Angourakis and Graham - TIPC2
8-10 October 2018
https://andros-spica.github.io/TIPC2-Angourakis-Graham-2018/

Gaming Artificial Anasazi

Applying immersive game design and storytelling to an agent-based model in archaeology

Andreas Angourakis @AndrosSpica & Shawn Graham @electricarchaeo

available at https://andros-spica.github.io/TIPC2-Angourakis-Graham-2018/
https://andros-spica.github.io/TIPC2-Angourakis-Graham-2018/index.html?print-pdf (printable version)

click on images to consult source


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I

Gaming simulated  pasts

Agent-based modelling (ABM) is a relatively extended practice in Archaeology

Wurzer-et-al-2015 Rogers-Cegielski-PNAS Romanowska2016 Dougs archaeology
A few blogs with ABM & Archaeology contents:

Big challenge

Complicated designs + lack of documentation

=

black-box

Articles are read, results interpreted

but no one engages with the models

"games that play themselves"
What if...

people could play these ABM archaeological models?

Insert the human into the simulation!

An example:
shelling-netlogo ncase-shelling
Schelling's Segregation model
yet another familiar example:
sugarscape-netlogo
evolving-planet-game evolving-planet-game-shot
Sugarscape series and Evolving planet

II

Artificial Anasazi

AnasaziAncestral Puebloans

Calico Tanks Trail. Source: https://www.flickr.com/photos/whsieh78/15763640429/

The Artificial Anasazi model was designed for exploring the relation of climate change and cultural collapse

Atxell-et-al-2002 Janssen-2009
Long House Valley, NE Arizona
artificial-anasazi-netlogo

III

Gaming immersive  ABM

What do we want?

  • Agent-based model as game mechanics
  • Turn the player into an agent
  • 3D, first person, ideally VR-compatible
    immersive, avoid god-like perspective
  • A game, but also a tool for communicating the model

How can we do it?

  • Translate (replicate) the code from NetLogo to Unity (C#)
  • Complement/expand the model to fill gaps
    (e.g., have individuals instead of households)
  • Define and implement game mechanics
  • Bonus I: develop/import minimum art assets, including text
  • Bonus II: proper UI, game save system,
    and a great etc.

IV

From NetLogo  to Unity

NetLogo-logo       Unity-logo
NetLogo-code Unity-code
NetLogo-genInterface Unity-genInterface

Model translation

game-flow game-flow
Replication:

More profound understanding of the model

Revealed problematic assumptions
and hard-to-spot mistakes.
→ a general problem in ABM

failed-rep
simulation-test
corrected and accounting for individuals within households

V

The Working Title  Game

Game concept

The point of the model:
to understand the factors behind the collapse of the Ancestral Puebloans,
by running the model many times for different parameter settings

The point of the game:
to understand the factors behind the collapse of the Ancestral Puebloans,
by immersive exploration, discovery, and interaction with NPCs and the 3D environment

game-flow

Gameplay shots

menu
opening1
loading
incarnation1
incarnation2
incarnation3
incarnation4
limbo
limbo-graph
Limbo-Mapa

Key mechanism still pending...

Dialogue with NPCs → changing the model's parameters and variables
interaction yarn

Gaming Artificial Anasazi

Applying immersive game design and storytelling to an agent-based model in archaeology

Andreas Angourakis @AndrosSpica & Shawn Graham @electricarchaeo

available at https://andros-spica.github.io/TIPC2-Angourakis-Graham-2018/
https://andros-spica.github.io/TIPC2-Angourakis-Graham-2018/index.html?print-pdf (printable version)

THANK YOU!

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