companies whose f a c t o r i e s f a c e t h e innerland sea. Before running t h e game, t h e d i r e c t o r explained t h e r u l e s , t h i s took about 20 minutes. Two game r u n e were c a r r i e d o u t , e a c h lasting about o n e and a half hours. The f i r s t game ended at t h e 29th round, t h e second at t h e 21st round. The changes of t h e environmental state a n d t h e amount of money gained by e a c h p l a y e r are d e s c r i b e d in Figures 9 t o 12. These game r u n s were followed by a discussion with t h e participants. The s t u d e n t s all a g r e e d t h a t t h e microcomputer game h a s a n educational eff e c t f o r t h e environmental problem, and i s a l s o quite helpful because i t makes them aware of t h e r e d tide issue. They were impressed by t h e c o l o r g r a p h i c s in t h e microcomputer s c r e e n , a n d found t h e game playing v e r y interesting. 3. A M i c r o c o m p u t e r Gaming S y s t e m o f the Commons Game 3.1. O r i g i n a l COMMONS GAME The Commons game developed by Powers e t al. (1980) i s a n educational game intended t o help people l e a r n a b o u t s "commons". Since w e live in a world having only finite n a t u r a l r e s o u r c e s , i t i s wise t o consider t h e "wise utilization" of n a t u r a l resources. The Commons game may b e very helpful in stimulating discussions on this problem. In t h e following, w e give a brief introduction t o this game. Six players a r e asked t o s i t around a table. Following a brief introduction of t h e game, t h e game d i r e c t o r tells t h e p l a y e r s t h a t t h e i r objective is t o maximize t h e i r own gains. During t h e f i r s t t h r e e rounds players can play only with a g r e e n o r r e d c a r d . A f t e r t h e t h r e e rounds, they are f r e e t o play one of t h e five c a r d s - g r e e n , r e d , orange, yellow, and black. In each round, p l a y e r s show t h e i r c a r d s behind a cardboard shield t o e n s u r e individual privacy. Each colored c a r d h a s i t s own special meaning, and has t h e following effect upon t h e t o t a l gains of each player: (1) Playing a green c a r d r e p r e s e n t s high exploitation of t h e commons. P l a y e r s who play a g r e e n c a r d can g e t a maximum reward. However, they lose 20 points if one of t h e o t h e r players plays a black c a r d in t h e same round. (2) A r e d c a r d r e p r e s e n t s a c a r e f u l utilization of t h e commons. Red c a r d players can only g e t about f o r t y p e r c e n t as much a s g r e e n in each round. (3) A black c a r d h a s a punishing effect on t h e g r e e n players. P l a y e r s who have played a black c a r d have t o lose point 6 divided by t h e number of black players, but are a b l e t o punish g r e e n players by giving them -20 points. (4) A yellow c a r d r e p r e s e n t s a complete abstention from t h e utilization of t h e commons. P l a y e r s who play this c a r d can g e t 6 points. ( 5 ) Orange c a r d s give a n encouraging effect t o r e d players. P l a y e r s who have played this c a r d have t o lose point 6 divided by t h e number of orange c a r d s , but a r e a b l e t o add 1 0 t o r e d players points. Depending upon t h e players' s t r a t e g i e s , t h e s t a t e of t h e commons change. if p l a y e r s are t o o e a g e r t o exploit t h e commons, t h e n d e t e r i o r a t i o n o c c u r s . P l a y e r s have a c h a r t on t h e b o a r d r e p r e s e n t i n g t h e payoffs for t h e r e d and g r e e n c a r d s u n d e r d i f f e r e n t conditions of t h e commons. Although p l a y e r s are informed t h a t t h e r e will b e 60 rounds, e a c h game ends a f t e r 5 0 rounds. After e a c h 8 t h round, p l a y e r s have a t h r e e minute conference. They c a n discuss everything a b o u t t h e game and decide e v e r y possible way t o play in f u t u r e rounds. Because of s p a c e limitations, t h e details of t h e r u l e s are not explained. F o r t h o s e i n t e r e s t e d , however, w e recommend reading t h e p a p e r written by Powers et al. (1980). 3.2. The M i c r o c o m p u t e r Gaming S y s t e m In t h e summer of 1983, two of t h e a u t h o r s p a r t i c i p a t e d in t h e game playing c a r r i e d o u t in t h e Seminar Room, IIASA, Laxenburg. The play was, of c o u r s e , v e r y interesting, and a l s o gave u s a valuable c h a n c e to consider t h e commons game. We f e l t , however, i t would b e helpful to have a microcomputer gaming system of t h e commons game with c o l o r g r a p h i c s . Since then, w e c o n s t r u c t e d a microcomputer gaming system, and completed t h i s work recently. In t h e following, l e t us briefly explain t h i s microcomputer gaming system. Figu r e 13 p r e s e n t s a model layout of o u r microcomputer game. In o r d e r t o i n s u r e individual privacy, t h e game d i r e c t o r provides e a c h p l a y e r with a p a p e r in which a t a b l e , as shown in Tables 1-6, i s drawn. Each p l a y e r points o u t a column and row number in his t a b l e , in t u r n , instead of playing colored c a r d s . (For instance, if t h e p l a y e r 3 points o u t 5 - 4, i t means h e plays a n o r a n g e c a r d ) . Since t h e a r r a n g e m e n t of e a c h t a b l e i s completely different, p l a y e r s can not g e t information a b o u t e a c h o t h e r s decisions. The game d i r e c t o r , or a n assistant, u s e s a microcomputer k e y b o a r d t o input t h e d a t a of e a c h round. A microcomputer s c r e e n , as described in Figure 1 4 , gives p l a y e r s various in- formation, such as t h e state of commons and points r e c e i v e d by p l a y e r s in e a c h round. (If t h e state of t h e commons declines, t h e c o l o r of t h e waves becomes tinged with yellow. On t h e c o n t r a r y , t h e c o l o r of t h e waves becomes tinged with blue if t h e state of t h e commons ameliorates). During t h e c o n f e r e n c e time, a microcomputer s c r e e n provides p l a y e r s with beautiful colored g r a p h i c s , and a l s o gives information about t h e times passed (Figure 15). This c o l o r g r a p h i c indicates t h e state of t h e commons. (The h e a v i e r t h e d e t e r i o r a t i o n of t h e commons becomes, t h e more t h e e a r t h i s painted out by r e d ) . In o u r microcomputer gaming system, a game d i r e c t o r h a s t h e option of making t h e t o t a l points of t h e p l a y e r s public, o r of keeping them s e c r e t ) . T h e r e f o r e , a game c a n c o n s i d e r various ways of game playing. F o r instance, h e could consider t h e game playing in which t h e t o t a l gains of t h e p l a y e r s are k e p t s e c r e t during t h e play of t h e game (Figure 16). He could d i r e c t t h e game playing in which t h e t o t a l gains of t h e p l a y e r s are made public during a l l rounds of t h e game (Figure 17). He could a l s o have a game playing t h a t i s dependent upon p l a y e r s p r e f e r e n c e s . (If p l a y e r s a g r e e with changing t h e way of game playing in t h e c o n f e r e n c e time, t h e y c a n ask t h e game d i r e c t o r to c h a n g e t h e game playing way, and h e c a n d o t h i s easily). The computer p r o g r a m i s written in N-Basic, i t c a n only b e used on t h e NEC 9801 microcomputer system. However, i t c a n b e transformed easily t o t h e program f o r o t h e r microcomputers such as Apple a n d IBM. Since t h i s program i s r a t h e r lengthy, w e omit i t in t h i s p a p e r . I n t e r e s t e d r e a d e r s may ask one of t h e a u t h o r s of this paper. 3.3. T h e Playing o f the M i c r o c o m p u t e r Game The f i r s t experiment w a s c a r r i e d o u t in a small room of Information Science a n d Systems Engineering, Faculty of Engineering, Tokushima University, on t h e evening of December 23, 1983. Six 4th y e a r students of t h e university, and two of t h e a u t h o r s , p a r t i c i p a t e d . One a u t h o r was t h e game d i r e c t o r . He explained t h e mic r o c o m p u t e r gaming system and t h e way t o play, t h i s took a b o u t 1 0 minutes. He wanted t o see t h e game playing in which t h e total points of a l l p l a y e r s in e a c h round w a s made public through t h e microcomputer s c r e e n . Two game r u n s were c a r r i e d out, i t took a b o u t one and a half h o u r s f o r e a c h game, with a o n e h o u r b r e a k between t h e two game runs. (One a u t h o r w a s a n onlooker). Figures 18 a n d 1 9 p r e s e n t t h e c h a n g e s of t h e t o t a l gains of e a c h p l a y e r in t h e f i r s t a n d second game r u n s , respectively. The t o t a l points of t h e p l a y e r s in t h e second game r u n were h i g h e r t h a n t h o s e in t h e f i r s t game r u n . Figures 20 a n d 2 1 p r e s e n t t h e c o l o r rate t h a t w a s used during t h e game r u n s . The rate of r e d c o l o r in t h e second game r u n w a s h i g h e r t h a n in t h e f i r s t game r u n . The rate of g r e e n c o l o r d e c r e a s e d in t h e second game r u n . F u r t h e r , t h e rate of o r a n g e c o l o r in t h e second game r u n w a s five times as much as t h a t in t h e f i r s t game r u n . These f a c t s indicate t h a t p l a y e r s gradually recognized t h e wise utilization of t h e commons and avoided selfish exploitation. They gradually became cooperative. During t h e c o n f e r e n c e times, t h e p l a y e r s discussed how t o play in t h e f u t u r e rounds. Their opinion gradually became constructive. The 4th c o n f e r e n c e time of t h e second game r u n w a s t h e most r e m a r k a b l e one. A p l a y e r proposed t h e idea t h a t o n e p l a y e r should choose o r a n g e , and t h e o t h e r s r e d . The p l a y e r s a g r e e d t h a t a p l a y e r having t h e highest points should choose o r a n g e and t h e o t h e r s r e d . After t h i s c o n f e r e n c e time, almost a l l of t h e p l a y e r s obeyed t h i s agreement. (The p l a y e r with t h e lowest t o t a l points w a s a n exception, h e chose g r e e n continuously). The second experiment was c a r r i e d out in t h e same room on t h e a f t e r n o o n of F e b r u a r y 8 , 1984. Six 3 r d y e a r students of t h e university were t h e p l a y e r s in t h i s game, with o n e of t h e a u t h o r s as t h e game d i r e c t o r . He decided t o r u n t h e game in which t h e way of game playing (making total points public o r not) was determined by agreement among t h e p l a y e r s involved in t h e game. Two games were c a r r i e d out. In t h e f i r s t game r u n , t h e total points of t h e p l a y e r s were made public only between t h e second and t h i r d c o n f e r e n c e times. The second game, however, was played making t o t a l gains public in all t h e rounds. Figures 22 t o 25 p r e s e n t t h e r e s u l t s of t h e two game runs. The total points of t h e p l a y e r s in t h e second game r u n are slightly h i g h e r t h a n t h o s e in t h e f i r s t game r u n . The rates of r e d a n d o r a n g e c o l o r in t h e second game r u n were h i g h e r t h a n t h o s e in t h e f i r s t game r u n . The rate of g r e e n c o l o r d e c r e a s e d in t h e second game r u n . These gaming r e s u l t s a l s o indicate t h e educational e f f e c t s of t h i s microcomp u t e r gaming system. However, in t h i s experiment a constructive opinion, t h a t app e a r e d in t h e f i r s t experiment, did not a p p e a r , probably b e c a u s e t h e 3 r d y e a r stud e n t s did not understand t h e game s o w e l l . After t h e experiments, almost a l l of t h e p l a y e r s s t a t e d t h a t in t h e i r opinion t h i s microcomputer gaming system w a s v e r y helpful in learning about common problems, and a l s o v e r y interesting. However, some p l a y e r s complained t h a t t h e game i s r a t h e r monotonous, and could b e modified. 3.4. A T r i a l to m a k e the M i c r o c o m p u t e r Game m u c h m o r e Interesting W e h a v e d e s c r i b e d t h e Microcomputer Gaming System which i s a modified v e r sion of t h e original Commons Game by Powers et al. (1980). Although t h i s microcomputer gaming system gives us a valuable c h a n c e t o consider t h e commons, w e did find t h a t , during t h e gaming experiments, some p l a y e r s did lose i n t e r e s t , in t h e middle of t h e game playing, because i t i s comparatively monotonous. We are now making a new microcomputer gaming system t h a t will improve t h e previous one. In t h e following, w e will explain o u r e f f o r t s t o make t h e game much more interesting. 1) In o r d e r t o make t h e game playing much more exciting, w e set up "Information Time" and "Vote Stage" a. I n f o r m a t i o n Time: A f t e r e v e r y six rounds t h e players have "Information Time". In this round they g e t information about t h e o t h e r player's strategies. If a player does not like his s t r a t e g i e s being obtained by t h e oth- er p l a y e r s h e must pay m o r e points than t h e points paid by all t h e players who want to g e t information concerning him. Figures 26 and 27 d e s c r i b e t h e graphic displays t h e microcomputer s c r e e n obtains at "Information Time". b. Vote Stage: If t h e environmental level is below -2, t h e microcomputer s c r e e n p r e s e n t s a graphic display, see Figure 28. This figure gives t h e p l a y e r s all t h e information concerning t h e numbers of t h e c a r d s they have selected during t h e game playing. Using this information, each player decides on two players whom h e considers to b e most responsible f o r t h e decline of t h e commons. He writes t h e names on t h e p a p e r provided by t h e game d i r e c t o r . After collecting all t h e p a p e r s , t h e game d i r e c t o r inputs this d a t a f r o m t h e microcomputer keyboard. If a player is accused by more than 4 players, his total points are decreased t o 0.7 x (his total points). 2) When players do not know each o t h e r communications have not been done successfully during t h e conference time. In t h e new game, a chairman is selected, randomly, by t h e microcomputer, in o r d e r to stimulate discussions among all of t h e players (Figure 29). 3) In o r d e r t o allow t h e game playing t o become much more dynamic and r e a l istic, t h e number of r e d c a r d s i s limited t o 6 in between c o n f e r e n c e times. (There are 8 rounds in between c o n f e r e n c e times). 4) In t h e original commons game, g r e e n p l a y e r s r e c e i v e a penalty - 20 points when some p l a y e r s e l e c t s a black c a r d . In t h e new game, penalty value P i s d e t e r mined by t h e following equation t h a t depends upon t h e state of t h e commons. P = -max(20,G/3), where G i s t h e point t h a t g r e e n p l a y e r s c a n r e a c h when nobody s e l e c t s a black c a r d . 5) In o r d e r t o promote "Orange Card" and "Black Card", some changes in t h e t o t a l points would b e v e r y r e a s o n a b l e , when t h e state of t h e commons improves (say, b e t t e r t h a n 2). F o r example w e could consider t h e following changes. If t h e sum of t h e numbers of o r a n g e c a r d s and black c a r d s i s 5, N e w Total Point = 1.2 X ( P r e s e n t Total Point) If t h e sum of t h e numbers of o r a n g e c a r d s a n d black c a r d s i s 6, New Total Point = 1.25 X ( P r e s e n t Total Point) If t h e sum of t h e numbers of o r a n g e c a r d s and black c a r d s i s 7, N e w Total Point = 1.3 X ( P r e s e n t Total Point) If t h e sum of t h e numbers of o r a n g e c a r d s and black c a r d s i s l a r g e r t h a n 8, New Total Point = 1.4 X ( P r e s e n t Total Point) 4. Concluding Remarks W e h a v e d e s c r i b e d t w o Microcomputer-Based Games. W e c a n enumerate s e v e r a l advantages f o r t h e microcomputer gaming system. (1) Since t h e microcomputer calculates f a s t , p l a y e r s c a n enjoy game playing without a time delay. (2) P l a y e r s c a n g r a s p a vivid f e a t u r e of t h e commons through a beautiful c o l o r g r a p h i c display. I t may help p l a y e r s t o c o n c e n t r a t e on t h e game playing. (3) A floppy d i s c c a n b e obtained quite easily, a n d so t h e game c a n b e played w h e r e v e r a computer is available. S i n c e t h e game i s " u s e r friendly", even people with little knowledge of computers c a n become p l a y e r s . (4) The microcomputer c a n store v a r i o u s d a t a in t h e game playing. Theref o r e , t h e game d i r e c t o r , a n d / o r p l a y e r s , c a n successfully utilize them in follow-up sessions. (The microcomputer c o l o r g r a p h i c s c a n stimulate discussions a b o u t t h e game). (5) A Line P r i n t e r p r o v i d e s t h e game d i r e c t o r with all of t h e n e c e s s a r y in- formation d u r i n g game playing. However, t h e de-merits of using t h e microcomputer are: (1) Where t h e same t y p e of microcomputer i s n o t available, t h e p r o g r a m must b e r e w r i t t e n so t h a t i t c a n b e used by o t h e r microcomputers. (2) A s t h e s c r e e n of t h e microcomputer i s n o t l a r g e , p l a y e r s must s i t close to t h e screen. REFERENCES Assa, I. 1983. "Management simulation games: a comparative study of gaming in t h e socialist countries", pp.63431, in I. S t a h l , (Ed). Operational Gaming: An International Approach. International Institute f o r Applied Systems Analysis, Laxenburg, Austria. Ausubel, J.H. 1981. 'The Greenhouse Effect: An Educational Board Game", Ins t r u c t i o n Booklet. International Institute f o r Applied Systems Analysis, Laxe n b u r g , Austria. Baba, N., Uchida, H.,a n d Sawaragi, Y. 1984. "A gaming a p p r o a c h to t h e a c i d r a i n problem", Simulation a n d Games, 15. pp.305-314. Baba, N. 1984. 'The G r e e n h o u s e E f f e c t Game by Microcomputer", Professional Pap e r , PP-84-1. International Institute f o r Applied Systems Analysis, Laxenb u r g , Austria. Duke, R.D. 1974. G a m i n g : m e F k t u r e ' s L a n g u a g e . S a g e Publications. Marshev, V. 1981. "Gaming in t h e USSR", CP-81-13. International Institute f o r Applied Systems Analysis, Laxenburg, Austria. Powers, R.B., Duss, R.E., a n d Norton, R.S. 1980. Instruction Booklet. S t a h l , 1. 1983. "What i s Operational Gaming?" in I. S t a h l (Ed). Operational Gaming: An International Approach. International Institute f o r Applied Systems Analysis, Laxenburg, Austria. Player 2 0 0 Player 3 Player 1 0 0 Player 4 Figure 1 Model Layout in the Microcomputer Gaming ** ** INVESTMENT : , I -pLjy2r L Figure 3 -jJl-iYtT 2 'PLSYCT The Amount of Money Invested on the Three Chemical Goods and the Profits 'lo - I Q , U Q * O 7cn * * f I C W O * C I C N O W l 9 N r n - ce Fourth-player has c o n r r i b u r e a a lor to deconramination of the e n v i r o n m e n t a l , le goverment gives him the following reward. 5 REWARD * * * * * * * 100 - Fourth-player coula increase t h i s revard br using t v o dices. Do you vanr to throw dice? - (yes --- Y-KEY)? y 120 Hit Any Key Figure 6 This Figure Indicates That the Microcomputer Has Chosen the 4th Player as the One Who Has Most Contributed to the Decontamination of the Sea Fishery Creuc Demand C c m p e n s a r i o n for the Serious Damage in the 522. If you tnini baing r e s p o n s i b l e f s r the iz!m?se7 rnusr par some amounr of money. YCU 3 - 4 - 1 C 2 OK? P l a y e r ? 0 P l a y e r ? 300 P l a y e r ? 200 P l a y e r ? 430 (yes---Y/no-.-N!? Figure 7 This Figure Indicates that Each Player Must Decide How Much Money He Should Pay for the Serious Damage in the Sea __ 0 I .lo ____- - . . - . - - - -..- . -. . I - . I ! i II ! ! , & . . .. -* i I I I _ i , II i I I I / i A-A .'-'I 20 - ! 'I-. I II 1 I I !i iI ;I i I I I I I I ! so ) a I - . -1- I I ! ! iu L'J .. Figure 9 3u . The Changes of t h e Environmental S t a t e a t t h e Innerland Sea i i t h e F i r s t Game Run I i 1 -PLAYER 2-PLAYER 5-f L A Y E R 4-CUYER i i! , .:.. i ,-I : : .: ; : -' t ! ' i1 : i I I ?:a; .?' -- . ;;cds=-- 1 -. _--- I , --' -4. # I j i I0 Figure 10 ..*. - .. .-. .-....... .... ... ......- >-/ ---./:f .. .. :. ---i .. .: i .*' \. , i I . .. ,: - .; I . i 1 ! . iI t \ -' . i ! 8 i i 10 39 1 i The Changes o f t h e Gains i n t h e F i r s t Game Run I Figure 11 The Changes of the Environmental State in the Second Game Run Figure 12 The Changes of the Gains i n the ~econd'Game Run . Player 1 0 0 Player 4 Player 2 0 0 Player 5 Player 3 0 0 Player 6 F) Screen 01 F l 0 Director Figure 13 C I Line Printer Model Layout in the Microcomputer Gaming Figure Display on t h e Microcomputer Screen during t h e Conference Time Figure18 Changesofthefotal PolntsofEachPlayerIntheFlrstGameRuno.fth6 F l r s t Experlment 1 --- RED GREEN YELLOW ORANGE BLACK 1 COLOR RATE Figure 22 Changes o f the Total Points o f Each Player i n the F i r s t Game Run o f the Second Experiment COLOR RATE RED 5 0 . 5 %-- GREEN 26.8 % YELLOW 8.5 % ORANGE 1.1 % BLACK 15.5 % "'\ ----- -------. \ i I .\ ----* \ . --__ / I ---. I, ------ \ "\ -\. Figure 24 I I // a,\ --/C The Colour Rate Whlch Was Used I n the F l r s t Game Run o f the Second Experlment ---- INFOR~ATION TrnE ---8 TURN r i IPLAYE9 INEEDED INFC3RnATION I l I I 1 I II I I I I I I CA:J INF. I I @ OETAIN INF. I .. I I II I I I I .. II .. II .. I I I I 1 I Of7AIN I I II ,. I II I I I I ., I i I I PLAYER 1 U H I C n PLAYE1'S ItlFGRPIFTiDN 30 YOU Ud?lT ? (1-6.4WOU MUC% DO YOU P A Y F Z Z I N F 3 R Z A T I 6 t i ?? - -NO)' . Display of the Microcomputer Screen a t the Figure 26 Information Time ---0- ?:RE ICFCRl?A?:GN - ---0 8 WEN * t I PLAYER ! f4EEZE; I I - I I I I 1 I I I I 1 I I I N F J R % A T I O NI I 2 ~ 5 , A ... I. 2 I 1.3.L.S. I NF . ICAN 'T O E T A I N INF. I .. .. OETAiX 11 2.3.A. I I I II .. leS.&.S* I I I 11 1~2.5. I 4. I 1.2. 1 3-6. I I a . 3 I 1*2.;.5. 4 1 1.2.3-6. S I 1r II 10 I 6 1 i.;.3.&95. 11 1.2.-05. 1 .. I1 .. .. I 3. I L WIT ANY KEY? Figure 27 Display of the Microcomputer Screen a t the Informati on Time ! f PLAYER' 1 i I : RED : :ORANGE ! : i 1 i 0 : I 1 5 1 ' 1 ' i 3 i I I li O ! I I ! b Figure 28 2 0 i I 1 : ! I 1 I 'i '1 0 i i Display of the Microcomputer Screen a t the Vote Stage CONFERENCE T I M E CHAIRMAN : PLAYER __ -. .. . -- 0 Scc -- &gg+& =+ .:.::.. ,.. G- - 4 . . '-& - .. ---' -+ . ;/ ; : -'.. x..-. KEEP Figure 29 T H E E N V f R O N Graphic Display of the Microcomputer Screen a t the Conference Time 4 PLAYER- 1 1 i. GREEN : ! i YELLOW I BLACK i ! Table 1 i 5 3 4 4 4 i ! Code Matrix of Player 1 2 5 1 5 2 : I ! I + i 1 RED 1I GREEN ! 3 4 2 1 3 5 1 3 1 2 3 4 2 1 5 4 1 2 2 3 1 j1 I ! I I I ! ! I i : ! i i i YELLOW f ORANGE Table 2 ! - 1 1 i 5 4*,4 2 3 2 4 5 I Code Matrix of Player-2 .; 7 4 7 . 3 1 2 3 2 4 5 ! 1 I i i ! I I f ! I ! I 1 I I 1 2 3 4 5 6 7 8 9 1 O I I 1 ! I I ! 1 GREEN I I ! YELLOW 3 1 2 3 2 4 5 1 !1 i ! 4 5 ; 3 3 4 3 2 1 5 i j ! I i 2 RED I I 1 i I I i i ! I ! ORANGE ! Table 3 CddeMatrixof PlayerL3- I ! ! RED I ! I I I 1 ! 2 1 4 2 4 5 5 2 2 . 7 3 5 1 I I : YELLOW j i 4 ORANGE Table 4 i I I Code Matrix o f Player 4 3 2 1 3 3 1 1 ! ! GREEN ! i ! 2 f 1 1 5 1 2 5 4 1 2 4i ! I 1 1 1 YELLOW 3 3 2 3 4 1 . 3 4 iI 1 ; 1 ! i ORANGE I ; I ELACK ! Table 5 j ! i j 4 5 2 4 4 2 3 5 3 2 i t ! 5 4 1 3 5 ! Code Matrix o f Player 5 3 2 4 5 3 i I : ~ ! 1 I I I ! I 1 I ! GREEN S 5 1 S ' 1 3 2 1 3 f RED I i 3 1 2 3 4 2 - - 4 1 2 2 i f YELLOW 1 i 1 i i I ! ORANGE ELACK I I I 1 i 1 2 1 2 3 Table 6 5 2 3 3 1 1 1 4 3 4 5 2 4 1 5 4 5 I i i I ! s 4 3 4 1 I I ; I 4 i / l i ! i 2 I Code Matrix o f Player 6 3 S 4 S 4 i i --t-t-tFf-if-61- -8-.91-0---- 1 5- I R G R Y R O Y B G Y Y R R G G Y R Y G Y O Y O G G R G R R B B G O Y R O G O R G G B Y R Y Y O G Y O G O G R Y G O B Y R Y O B B B G R 0 , O G N Y Y O B R Y R O B B R G O O B B Y B R O b R B O B B G B O R Y B O B B B R G Y Y R Y G B G O R G Y G S d Y O R Y G R R R O B R Y B G Y Y G O B O B R O R B O B B G G O G Y B O B O Table 7 Code M a t r l x o f t h e Game D l r e c t o r
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