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AI Discovers Physics in Mind: Measuring Comfort in Mind
Hiroyuki Iida (JAIST)
2
Games and the very act of playing have been around since before the cradle of human civilization.
However, games have constantly evolved over time, with various rulesets and modes of play falling in
and out of favor throughout history. In turn, this implies that people at different times enjoyed different
aspects of each game, which may constitute a vivid reflection of the cultural tendencies of each era.
Unfortunately, the attractiveness of games is tied to human psychology, and finding objective evidence in
topics related to the realm of the human mind is a difficult task. Could there possibly be a way to quantify
universal characteristics of games so as to put them under rigorous mathematical analysis?
One key measure in the model of motion in mind is the acceleration or 'gravity in the mind,' in analogy
with the earth's gravitational acceleration. In sufficiently refined games, the model establishes a
relationship between the effort that the player has to make to advance and the degree of challenge a game
represents. The scientists calculated the gravity associated with a wide variety of games as they evolved
through history, including classic board games like Chinese Go, Chess and Shogi, popular sports like
soccer, tennis and basketball, and videogames, such as fighting games and strategy games.
AI Discovers Physics in Mind: Measuring Comfort in Mind in Games
Computing Games and Its Implication to
Measuring Playing ExperienceAnggina Primanita (2021). PhD Thesis, JAIST
Over history, games have served multiple purposes. It serves as a fun activity for players who need the
entertainment to become test-beds for artificial intelligence. Solving games is beneficial in providing a
better understanding of how information is progressing throughout the game. Uncertainty in games affects
the way a game is solved, and the way the game is experienced. Previous works have interpreted
uncertainty in the game progress through various means, but there have been no clear links among those
interpretations. In this study, the probability-based proof number (PPN) and single conspiracy number
(SCN) were used as the domain-independent indicators to analyze how uncertainty affects various game
elements. PPN-search exploits information from certain and uncertain information to reach convergence in
solving games. Meanwhile, SCN evaluates the game states' difficulty and describes game-playing patterns
to understand play positions better. Experiments results demonstrate the link between the search indicators
and the measure of entertainment where uncertainty plays a vital role in both contexts, verified from both
two-person and single-agent games. Such a situation is also crucial for both computation and entertainment
measures since it impacts both the quality of information and the expected game-playing experience.
3
HIROYUKI IIDA received the Ph.D. degree in Heuristic Theories on Game-Tree Search from the Tokyo
University of Agriculture and Technology, Tokyo, in 1994. He is currently a Japanese Computer Scientist and a
Computer Games Researcher with a focus on Game Refinement Theory, Opponent Model Search, and
Computer Shogi. He is also the Trustee and the Vice President of Educational and Student Affairs with the
Japan Advanced Institute of Science and Technology (JAIST), the Director of the Global Communication
Center and the Research Center for Entertainment Science, and the Head of the Iida Laboratory. He is also 7-
dan Shogi GM Player and a Co-author of the Shogi Program TACOS, the four times Gold Medal Winner at
Computer Olympiads. He was affiliated with Shizuoka University, Hamamatsu. He was a Guest Researcher
with Maastricht University. His research interests include Artificial Intelligence, Game Informatics, Game
Theory, Mathematical Model, Search Algorithm, Game-Refinement Theory, Game-Tree Search, and
Entertainment Science. He is a member of the Board of the ICGA as a Secretary-Treasurer and a Section Editor
of ICGA Journal. 4
• C.Shannon, A.Turing, Jaap van den Herik
Heuristic Theories on Game-tree Search (1994)
OM-Search, Tutoring strategy in gameplay, etc.
Computer Chess – Treasure for AI
5
1950 1997 2018
Look-ahead search: Automatic AI generation:
Program a computer:
winning human champion
Program a computer:
enjoying together with human
New Paradigm: Entertainment Science
2028
Identifying a more stable move
6
‘‘Human beings are never more ingenious than in the
invention of games.’’ - Gottfried Wilhelm Leibniz
7
Using games to study law of motions in mindHiroyuki Iida; Mohd Nor Akmal Khalid (2020)
IEEE Access, vol. 8, pp. 138701-138709
Establishing several physics quantities (such as mass, speed, and acceleration)
relative to the game progress model allowed for the player's entertainment
experiences for a specific game to be determined through the Newtonian laws
of motion, specifically the Force, Momentum, and Potential Energy. Such a
law of motion reveals the feeling of a player in their mind. Mapping different
games originated from different cultures to the state of the human mind; a
measure of sophistication that leads to a natural yet pleasurable experience.
Uncovering the fundamental mechanisms of game playing mechanisms had been the primary
goal in the IIDA laboratory. Game refinement theory is the fruit of labor for several years--the
relationships between game progress and entertainment experience from the perspective of
game design. Several sub-branch of the study had been explored through board games (e.g.,
Chess, Go, etc.), sports (e.g., Basketball, Table tennis, etc.), and video game (e.g., action games).
From a non-game context had also been previously explored (such as business, education, and
loyalty programs). Interestingly, all of those studies found that game refinement measure
converges to approximately similar "zone" value (a region named as the Noble Uncertainty).8
Physics and Game Play
• Analogy of motion
• Dimension of challenge
• Basic Assumption:
m + v = 1 (zero-sum game)
Notation Physic Game play
y Displacement Solved Uncertainty
t Time Length
v Velocity Win or Score Rate
M Mass Difficulty Rate (m)
a Gravitational Acceleration
Informational Acceleration (a = GR2)
𝒑 Momentum Momentum of Game
U Gravitational Potential Energy
Potential Energy in Game (Ep)
In board games:v = B/2D
In scoring games:v = G/T
9
The gravity of play: Quantifying what we enjoy
about gamesK. Xiaohan; Mohd Nor Akmal Khalid; Hiroyuki Iida (2020)
“Player Satisfaction Model and its Implication to Cultural Change,"
IEEE Access, vol. 8, pp. 184375-184382
Games and the very act of playing have been around since before the cradle of human civilization. However,
games have constantly evolved over time, with various rulesets and modes of play falling in and out of favor
throughout history. In turn, this implies that people at different times enjoyed different aspects of each game,
which may constitute a vivid reflection of the cultural tendencies of each era. Unfortunately, the
attractiveness of games is tied to human psychology, and finding objective evidence in topics related to the
realm of the human mind is a difficult task. Could there possibly be a way to quantify universal
characteristics of games so as to put them under rigorous mathematical analysis?
One key measure in the model of motion in mind is the acceleration or 'gravity in the mind,' in analogy with
the earth's gravitational acceleration. In sufficiently refined games, the model establishes a relationship
between the effort that the player has to make to advance and the degree of challenge a game represents. The
scientists calculated the gravity associated with a wide variety of games as they evolved through history,
including classic board games like Chinese Go, Chess and Shogi, popular sports like soccer, tennis and
basketball, and videogames, such as fighting games and strategy games.10
Principle 1.
People feel entertaining or thrilling when the
outcome of an event is uncertain till the very end.
11
The gravity of play: Quantifying what we enjoy about games
One key measure in the model of motion in
mind is the acceleration or 'gravity in the
mind,' in analogy with the earth's gravitational
acceleration. In sufficiently refined games, the
model establishes a relationship between the
effort that the player has to make to advance
and the degree of challenge a game represents.
The gravity was calculated associated with a
wide variety of games as they evolved through
history, including classic board games like
Chinese Go, Chess and Shogi, popular sports
like soccer, tennis and basketball, and
videogames, such as fighting games and
strategy games.
12
Momentum & Energy in Games
Associated with high playexpectation1 (m = 1/3)
Associated with balance between ability and challenge1 (m = 1/2)
[1] H. Iida, M. N. A. Khalid, Using games to study law of
motions in mind, IEEE Access 8 (2020) 138701–138709.
13
Principle 2. (Momentum Conservation)
Potential energy (Ep) is assumed to be conserved over time and
transformed into Momentum of game’s motion ( p1) and Momentum of
mind’s motion ( p2), i.e., Ep = p1 + p2.
Hence, it is expected for p2 to be a reliable measurement of engagement.
14
Motion/Momentum
Energy
Law of ConservationE
Ep Eq+
p1 p2+ p1 p2-
Eq = 2m2vp1 = mvp2 = 2m3 – 3m2 + m
15
En
erg
y
Con
serv
ati
on
1
Mo
me
ntu
m
Con
serv
ati
on
1
Law of Conservation (Continued)
Game’s Motion: Change of game scores/moves
p1
Mind’s Motion: Change of winning prediction
p2
Game’s Motivational Potential: Amount of information perceived
Ep
Mind’s Motivational Potential: Amount of information expected Eq
1. A. Einstein, et al., On the electrodynamics of moving bodies, Annalen der physik 17 (10) (1905) 891–921. 16
Law of Conservation (Continued)
Conjecture 1 (Momentum conservation): p2 (momentum’s of mind) is a reliable measure of engagement
Conjecture 2:
𝒎 =𝟑+ 𝟑
𝟔≅ 𝟎. 𝟕𝟗 (high competitive excitement)
𝒎 =𝟑− 𝟑
𝟔≅ 𝟎. 𝟐𝟏 (high-win expectancy)
Conjecture 3 (Energy conservation): Ep (game’s energy) and Eq (mind’s energy) is a reliable measure of motivational potential
Conjecture 4 (Natural Equilibrium): Play experience is in constant state of seesaw; implying greatest attractiveness
17
Subjective1
Objective1
“Psychology” and Comfort in Mind
p1 = mv = m - m2
p2 = 2m3 – 3m2 + mv1 = 1 – mv2 = 2m2 – 3m + 1
p1
v1
p2
v2
Third-personPerspective
First-personPerspective
Conjecture 5: Addictive events
postulates condition v2 ≥ ½
and
m ≤ 𝟑 − 𝟓
𝟒
Negative v2 is the “comfort” in mind
for facing lossaversion2
1. T. Constant, G. Levieux, A. Buendia, S. Natkin, From objective to subjective difficulty evaluation in video games, in: IFIP Conference on Human-Computer Interaction, Springer, 2017, pp. 107–127.
2. K. Daniel, T. Amos, Prospect theory: an analysis of decision under risk, Econometrica 47 (2) (1979) 263–291 18
Subjective
Force in Mind and Perception
p2
v2 F2
a2
p2 = 2m3 – 3m2 + mv2 = 2m2 – 3m + 1a2 = 4m – 3F2 = ma2 = m(4m -3)j = 4
j
m
Conjecture 6 (Game’s Inertial Force):
Appropriate challengefor novice (or learning)
when F2 < 0 and m = 3/8 ≈ 0.38
m = 0.38 indicates compelling play
situation
19
Principle 3.
The difference between objectivity (v1) and subjectivity (v2) equals
the total energy (E), i.e., E = v1 - v2.
Hence, it is expected that larger the difference is, the higher
attractiveness of the game under the consideration.
20
“Physics in Mind”
Real-Physics
Process Dynamics and Gamification
A general activity is depicted as a linearprocess or ∆displacement (v is constant)
A gamified experience is when ∆v occurred (a is constant)
The dynamic challenge and gamified experienceare when there is an interplay of ∆v and ∆a(existence of j)
y v a j
21
22
Summary of Motion in Mind
m Indication Related Events
0.19 v2 = 0.50 Comfort in Loss Aversion1
0.21 Peak p2 High-win Expectancy
0.25 Eq = p2 Pleasure in Uncertainty2
0.33 Peak Ep Objective Motivation
0.38 Peak -F2, v2 ≈ Eq Compelling Play
0.50 Peak E, p1 = Ep = Eq, p2 = 0 Game’s Natural Equilibrium
0.67 Peak Eq Subjective Motivation
0.72 F2 = p2 Player Satisfaction
0.75 Peak -v2, F2 ≥ 0 Perceptive Turnover
0.79 Peak -p2 High-tension Excitement
Motivation to prolong/continueplay due to uncertainty of positive event (Ep > Eq)
Fascination (of play) inmind (p2) meets dedication (of
work) in mind (F2)
The border between brute-force and knowledge-driven of
player’s ability to play
1. K. Daniel, T. Amos, Prospect theory: an analysis of decision under risk, Econometrica 47 (2) (1979) 263–2912. J. L. Kurtz, T. D.Wilson, D. T. Gilbert, Quantity versus uncertainty: When winning one prize is better than winning two, Journal of
Experimental Social Psychology 43 (6) (2007) 979–985
23
Pushing the Boundary of the Entertainment Science
Entertainment
AnalyticsBusiness
Education
Psychology
Design
Game with Purpose Data-Driven
Design
BehavioralScience
Knowledge Discovery
Affective Science
Brain Science?
Meta-Learning?
Music Theory?
Play-Driven PCG?
Business Model?
24
Going to the future is searching the past!
25