chris hazard - measuring and manipulating player biases and trust through choice and game mechanics

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Measuring and Manipulating Player Trust through Choice and Game Mechanics Christopher J. Hazard, PhD CEO Hazardous Software Inc.

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Measuring and ManipulatingPlayer Trust through Choice and

Game Mechanics

Christopher J. Hazard, PhDCEO Hazardous Software Inc.

● having reason or understanding● relating to, based on, or agreeable

to reason: reasonable

Rational● having reason or understanding● relating to, based on, or agreeable

to reason: reasonable

-Merriam Webster

Humans are rational*

*given limited computational bounds, unfounded beliefs of others, inaccurate capability assessments, inexplicable valuations, and some level of [im]patience

Machines are rational*

*given limited computational bounds, unfounded beliefs of world, wrong models, inexplicable valuations, and some level of implicit [im]patience

from zap2it.com

from trutv.com

by tinyfroglet, cc

from supermanhomepage.com

from Seattle Weekly

from penny-arcade.com

Reputation● Belief about attribute● Hindsight, capabilities,

statistics● Concern: adverse

selection

Trust● Belief will not exploit● Foresight, strategy, game

theory● Concern: moral hazard

+

Trustworthiness ~ Patience

Trustworthiness Isomorphic to Discount Factor

● Compare two agents interacting with third in pure moral hazard situation

● Assumptions– Consistent valuations– Quasilinearity– Trustworthiness sufficiently consistent– Individually rational

● All else equal, given definitions & assumptions, only factor that affects trustworthiness is discount factor

Discounting Everywhere Stochastic search Amortization Bellman Equation Reinforcement Learning Markov Decision Processes & POMDPs

Normalize discount rate wrt time

Creeping Sniper's Dilemma

● Single sniper optimal strategy; slow creep out = low risk

● Multiple sniper optimal strategy● Match quickest visible discount strategy unless too risky

Negotiating

Rubenstein Negotiation v1 = (1-γ2)/(1-γ1γ2) Inequalities if rationality not guaranteed Player & NPC interaction inequalities

Impatience NPC disagreements with player over choices

Measuring discount factor by choice

Combining Observations: Bayesian Inference

Optimal Level of Patience for Given Scenario

Trust Exploration● Measure valuations,

discount factor, beliefs, maxent regions

● NPCs of different trustworthiness

● Reputations Trust Exploitation● Push player's ethics

buttons: “what is your price?”

● Stability & comfort vs conflict

● Trickery

Psychological Heuristics of Trust

Homophily

Embedding

Corroboration

Mass Effect 3

Image from WoW Cataclysm

Image from Heavenly Sword

Homophily

Embedding

Corroboration

Acceptance and Affirmation Antitheses (Alliterated)

- Algorithm aversion Dietvorst et al., J Exp Psych 2013

+ Anthropomorphization

- Abeyance of absorbtion

+ Acceptance acquiered after asking assistance Flynn, Org Behav & Hum Dec Proc, 2003

Selling Trust With Nuance 1:Don't [unintentionally] Scare Players

Nevermind (forthcoming) – Monitor fright

Balloon Brigade

NBA 2K14 - Swearing

IQ, Depression, Behavior, Health,Preferences, Diet, Injuries, Friends, etc. -Newman, Jerome, & Hazard, AIPLA, 2014

Psychometrics for Predicting Behavior – Poore et al., J Cognitive Engineering, 2014.

Selling Trust With Nuance 2:Physiology

● More permissive on right ear than left- Marzoli & Tommasi, Sci of Nat, 2009

● Two-streams hypothesis for vision processing● Foveal & spatial detail vs perifoveal & temporal

detail● Mutual exclusion between physical & social

reasoning– Jack et al., Neuroimage, 2012

● Push players to practice self-control– Denson, DeWall, Finkel, Cur Dir in Psych Sci., 2012

Selling Trust With Nuance 3:Hypnosis & Trance

● Relaxation● Memory● Creativity

● Suggestability● Awe & comfort● Biases● Placebo effect

Trust & Society

● Enforcing/sanctioning to combat lies● Incentive compatibility & revelation principle wrt

information asymmetry● Level of trust req'd for system & efficiency

● Too trusting with homophily, embedding, corroboration?● Common inability to play “red player”

Direct Applications (Conclusions)

NPC decisions: favors, purchases, alliances Measuring player patience Adversary willingness to look ahead related to

organizational trust (e.g., big bad) NPC subordinates following player commands

based on trustworthiness (explicit or implicit)

Questions?

[email protected]