About Operational Game Scenario Modeling
About Operational Game Scenario Modeling
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Abstract
1. Introduction
In the fundamental work [1], a super-task was set to build an adequate accurate
language for a complete and interrelated description of economic (in the broad
sense) processes. This work is associated with the emergence of mathematical game
theory. At the same time, its authors (J. von Neumann and O. Morgenstern) were
very skeptical about the use of differential equations to describe economic processes
(considering, that this mathematics adequately describes physical processes is not
suitable for Economics, that some other mathematics is necessary here) and called
for starting with building a description of the simplest facts of economic life that
meets the standards of scientific rigor. Game theory, which began with the consid-
eration of antagonistic (zero-sum) matrix games, which are a natural formalization
of the well-known salon games, has now branched out into a number of powerful
directions and confidently claims to become a generalizing standard in the accurate
description of economic (social) processes [2–6]. At the same time, the description
of any game always contains a finite set of players, a set of choices, and the principle
of optimality for each player.
Games are divided into static (in which players make their choice once, at a
designated point in discrete time, but before choosing, they can think, count, and
exchange information) and dynamic (with multiple consecutive choices, possibly
in continuous time). Dynamic games can be repetitive (played in discrete time,
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The Role of Gamification in Software Development Lifecycle
past draws do not affect the current one), multi-step (also in discrete time, but past
draws affect the current one), differential (a controlled differential dynamic system
is considered, in which control is divided between players with different goals).
There is also a class of cooperative games that have a large number of players with
simple behavior.
You can name thousands of scientific papers in the field of game theory. Many
of them are informative and interesting. Which of these works to rely on is up to
each researcher. This research is based on the fundamental works [2–6] of one
of the leading schools of game theory, the school of Yu.B. Hermeyer and N. N.
Moiseev, which are relevant to this work. In [2], games with non-opposite interests
are proposed for consideration, analyzed, and developed. This class of static and
multistep games differs from antagonistic games (zero-sum games) in part, that
mutually beneficial cooperation, coalition interaction, and agreements are possible
between players. As a basic principle of optimality that formalizes the interests
and behavior of players, the principle of guaranteed results is considered, in which
players expect the worst from other players and nature and, based on this, maxi-
mize their winnings. But other principles of optimality are also considered. A class
of static hierarchical Hermeyer games is defined, which differ among themselves in
the scheme of information interaction between the center player and players at the
lower level of the hierarchy.
In [3], a class of games with a hierarchical vector of interests is proposed, which
considers a set of zero-level players (individuals) who are United in coalitions
that are first-level players. Players of the first level, in turn, unite in coalitions that
are second-level players. And so on. The interests of each zero-level player are
described as a convolution (linear, minimal, or otherwise) of their winning func-
tion as a zero-level player, multiplied by the so-called altruism coefficients of the
winning functions of those first-level players (coalitions) that they belong to, and
so on. The zero-level player determines the importance of the interests of all players
of other levels, in which he participates directly or through a chain of coalitions,
by his system of altruism coefficients. For a particular type of games in which each
zero-level player distributes the resources available to him (the resource vector)
among coalitions, Nash equilibria are constructively defined for convolution in the
form of a minimum. Further, in the works of N. S. Kukushkin, strong equilibria
were determined for both minimum convolution and linear convolution.
In [4], the original coalition principle of optimality (compromise with a meta-
goal) is proposed and considered, in which, along with their own interests (goals),
players have a common interest – a metagoal. A Pareto set is constructed for a
multi-criteria problem, in which the criteria are the players ‘own interests, and then
the maximum point for the metagoal is determined on this set.
In [5, 6], various issues related to multi-step games are investigated, and the
applied possibilities of using the considered game models are analyzed.
A generalizing field closely related to game theory is the theory of operations
research [7–10]. Due to the importance of this area in the context of this work,
the main points of formation of the basic concepts of operations research will be
discussed in the Section 2 devoted to this issue.
The term “operation” is very General and universal. Arithmetic or algebraic
operation. Surgery. Military operation. Economic operation. Financial operation.
Political or geopolitical operation. We can draw a natural conclusion that there is
something in common in all this. But what is it, exactly?
Until the beginning of the 20th century, rather complex operations were studied
only at a qualitative, descriptive level. Only mathematical and algebraic operations
were studied at the level of strict definitions (at the level of established require-
ments for the concept of strictness).
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About Operational Game Scenario Modeling
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• a subset of the set of players I j ∈ {1,,…,,N} (the set of LPR operations) that
take part in making decisions on its implementation, in determining the
vectors u j of controls of the j-th operation during its implementation;
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( (
• function (vector-function) of convolution of the operation f j γ kj k ∈ I j ,ξ j , ) )
which is an algorithm for determining the control vector of the operation by
selecting players from the set of LPR operations γ kj (from their sets of choices
for this operation Η kj ) and by realizations of uncertainties associated with this
operation ξ j ∈Ξ j ;
• sets of simple PR j and operator PRoj actions of this operation that are imple-
mented during the operation and change the position of the game process in
the phase space (simple actions) and the parameters of the operations them-
selves (operator actions).
( )
xir ( t + 1) =xir ( t ) + ∑∑∑δ irjlm ·S jlm u j ( t ) i =1,…, N ;
=j 1=l 1 m
= 1
r= 1,…, ni (1)
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The Role of Gamification in Software Development Lifecycle
are K such parameters and they are ordered, we denote them π 1 ,…,π K . The system
of equations of their dynamics is written as
M Q j β jl
jlm · S jlm ( u
π q ( t + 1) =π q ( t ) + ∑∑∑δ oq j ( t ) ) q =1,…, K ;
o
(2)
=j 1=l 1 m
= 1
Systems (1–2) together with the regulatory rule allow you to play (simulate)
any operational game interaction of this operating game, if you know the players
‘choices and the implementation of uncertainties at each moment of the discrete
time interval of this interaction. Players ‘choices are determined by their principles
of optimality and their adopted behavior strategies (in the form of a program or
synthesis), which can be very different. Uncertainties may or may not be described
by certain probability distributions.
A very flexible language for describing legal and other restrictions, player obli-
gations, assumptions about the behavior of other players, and the implementation
of uncertainties is records of the form
in which < condition> has the format of a logical sentence, the terms of which
can be any simple statements about the values (or intervals of values) of phase
variables, player elections, implementations of uncertainties, the presence and
fulfillment of certain obligations, the players ‘awareness from the beginning of the
game to the current moment; <action> and < sanction> have an imperative format
for regulating (possibly interval) player elections at the current time.
To define the information structure of an operational game, you need to
determine which subset of the complete information about the course of the game
interaction each player has at each moment of this interaction. Full information
is understood as accurate knowledge of the dynamics of phase variables, choices,
implementations of uncertainties, sets of obligations, restrictions, and selected
strategies for player behavior.
The dynamics of players ‘States is described as the dynamics of turnover and
balance (or only balance) of their base accounts (variables of the space for devel-
oping game interaction) that arise as a result of various operations performed by
players (production, investment, credit, purchase and sale of products and services,
R & d, innovation and modernization, and others). The dynamics of arbitrarily
complex indicators is represented as the dynamics of turnover and balance of
analytical accounts, which are generally any computable functions of turnover and
balance of basic and other analytical accounts.
Operations are described by the corresponding sets of LPR (players involved in
making decisions about how, with which controls, these operations will be per-
formed); sets of actions (transactions on basic accounts), the amounts of which are
certain functions of the operation controls; convolution functions that determine
the operation controls depending on the choices of players involved in the opera-
tion, and the implementation of uncertain factors.
Systems (1)–(2) have quite clear content meaning. In any operational interac-
tion, there are many potentially possible operations that can be performed by
participants. For each such operation, the technology of its implementation is
known, including
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• a list of actions that are performed during the operation, each of which can be
implemented in different ways, with different implementation parameters;
At any given moment, some operations are performed, some are not. Some
actions may be modernization in nature and change the technology of operations
themselves.
In order to determine what happened at the current moment in discrete time, you
need to go through the entire set of possible operations, for each of which you find
out whether it was performed or not at the moment and determine how exactly it was
performed, if so. During each operation, there is a swing (as the participants wanted
to do it) and a blow (as it really happened), which is why the control vectors with
the wave appear (the regulatory rule corrects the swing). The system (1) calculates
the final movement in the interaction space, and the system (2) calculates the final
change in the operation technologies themselves.
In the case of a surgical operation, actions are known practiced movements
of the scalpel and other tools, in economic operations, economic facts related to
production, purchase and sale, lending, investment, taxation, modernization,
R & d, training, consumption, health care, etc. If we consider only production,
exchange (purchase and sale of products, services, labor), investment, credit, tax
and consumer transactions, writing out the system (1) will naturally lead to the
well-known and used equations of the material and financial balance.
The universal nature of systems (1)–(2) opens up very interesting prospects.
In particular, it is possible to raise and solve the issue of creating a software envi-
ronment (platform) for generating in the menu regime a wide range of program
systems for supporting micro - and macroeconomic decision-making.
In [16], we consider not only operational games with continuous accounts (vari-
ables) and discrete time, which are referred to as RD-games. Equations of dynamics
of operational game processes can also be written for cases of continuous accounts
and continuous time (RC-games), discrete accounts and discrete time (ZD-games),
discrete accounts and continuous time (ZC-games). Differential games can be
represented as RC games. The chess, checkers, and other finite games played by
moves can be represented as ZD games. In the form of ZC games-game processes in
continuous time, in which only a finite space of possible States of game interaction
is essential.
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The Role of Gamification in Software Development Lifecycle
information between them, and natural uncertainties are realized. What do you
need to know in order to play analytically or imitatively a particular operational
game process?
First, you need to know the initial balances (values) of accounts (variables) at
the beginning of the considered segment of game interaction. Second – the initial
characteristics of actions and operations: the parameters of the convolution func-
tions and the sum functions of actions, which, if there are operator actions, can
change during the game interaction, as well as the account balance. Third, it is
necessary to use one or another hypothesis of the implementation of uncertainties
in the course of game interaction, determined and modeled by probability distribu-
tions or otherwise. Fourth – for each player other than the operating party (the first
player), it is necessary to make an assumption about his awareness and formulate a
hypothesis about his strategy of behavior with such awareness, given in the General
case in the form of synthesis. Knowing all this, we can conduct a simulation game
simulation of this process, developing an optimal, in one sense or another, strategy
for the behavior of the operating party.
This defines the methodology for modeling scenarios of operational game
interactions. Operational game scenario modeling uses the concepts of “scenario
condition”, “full scenario condition”, “scenario”, and “scenario plan”.
A scenario condition is any finite sequence of entries of the form (3), each
of which can relate to any of the players or to the implementation of an unde-
fined factor.
A full scenario condition is a scenario condition that determines the implemen-
tation of an indeterminate factor and the election of all players except one (the
operating side).
A scenario is a combination of a complete scenario condition and the”optimal
“(rational) strategy of the operating side when this condition is met.
A scenario plan is a set of scenarios of one of the players that describes all
possible or practically interesting implementations of game interaction for
this player.
Let us look at examples of creating scenarios for fairly simple operational game
interactions.
Salon games, in most cases, are held in discrete time (by moves) and in a finite
space of possible States of game interaction, and therefore are adequately modeled
as ZD games. But in the case of, for example, poker, in which arbitrary money bets
can be made, it is more correct to use the RC games considered in this paper.
In this case, the accounts (variables that describe the state of the game) will be:
• money at stake;
• the state of the deck (at the beginning of each draw-one of 54! possible locations
of cards in the deck, then – one of the factorial of the number of remaining
cards in the deck);
• the state of the card sets in the players ‘hands and the binary States of the
players themselves (in-game or out-of-game).
• moving money from players to the pot at stake (an action with one sum equal
to the amount of money being moved);
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• move cards from the deck to players during the initial distribution of cards to
players in the draw;
• players taking a certain number of cards from the deck determined by the
rules;
• players discard a certain number of cards from their own set of cards.
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The class of operating game models is original. Its novelty is due to the fact that
• the original formal definition of the operation is used, specifying the defini-
tion proposed by Yu. b. Hermeyer: “a set of targeted actions”;
• unlike traditional multi-step games, in which one static game is played at each
step, in which all players participate, in operational games, an “ensemble of
static games” is played at each step;
• possible resource conflicts between static ensemble games are resolved using
the “regulatory rule”.
The proposed concept of operation is very flexible. The vast majority of actions
that we do, in fact, either change some variables that formally describe the external
world, or teach us something, improve the technologies at our disposal. This is how
operations are defined above.
It is quite clear at the qualitative level that such operations can naturally be
enlarged and detailed. In this connection, the question arises about the formal
definition of the consolidation and detailing of operations, as well as about the
formal definitions of the Union and decomposition of the players themselves. There
are also many other fundamental questions related to equilibria and the analysis of
the information structure in operational games.
At the first stage of testing operational game scenario modeling on solving
applied problems, both micro-and macro-economic problems were considered.
In terms of decision support for the management of production and economic
activities and the development of enterprises and corporations, operational game
models were developed and used that allow for What If analysis of a wide variety
of scenarios for managing these activities with different implementations of
exogenous factors [15, 16, 20, 21]. In the process of modeling the functioning of
the Moscow industrial complex, scenario forecasting of the dynamics of the main
indicators of the development of this complex and its branches was carried out
[16, 18, 19]. We also built operational game models of a macroeconomic nature
designed for What If analysis of national economic development management and
modeling of geopolitical processes.
Developing this area of research, it is advisable to adjust the existing paradigm
of economic and mathematical modeling. It is reasonable to replace the monetarist
description of rational behavior of agents (players) as the desire to maximize profits
with the natural desire of existing micro - and macro-agents to maximize total
assets, including net assets and reasonable estimates of available human (taking
into account the levels of health, skills, education) and natural resources. In legal
terms, it is advisable to restrict operations that reduce the total assets of the planet
as a whole.
6. Conclusions
The theory of operational games and the methodology of operational game sce-
nario modeling based on this theory have proved to be a workable tool for adequate
modeling of both micro-and macro-economic processes, collective and social
interactions of a wide range. In this connection, there are very promising areas of
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fundamental and applied research. This tool allows us to talk about creating a new
generation of platforms for generating information and analytical decision support
systems.
Acknowledgements
Author details
Vasiliy Shevchenko
FRC CSC RAS, Moscow, Russia
© 2020 The Author(s). Licensee IntechOpen. This chapter is distributed under the terms
of the Creative Commons Attribution License (http://creativecommons.org/licenses/
by/3.0), which permits unrestricted use, distribution, and reproduction in any medium,
provided the original work is properly cited.
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The Role of Gamification in Software Development Lifecycle
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