As you might recall, I have slowly been reading C. Thi Nguyen's The Score, and, as I mentioned before, he talks quite a lot about games and hobbies, as distinct from the rules which tend to bind our lives, both personal and in our employment. It is, of course, the first I wish to focus on here; the second is rather scary.
One distinction we can make to understand how rules apply is to consider whether a rule is mechanical or permits judgment. For example, I could lead you to a crowded room and tell you to count all the mature people. You can execute this however you wish. You might go and talk to each individual in the room, ask them questions, and then, once you have done that, determine who is mature from their answers, and who is not. That is one rule and its application for sorting the people. It takes human judgment to achieve.
Another is simply to list their ages and apply a rule that states that all persons over the age of eighteen are mature. This is, of course, a lot faster to apply. We only need to answer one question for each individual, and the sorting is a lot faster. Of course, we may find that our mechanical rule fails for some individuals. Certain current politicians might, for example, pass the over-eighteen test but, in fact, be exposed as immature. The mechanical rule removes any human judgment from its application.
This leads to a sort of hierarchy of rules, from a principle to an algorithm. A principle is a general, abstract statement of what to do. It is to be applied with skill, judgment, and care. Experience helps, but we also have to bear in mind that the rule will not always work. In wargaming, we can set up a wargame in which both sides aim to win. So the principle is ‘win the battle’. But, as we know, in real life as in wargaming, winning is not necessarily the only aim. To adjust that, of course, we either fight campaigns or, more normally, set up scenarios, where the principle becomes ‘delay the enemy for 10 moves’ or ‘escort the wagon train across the table.’ This opens a wide variety of principles, open to the judgment of the wargamers. A principle, then, is open to judgment, discretion, and care.
A model is a sort of exemplar, such as a role model. A model is not mechanical, but a complicated and open-ended process. For example, we model sub-atomic particles, such as electrons, as both waves and particles. This leads the student to often question whether an electron is a particle or a wave. The real answer is that they are neither. Electrons are electrons; what changes is how we model them.
In wargame rules, there are often underlying models. We have models for artillery fire, musketry, hand-to-hand fighting, morale, and so on. Notice that what I am talking about here is not how the model is applied, but the underlying model of how we conceptualise what is going on. Thus, in my rules, I have a specific model for what happens when troops are skirmishing. I envisage a core group of warriors, with smaller details dashing out, throwing their javelins (or whatever), and dashing back to the safety of the bigger group. This seems to be how much skirmishing happened in the ancient and early modern worlds, at least in my view.
With the model in mind, I can try to work out what happens when specific situations arise. Thus, for example, when skirmishers come into conflict with formed firepower infantry, what happens? The main body of the skirmishers is too far away to be in range of the bows or muskets of the formed foot. But we also know from history that formed firepower troops tend to drive off lighter forces. Thus, in my rules, the formed troops being attacked by skirmishers get the chance to shoot back. In the model, of course, they are shooting at the small groups, disrupting them, and forcing the skirmishers to fall back, or at least cease and desist being annoying.
Finally, we arrive at the lowest level, that of application. What we have here are mechanical rules, which are to be applied without any discretion or judgment. Our rule for sorting mature from immature people by age is like this. We just sort them without considering the older than their years sixteen-year-old, or the feckless 79-year-old. It is this concept of a rule we find in our rule books, often, it seems, without much of the underlying principles and models being made explicit.
So, in my case of skirmishers against formed foot, we measure the ranges, look up the factors, and roll dice, adding and subtracting and comparing until we get a result. The result is looked up in a table and is applied to the game. This, once we agree on the distances and dice rolled, is mechanical. It might give unusual results, based on the dice rolling and factors, but the application requires no judgment on our part, and there is no room for discretion. Indeed, application of judgment and discretion might be referred to as cheating, although that is not necessarily the case.
The whole point of mechanical algorithms is that they can be implemented by anyone. This is, of course, exactly what we need in our rule sets. Statements in rules which say ‘if the two bases are around a couple of inches or so away from each other, you might want to do this, or you could do that…’ are useless to us. There is no significant skill, judgment, or discretion allowed in mechanical rule application.
On the other hand, it could be that without appreciating why the rules are a certain way, we miss something. And it also seems to be the case that only ever setting up wargames where the principle is to defeat the enemy becomes a bit boring. The rules executed to achieve our aims might be mechanical, the models we use might (or might not) represent the real world well. But when we pull back to the level of the principles of wargaming, we encounter a much more human, vague, ill-defined world where we have to decide what our aims might be.
This is a quite an interesting essay. A useful response requires much more care and thought than I can provide in a short, off the cuff comment. I may come back to this post in a rebuttal in a follow-up post of my own. For now, I wonder if your Principle -> Model -> Algorithm rather than hierarchical (with a one-way path) is more circular with each of these components interacting in a multi-directional process throughout game design and development? This is why I encourage Design Notes so that readers understand what went into the process of making these design choices.
ReplyDeleteYou have given me something to ponder, for sure.
Thank you. I'll look forward to a more detailed response.
DeleteFor now, I'm not sure that principle -> algorithm -> model is hierarchical or one way. They represent different ways of thinking, from the interpersonal to the mechanical. They do blend into each other, but I think Nygren's problem is that in the modern West, algorithmical, mechanical thinking, with computers preferably giving us answers, is coming (or has come) to dominate. The point is that lurking in the background somewhere are some principles, which are choices made by humans situated in a context - usually white, male, US citizens. This is not necessarily a bad thing, of course, but it does put a certain spin on the algorithms on which decisions are made.
I think that Jon's 'concern' with your thesis, which I share, is that all of the things that you describe are models. They can range from purely descriptive, to detailed mathematical attempts to represent reality. They may include look-up tables of 'best bet' outcomes or stochastic sampling of a range of possible outcomes or responses. Then, of course, we have static models such as paintings or dioramas. In the wargaming sense we overlay the representation of troops, units, armies, terrain and so on and add the 'agency' of a player(s) into some kind of interactive game model.
ReplyDeleteThen there is the random factor. Wargames rules choose not to try to model the ballistics of every ball or shell, or stroke and parry of ever sword, preferring to defer that to a randomiser. Increasingly 'modern' rules seem to want to simplify the transmission of commands and orders (and lots of other stuff) as pips, dice rolls or draws of a card—something that is not a preferred method for me. Then there is the management of the great abstraction that is time, via ordered turns, semi-ordered turns, randomised events by the drawing of cards, or whatever 'clever' mechanic is used by the person devising the rules.
Then, people like me, and I suspect yourself (?) cherry-pick bits that we like from a range of game-models, perhaps adding in something of our 'own'.
Best wishes, James
Thank you. Yes, the concepts of models, principals and algorithms are models. They are, after all, mental constructs of something which we do, or objects of thoughts that we use to conceptualise what is going on. Thus, in some sense, more or less all human thought can be traced to a model, in some sense, at least.
DeleteWhat is perhaps interesting about wargame rules is that the models are linked. We have, as you rightly say, models for movement, combat, command and control and so on. But these interlink to give us a wargame, so we have different levels of modelling going on, from the top level game to the lowest level individual combat or toy soldier. Plus we have (sort of) statistical models of how many musket balls find a target (not many, but to morale effect is greater).
So yes, we have a bunch of mechanical (more or less) models to choose from. But my experience of writing rules is that we also have to make a top level sort of decision about them. So, for example, the Polemos: SPQR rules were designed to be a general's eye view of a battle. Whether it worked or not is moot, I agree, but that was the intention or, perhaps, design principle. Everything else was written to serve this aim.
So, yes, the division is too strong as stated, and the levels merge into each other, but that is part of how the human mind works, I think. We categorize and then work on the exceptions, in the hope that our categories will improve and become more general and more specific.
Hmm, lots to ponder. One thing that strikes me is how much variability there is - where I am at in the larger picture at the moment (usually as wargame host), winning is defined by players enjoying themselves rather than my own tabletop performance! Nice post, and thanks for sharing your thoughts.
ReplyDeleteCheers,
Aaron
Thank you. One of the things that occasionally strikes me about some wargaming is that multiple levels can be present at once. Often this is a good thing, but sometimes it can confuse. Having a good time should always be the goal, surely (it is, as my wife reminds me, a hobby), but sometimes it can get rather less fun than it could be.
DeleteThis is an interesting topic. To me modern game design seems to be on an arc between simulation at one end and playability at the other. Simulations tend to have a lot of mechanical rules covering the 'physics' of game world but aim to apply principles to the human elements. The playability end seems to have more mechanical rules so as to speed up play and make the rules easier to remember.
ReplyDeleteMost sets of rules could be defined by what they choose to leave out (usually starting with logistics) as much as they are defined by what is included. Which is .I suppose, a rule of principle and a mechanical rule at the same time. After all the decision is on a principle but by the time I get to play the game it is mechanistic, in that I can't even consider the missing event as it isn't modelled. Lots to think about especially on how the concepts operate back in the real world.
Thank you. Yes, I think there is a relationship between simulation and playability. The 'modern' rules came about, more or less, when it was realised that a unit is not just 500 individuals.
DeleteYou are also correct, I think, in suggesting that rules, perforce, leave stuff out. If we modelled everything in a rule set, it would be real life, which is hardly the point for any form of modelling. So, decisions have to be made as to what to model, and then how to model it. There is a lot going on under the bonnet, I think.