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Dr.ir. Sebastiaan Meijer Associate professor, Faculty of TPM, TU Delft Gaming Simulation

Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

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Page 1: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

Dr.ir. Sebastiaan MeijerAssociate professor, Faculty of TPM, TU Delft

Gaming Simulation

Page 2: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

Overview

Systems thinking and its actors

Multi-actor, multi method

What is Gaming Simulation

Example: ProRail

Example: SprintCity

Future trends

Page 3: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

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: often mono-disciplinary & disjoint

Page 4: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

Social Network

SociotechSocTechnicalNetwork

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

Page 5: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

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

Page 6: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

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 whichthe 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 gamingsimulation.

Page 7: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

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

Page 8: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

Analytical science

Gaming simulation

design

Roles

Rules

Objectives

Constraints

LoadSituation

Org. ch

ange evalu

ation

Design

science

Participants

Learnin

g eval.

Participantswith exp.

Real world

QualitativeData

QuantitativeData

Session

Organization

ChangedOrganization

Page 9: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

Example: ProRail

ProRail is the Dutch railway infrastructure manager

Gaming simulation to reduce uncertainty in decision making on operational future

Four-year research contract, working closely on some key projects.

Computer-based & analog games Depends on phase in decision

making

Page 10: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

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

Page 11: Gaming Simulation - edX · 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 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

Page 12: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

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?

Page 13: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

ETMET Game

Page 14: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

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

Page 15: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

Model types

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

elements ‘Playful’ representation: non-relevant

elements

Page 16: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

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

Page 17: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

Example: SprintCity

Page 18: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

SpaceMate 2010Eindtypering wijken - 8 typesConrad Kickert

N

G

AMSTERDAM AMSTEL

2019

16

14

1211

10

9

4

1

0,0

0,5

1,0

1,5

2,0

2,5

3,0

3,5

4,0

4,5

0,00 0,10 0,20 0,30 0,40 0,50 0,60 0,70 0,80

GSI

FSI

0,10

0,15

0,25

0,35

0,50

OSR

11L 6789101213

Floor Space Index

FSI netto wijk

< 0,6

0,6 - 1,2

1,2 - 1,7

1,7 - 2,2

> 2,2

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

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

1Stadskern

Grotendeels gesloten bouwblokken, dichte historische bebouwing van gemiddeld 2 tot 4 bouwlagen. Straten en openbare ruimtes zijn over het algemeen bescheiden gedi-mensioneerd waardoor een groot deel van het grondoppervlak bebouwd is. De stads-kern is soms ingevuld met nieuwere bebouwing zoals bijvoorbeeld binnenstedelijke winkelcentra en stadsvernieuwingsprojecten.

Voorbeeld Haarlem Centrum3 gesloten en semi-open bouwblokken. Het belangrijkste kenmerk -

-plaatsen .

Voorbeeld Almere Parkwijk

Suburbaan g

5 Ruime, open bouwblokken met middelhoogbouw en hoogbouw in een groene omge-ving. Dit wijtype huisvest met name appartementen, geen grondgebonden eengezins-woningen. Bouwlagen varieren in ruime mate maar beginnen bij ongeveer 4 lagen. Door de losse hoogbouw in een groene omgeving is het aandeel bebouwd grondoppervlak laag, maar kan de dichtheid hoog zijn.

Voorbeeld Rijswijk Steenvoorde

Tuinstad

Panoramio7Werkgebied

Bedrijven- en industrieterreinen met over het algemeen 1 tot 2 bouwlagen. De bebou--

Voorbeeld Den Haag Binckhorst

2Compacte stad

Grotendeels gesloten bouwblokken, dichte bebouwing van gemiddeld 2 tot 4 bouwlagen, deels eengezingswoningen, deels apartementen. De woningen zijn meestal gebouwd in de 19e en vroeg 20e eeuw, al zijn recentere bouwjaren met dezelfde stedelijke vorm mo-gelijk. Straten en openbare ruimtes zijn over het algemeen bescheiden gedimensioneerd

In deze wijken zijn soms recent gebouwde stadsvernieuwingsbuurten aanwezig.

Voorbeeld Amsterdam Indische Buurt4 Vrijstaande bebouwing van gemiddeld 1 tot 3 bouwlagen, ofwel in de vorm van rurale lintbebouwing ofwel villaparken. Dit wijktype kan uit ieder bouwjaar stammen. Straten en openbare ruimtes zijn zeer ruim gedimensioneerd, alsmede private tuinen en agrarische gronden. Hierdoor is de dichtheid en het aandeel bebouwd grondoppervlak zeer laag.

Voorbeeld Amsterdam Duivendrecht

Ruraal - vrijstaand

6 -

Voorbeeld 8Publieke gebouwen

--

Voorbeeld AMC

Page 19: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

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

Page 20: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

Model-based evaluation

Page 21: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

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.

Page 22: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

Gaming Simulation

Visualisation & Interactivity

AnaloguePlatforms

Big Data DistributedSimulation

CognitiveTask analysis

Page 23: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

Gaming Simulation

Visualisation & Interactivity

AnaloguePlatforms

Big Data DistributedSimulation

CognitiveTask analysis

Page 24: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

Gaming Simulation

Visualisation & Interactivity

AnaloguePlatforms

Big Data DistributedSimulation

CognitiveTask analysis

Page 25: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

Conclusions

Designing infrastructures is a multi-actor problem

This requires methods that involve people.

Gaming simulation

Page 26: Gaming Simulation - edX · War games (19th and 20th century) Policy making: testing complex systems Richard D. Duke, 1974 Gibbs, 1974 Related to SSM (Checkland and Scholes) Shubik

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