Gaming Simulation Dr.ir. Sebastiaan Meijer Associate professor, - - PowerPoint PPT Presentation

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Gaming Simulation Dr.ir. Sebastiaan Meijer Associate professor, - - PowerPoint PPT Presentation

Gaming Simulation Dr.ir. Sebastiaan Meijer Associate professor, Faculty of TPM, TU Delft Overview Systems thinking and its actors Multi-actor, multi method What is Gaming Simulation Example: ProRail Example: SprintCity


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Dr.ir. Sebastiaan Meijer

Associate professor, Faculty of TPM, TU Delft

Gaming Simulation

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Overview

  • Systems thinking and its

actors

  • Multi-actor, multi method
  • What is Gaming Simulation
  • Example: ProRail
  • Example: SprintCity
  • Future trends
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System thinking and its actors

  • Socio-technical systems
  • Choices in governance, management

and operations

  • Freedom of choice for travellers
  • Complex adaptive systems
  • Companies, operators =

Adaptive agents

  • Intertwining & complexity =

Dynamic relations

  • Performance = Emergent behaviour
  • Research & Design tools:
  • ften mono-disciplinary & disjoint
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Social Network SociotechSoc Technical Network

Diagrams

Actor 4 Actor 1 Actor 2 Actor 3 Actor 5

Component 1 Component 2 Component 3 Component 4 Component 5 Human 1 Human 2 Human 3

Actor 6

Sociotechnical Network

Complex Adaptive System

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Multi-actor, multi-method!

Engineers Design process (V-model, step-based approach) Cognitive uncertainty ‘Best’ solution, best available knowledge Hard tools: simulation, models, calculations Managers Control cycles (yearly, periodically) Performance (indicator) uncertainty ‘Accepted’ solution, reasonable knowledge Mixed tools: project and process management Politicians Fluid coalition forming (policy arenas) Scope (boundary) uncertainty ‘Negotiated’ solution, disputed knowledge Soft tools: participation, image, spinning

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What is Gaming Simulation?

  • A gaming simulation session:
  • mimics the behaviour of a real-world

system

  • Uses real people as decision makers
  • Combines with (computerized)

simulation models

  • A broad range of simulations in which

the role of a human decision maker is enacted by a real human participant instead of a computer.

  • Technology is not essential, but

driven by the goals of the gaming simulation.

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History of gaming simulation

  • War games (19th and 20th century)
  • Policy making: testing complex systems
  • Richard D. Duke, 1974
  • Gibbs, 1974
  • Related to SSM (Checkland and Scholes)
  • Shubik. The uses and methods of gaming.

Elsevier New York, 1975.

  • Computer gaming: since 1980’s
  • Serious applications: end of ’90’s

Now: integration of the two streams

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Analytical science Gaming simulation design Roles Rules Objectives Constraints Load Situation

  • Org. change evaluation

Design science Participants Learning eval. Participants with exp. Real world Qualitative Data Quantitative Data Session Organization Changed Organization

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Example: ProRail

  • ProRail is the Dutch railway

infrastructure manager

  • Gaming simulation to reduce

uncertainty in decision making

  • n operational future
  • Four-year research contract,

working closely on some key projects.

  • Computer-based & analog games
  • Depends on phase in decision

making

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Gaming in railway traffic control

  • Traditional innovation in railway operations is top-

down

  • Testing in computer simulations
  • Then push to operations?
  • But will it work in practice?
  • Current robustness and resilience is already under pressure
  • Engineering has many assumptions about the operations.
  • The difference between theory and practice exists only in

practice

  • Talking with operations doesn’t help: do it with

them!

  • Reason is found in implicit, but very effective, mental

models

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The challenge

  • 100% extra trains 2020
  • 50% in 2012 regional
  • First: major corridors
  • “Untimetabled traffic”
  • Like a metro system
  • All within 10% of the

budget required in the ‘old’ way

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Project: ETMET 2010

  • Real-world test:
  • Sept 2010
  • Amsterdam – Eindhoven
  • 6 – 6 – 2 pattern
  • Preparations Spring 2010
  • Question: how to handle a

major disruption?

  • Two types of handling predefined

by staff experts

  • Will this work out with the operation?
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ETMET Game

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Models of reality

  • Trains: scour sponges
  • Combination of wagons of certain

type

  • Each with associated capacity
  • One train driver, one head of cabins

(flags with real numbers)

  • A route-setting (real map)
  • A time-table (card, real numbers)
  • Real data sheets
  • Video distribution for computer

systems

  • Portophone for RailPhone / intercom
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Model types

  • ‘Iconic’ representation: relevant elements
  • ‘As-if-real’ representation: crucial

elements

  • ‘Playful’ representation: non-relevant

elements

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Example: SprintCity

  • Relation urban development &

transport system

  • Deltametropool agency
  • Urban inner city areas connected

through metro-like trains. Transport system constraints on urban planning

  • Computer-based game
  • For domain specialists
  • Multi actor
  • Fictitious or real roles
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Example: SprintCity

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SLIDE 18 Type leefmilieu 32 subtypes kern - historisch winkelkern recent compact - 19de eeuws compact - begin 20e eeuw compact - naoorlogs compact - jaren 70-80 compact - recent suburbaan - 19de eeuws suburbaan - begin 20e eeuw suburbaan - naoorlogs suburbaan - jaren 70-80 suburbaan - recent ruraal - historisch lint ruraal - 19de eeuws ruraal - begin 20e eeuw ruraal - naoorlogs ruraal - jaren 70-80 ruraal - recent modern - naoorlogs modern - jaren 70-80 modern - recent generiek - naoorlogs generiek - jaren 70-80 generiek - recent werkstad - industrie werkstad - kantoren grondgebonden werkstad - grootsch. havengebied publiek - educatie publiek - ziekenhuis publiek - sport publiek - overheid publiek - overig Floor Space Index FSI netto wijk < 0,6 0,6 - 1,2 1,2 - 1,7 1,7 - 2,2 > 2,2
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Model-based evaluation

  • Public transport mobility

versus urban profile

  • Constraints on money, other

stations, transport capacity and environmental factors

  • Equations behind purely

qualitative interface

  • Learning outcomes: complexity

& dependency in urban

  • development. Need for

collaboration with transport

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Model-based evaluation

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Future Vision

  • Gaming, Simulation and Big Data will

integrate

  • Multi-scale modelling, and data-driven gaming
  • Visualisation and Interactivity Computing
  • Technology becomes useful for gaming
  • Decision-making evidence-based
  • Joint fact finding
  • Integration of operations in strategic

decisions

  • Inductive and deductive cycles through gaming,

participatory methods, etc.

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Gaming Simulation

Visualisation & Interactivity

Analogue Platforms

Big Data

Distributed Simulation

Cognitive Task analysis

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Gaming Simulation

Visualisation & Interactivity

Analogue Platforms

Big Data

Distributed Simulation

Cognitive Task analysis

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Gaming Simulation

Visualisation & Interactivity

Analogue Platforms

Big Data

Distributed Simulation

Cognitive Task analysis

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Conclusions

  • Designing

infrastructures is a multi-actor problem

  • This requires methods

that involve people.

  • Gaming simulation
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Thanks for your attention!

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