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To investigate the idea, the researchers altered the game Super Mario Bros, varying parameters such as the number and type of enemies and the size of gaps between platforms in response to how the players fared. The game also records a player's moves, including how often they run and jump, and the time spent standing still.While Super Mario Bros is an awesome game and a classic, it's not exactly Bioshock or Fallout 3. In a way, games like Fallout 3 have already been doing this for years, by letting you play the game the way you want. You like blowing shit up? Up your explosives skill and blow some shit up. You like puzzles? Up your security skill and start hacking. Even whole levels can change based on your actions, like in Fable 2, but the game never takes into consideration what you think is more fun. If it did, would the game be as good?...
Some early results appear obvious. "If you die by falling too often down gaps that is indicative of frustration," says Yannakakis. However, the approach goes beyond "common sense" associations to uncover those that are not so readily apparent, he says. In Super Mario Bros, for example, hitting bricks to release coins or stomping turtle shells and throwing them - activities not necessary to accomplish the overall goal - positively correlate with a fun experience, Togelius says.
Here's how I understood it: evolution has given us a handy mechanism for dealing with shit we don't understand, by distracting us with a sudden understanding of other things. Basically:In the most recent paper, published last month, Dr. Proulx and Dr. Heine described having 20 college students read an absurd short story based on “The Country Doctor,” by Franz Kafka. The doctor of the title has to make a house call on a boy with a terrible toothache. He makes the journey and finds that the boy has no teeth at all. The horses who have pulled his carriage begin to act up; the boy’s family becomes annoyed; then the doctor discovers the boy has teeth after all. And so on. The story is urgent, vivid and nonsensical — Kafkaesque.
After the story, the students studied a series of 45 strings of 6 to 9 letters, like “X, M, X, R, T, V.” They later took a test on the letter strings, choosing those they thought they had seen before from a list of 60 such strings. In fact the letters were related, in a very subtle way, with some more likely to appear before or after others.
The test is a standard measure of what researchers call implicit learning: knowledge gained without awareness. The students had no idea what patterns their brain was sensing or how well they were performing.
But perform they did. They chose about 30 percent more of the letter strings, and were almost twice as accurate in their choices, than a comparison group of 20 students who had read a different short story, a coherent one.
“The fact that the group who read the absurd story identified more letter strings suggests that they were more motivated to look for patterns than the others,” Dr. Heine said. “And the fact that they were more accurate means, we think, that they’re forming new patterns they wouldn’t be able to form otherwise.”
Metromix sneaks a look at Madpoison Lounge from madpoison on Vimeo.