Subject: [IFETS-DISCUSSION:725] Re: simulation (rule-based vs role play)
From: Albert Ip (albert@dls.au.com)
Date: Mon 27 Nov 2000 - 03:57:54 MET
From: "Albert Ip" <albert@dls.au.com> Subject: [IFETS-DISCUSSION:725] Re: simulation (rule-based vs role play) Date: Mon, 27 Nov 2000 13:57:54 +1100
Barry Kort <bkort@musenet.org> Sat, 25 Nov 2000 21:43:29 -0500 (EST)
> While system models can include elements which take the form of rules,
> most system models I'm familiar with employ elements which are more
> sophisticated than that which can be captured in the form of rules.
Barry Kort <bkort@musenet.org> Sat, 25 Nov 2000 21:52:53 -0500 (EST)
> I have found that the most compelling simulations are the ones where
> the learner adopts the role of some agent (or avatar) within the
> simulated world. It is possible to craft a simulation in which the
> user is a powerless observer with no decision-making license, but then
> it is hard to learn anything useful (other than how to deal with the
> boredom or angst of powerlessness).
Excuse me if I have given the impression that the "rule-based" simulation or
"model-based" simulation are less sophisticated than other. My intention is
to stress the difference in term of the "source" of interaction. Typically,
in a rule-based or model-based simulation, the feedback will be provided by
the computer system (based on some model - mathematical, AI based on rules
or both) whereas in a role play simulation, the feedback is from peer role
players (or moderator). Whether a player appears in a simulation as a
avatar or otherwise is a matter related to the UI designs. If the avatar
interacts with the system (for example as typical in Nintendo games), I
would still refer to them as "rule-based" or "model-based". If the avatar
interacts with other avatar of other players (as in MUD or MOO), it is role
play.
The discussion paper has explicitly referred to "text based role play". May
be we should focus on this. :-)
Albert
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