Towards Articulate Game Engines

Total Page:16

File Type:pdf, Size:1020Kb

Towards Articulate Game Engines Towards Articulate GameEngines Daniel Jeffery Dobsonand Kenneth D. Forbus Northwestern University Department of Computer Science 1890 Maple Ave. Evanston, IL 50201 { wolff, forbus } @cs.nwu.edu From: AAAI Technical Report SS-99-02. Compilation copyright © 1999, AAAI (www.aaai.org). All rights reserved. Abstract difficulties that must be overcomein building articulate Conventional simulators lack explanatory power. gameengines. Traditional simulators provide the dynamicbehavior needed for a gaming world, but do not provide conceptual understandingsof the world to players or gameA.Is. By creating gameengines that havea qualitative understanding WhyTarkin is doomedin today’s of the systemthey describe, authors can moreeasily build simulations richer and smarter gameagents. This paper outlines why game engines should include more conceptual Consider first the Sim gamesfrom Maxis. In gameslike understandings,suggests some relevant AI technologies,and SimCity[2] or SimEarth[3], which are combinations of speculateson howthis mightbe accomplished. cellular automata (CA) and system dynamics(plus a other ingredients) are combinedto provide a rich simulated Inroduction world. The CAcomponent provides a sense of space and locality, as well as discrete changesbased on both local properties and global properties from the system dynamics "We’veanalyzed their attack sir, and there is a danger." aspects of the model. The differential equations of the system dynamicscomponent provide global interactions, In "Star Wars," [1] the GrandMoff Tarkin had logistical integrating the properties of cells into aggregate support whenbattling the rebels. His aides founda critical parameters, such as overall crime levels in a simulated city. weaknessin their ownsetup and had generated an escape These causal relationships then help drive the interaction of plan. Unfortunately, players never experience such rich the CAcomponent. The very richness of this interaction interactions with their computeradvisors or opponents. which makesthese simulations so appealing can also lead Computeradvisors tend to be simplistic and sensitive only to dreadful confusion on the part of players: Whydid my to simple global features of the situation. Theytend to be attempt to terraform Venussuddenly fail? predictable and often not good enough, relying on hidden information and massive cheating (e..g, accelerated Explaining the simulations developmentand extra resources) to give their human players a good game. If the Grand Moff Tarkin were a Gamedesigners often explicate parts of their modelsin the typical computerplayer, he wouldcontinue to construct interface, documentation,or software advisors, but these Death Star after Death Star, watching the humanplayer partial modelsare usually unsatisfying (to both player and knockone off after another without ever revising the plans designer). Moreover,the advice given is not based on to removethose darn trenches. (Even George Lucas only conceptualunderstanding of the player’s current situation. tried to makeit worktwice.) Typically their advice is morelike a warninglight on a dashboardthan a detailed analysis of the player’s position. Wedescribe howsome ideas developed in artificial "Youdon’t have enoughfire departments" is muchdifferent intelligence, notably qualitative reasoningand self- than "Yourfire departmentsaren’t strategically placed." explanatory simulations, might help improvethis situation. By creating gameengines that have a conceptual Of course, keeping the appropriate amountof mystery in a understanding of the gamingworld, gamescould include gameis important -- experimentingand playing detective is better advisors and opponents, as well as automating more often a critical source of enjoyment-- but the game of the simulation construction process. Westart by designer should have a broad range of options as to how examiningthe need for a built-in conceptual understanding muchinformation to provide and in what form, rather than of the gameworld, then describe how/~qualitative being minimalist because that is the only feasible option. representations could provide that u~derstanding. Then we describe a particular technology, self-explanatory Computer players simulators, illustrating their potential for creating game Interactions with computerplayers, as opponents, advisors, engines that contain such built-in understandingwith very or just passers-by, help draw a player into the gameworld. small runtimepenalties. Finally, we list someof the Anunderstanding of the events of the simulated world are also important for creating richer computercharacters. In 32 gameslike Civilization II [4] and Ageof Empires[5], description is somethinglike "goes up, comesdown." computerplayers are governedby simple scripts, build- Qualitative representations impose symbolic descriptions lists, and carefully-tuned mechanisms.The conceptual on continuous parameters, making them amenableto description of the gamingworld, which governs the conceptual reasoning. designer’s crafting and tuning of the worldand its bots, is nowhereexplicit in the computationalengine itself. If Whatkind of conceptual reasoning do you need to do? If players find fundamentalweaknesses (say, trenches in what is thrownis a piece of Waterfordcrystal rather than Death Stars), there is no conceptual knowledgeto fall back just a ball, one might decide to maneuverto get underneath on. it before it falls. A feeling for the quantitative is necessary to understand where you need to physically be and how Yet it is this conceptuallevel of knowledge,tied soon you need to get there, but it is qualitative knowledge appropriately to the detailed mechanicsof the world(e.g., that tells you that you have this dilemmain the first place. qualitative humanperception, in the case of the real world), Moreover, qualitative knowledgeprovides concise that is typically used as a guide to categorizing events and summariesthat makeit easier to spot complexbehavior to act accordingly. Computerplayers that understood the patterns. It is easier to extract a pattern like "decaying causal relationships that govern the gameworld could oscillation" from a sequenceof strategize, plan, and advise better. Understandingthe game UP/PAUSE/DOWN/COLLIDEevents where the energy at worldwill also help interpret the humanplayer’s actions, each subsequent PAUSEis lower than it is from the raw enabling responses that help makethe humanplayer feel numericaldata. (In fact, in engineeringqualitative more visible, and hence more engaged, in the gameworld. reasoning techniques are being used to create useful, humanqikedescriptions of very complexbehaviors, A technologyfor articulate game including chaotic systems.) engines Self-Explanatory Simulators Designing and implementingthe physics (or economics) Our group has developed a technology that can help change a gameengine requires selecting appropriate modeling this. Self-explanatory simulators combinethe ability to do assumptions,trading off constraints of physical efficient numerical simulation with the conceptualclarity of verisimilitude, playability, CPUand memorybudgets, and qualitative representations. The basic idea is to makethe developmenttime. In simulation construction, qualitative process of simulation authoring more automatic--- knowledgeprovides an organizing frameworkfor the automatinggeneration of both the code for grinding the physical objects, relationships, processes, and their numbersand articulating the conceptual knowledge.That mathematical models. After deciding what phenomenaare is, a self-explanatory simulator compiler (here, SIMGEN relevant, the engine designer needs to figure out the Mk3)is given as input a conceptual understanding of the appropriate approximations and mathematical models, and domainto be simulated and a description of the structure of then implementthem in efficient code. Unfortunately, the the particular system within that domainto be simulated. conceptual understanding of the simulated world remains in SIMGENfigures out what phenomenaare relevant and the simulationdesigner’s head; it is unarticulated. what modelingassumptions are appropriate, selects the appropriate mathematicalmodels, and writes the simulation If we can embedinto the gameengine itself the kind of code. (It can take advice from a humanpartner, depending conceptual understanding that players (humanand on the application.) SIMGENalso creates, as part of the computer)need to operate in it, we will have an important simulator, a compactversion of the conceptual tool for creating the kinds of explanationtools, post- understandingit used to create the rest of the simulator. mortemdebriefings, and bots that we would like. We This information is used to provide explanations about the propose that qualitative knowledge,expressed for example physical entities and relationships in the simulation. This in the form of self-explanatory simulators, can provide a explanation system enables self-explanatory simulators to basis for articulate gameengines that wouldsupport these generate a conceptual description of simulated behavior as new developments. an inexpensivebyproduct of the simulation itself. Qualitative knowledgeis the kind of conceptual, everyday The runtime costs of self-explanatory simulators are knowledgethat we use to categorize, explain, and reason slightly higher than traditional simulators: The explanation about the physical events and processes that happen around system takes up a small, fixed amountof memory,and the us. Considera ball thrownup in the air.
Recommended publications
  • Simcity 2000 Manual
    ™ THE ULTIMATE CITY SIMULATOR USER’S MANUAL Title Pages 3/25/98 12:00 PM Page 1 ª THE ULTIMATE CITY SIMULATOR USER MANUAL by Michael Bremer On the whole I’d rather be in Philadelphia. – W.C. Fields (1879-1946) Credits The Program Designed By: Fred Haslam and Will Wright IBM Programming: Jon Ross, Daniel Browning, James Turner Windows Programming: James Turner, Jon Ross Producer: Don Walters Art Director: Jenny Martin Computer Art: Suzie Greene (Lead Artist), Bonnie Borucki, Kelli Pearson, Eben Sorkin Music: Sue Kasper, Brian Conrad, Justin McCormick Sound Driver: Halestorm, Inc. Sound Effects: Maxis Sample Heds, Halestorm, Inc. Technical Director: Brian Conrad Newspaper Articles: Debra Larson, Chris Weiss Special Technical Assistance: Bruce Joffe (GIS Consultant), Craig Christenson (National Renewable Energy Laboratory), Ray Gatchalian (Oakland Fire Department), Diane L. Zahm (Florida Department of Law Enforcement) The Manual Written By: Michael Bremer Copy Editors: Debra Larson, Tom Bentley Documentation Design: Vera Jaye, Kristine Brogno Documentation Layout: David Caggiano Contributions To Documentation: Fred Haslam, Will Wright, Don Walters, Kathleen Robinson Special Artistic Contributions: John “Bean” Hastings, Richard E. Bartlett, AIA, Margo Lockwood, Larry Wilson, David Caggiano, Tom Bentley, Barbara Pollak, Emily Friedman, Keith Ferrell, James Hewes, Joey Holliday, William Holliday The Package Package Design: Jamie Davison Design, Inc. Package Illustration: David Schleinkofer The Maxis Support Team Lead Testers: Chris Weiss, Alan
    [Show full text]
  • Download Simcity Buildit Mod Apk Android 1 Simcity Buildit MOD APK 1.38.0.99752 (Unlimited Money) Simcity Buildit MOD APK Is a Free City Simulation Game for Android
    download simcity buildit mod apk android 1 SimCity BuildIt MOD APK 1.38.0.99752 (Unlimited Money) SimCity BuildIt MOD APK is a free city simulation game for Android. This is a famous game in EA’s SimCity series. You can download the original APK file and MOD versions of this game via the links we placed below the article. Introduce about SimCity BuildIt. SimCity BuildIt is a simulation game of the publisher Electronic Arts, a familiar name if you often play games on mobile. They are famous for the Plants vs Zombies game series and some sports games like Real Racing 3. This is the first time, EA tried with a simulation game. And the effect of this game is amazing. Up to the present time, the game has reached more than 50 million installs on Google Play with many 5-star reviews. Gameplay. Launched in the late 1980s, the SimCity series has been the best friend of many generations of gamers and has made incredible strides since then. This latest version feels brighter and more polished from the beginning, and when you take a closer look, you’ll see unexpected details. The basic principles of SimCity remain the same. However, the view from above and the square shapes of the old days have changed, becoming a three- dimensional world that you can build. Soon, the worry that takes over your mind will be to meet high-class needs rather than essential needs. Sooner or later, you will have a donut shop. Then you will think of shopping malls and casinos.
    [Show full text]
  • The Covenant School David Naugle Dallas, Texas August 25, 2008
    The Covenant School David Naugle Dallas, Texas August 25, 2008 The Academy of Popular Culture and Christian Education ~ Cultivating Inquiry ©David Naugle (various quotations welcome, but please do not use this presentation in its entirety without the permission of the author). SimCity “You’re rewarded for creativity, experimentation, and understanding, with a healthy, thriving universe to call your own.” — Maxis Catalog (advertising SimCity) Have you heard of or perhaps even played the video or computer game called SimCIty? In playing SimCity, where the prefix Sim is used as an abbreviation for “simulation” or “simulated,” players act as city leaders and city planners who design, develop, and govern their own ideal town or city. In SimCity, there are no specific goals or objectives to achieve. Rather, it is all about creating a world out of your own imagination. As the Maxis catalog advertising SimCity states, “You’re rewarded for creativity, experimentation, and understanding, with a healthy, thriving universe to call your own.”1 Since its release in the late 1980s, SimCity has spawned many derivatives, such as SimEarth, SimFarm, SimCopter, SimAnt, SimIsle, SimThemePark, SimSafari, and literally, SimEverything, the latter title describing what the creators of SimCity were apparently trying to accomplish overall. SimUniversity “Join a band, crash parties, find a part-time job, or get initiated into a secret society, print money, and cheat on your studies. How will your Sims enjoy their college years?” 2 1 Maxis Software Toys Catalog, p. 10, quoted in Ted Friedman, "Making Sense of Software: Computer Games and Interactive Textuality", available at http://www.duke.edu/~tlove/simcity.htm.
    [Show full text]
  • Will Wright: the Mayor of Simcity
    Will Wright: The Mayor of SimCity The innovative computer game SimCity has been overhauled. Now it's called SimCity 2000. By Kevin Kelly Wired: I gather that many fans of SimCity are fanatical players who know more about its population of sims than you, its designer, do. Wright: Yeah, a lot of people like the control aspect. To them it's sort of "I'm a god, you're my sim, obey me." But the sims don't obey. That's what makes it fun. If they obeyed you, what fun would that be? You're trying to keep this city together, but it keeps falling apart. That's what makes most really good games fun: When you have a certain amount of control, but then there's a certain amount of entropy in the system, and it's balanced just right between the two. It's life at the edge of chaos. Shit happens. Wired: Does your new version, SimCity 2000, have that on­the­edge quality as well? Wright: I sure hope so. But of course I don't have a variable in there called "the chaos variable." So, to tune it I have to engineer a lot of little low­level variables to try and get the emergent behavior that will give me that edge of chaos to keep it from getting boring. Wired: Why go through all the trouble of another version? What's new in SimCity 2000 besides cooler visuals? Wright: In the old SimCity, you started with all the technology at once, but in this one you have to wait for things to become invented.
    [Show full text]
  • News Briefs Simcity to Simfarm Shredded Paper Mulch Better Than
    News Briefs New software Ohio State University study SimCity to SimFarm Shredded paper mulch The software producer Maxis has introduced a new companion title to its already successful SimCity and better than wheat straw SimAnt software packages. Called SimFarm, the new A recent study from Ohio State University has shown software was devised with the help of farming experts to that a new mulch has positive results when used in horticul- offer players the opportunity to succeed in their agribusiness tural and agricultural situations. The new mulch produced careers or lose their farms to the auctioneer's gavel. The higher yields, warmed the soil better, provided adequate players choose the equipment, buildings, seed, fertilizer, weed suppression and was environmentally friendly when pesticides and practices that they will need in their quest to compared to the control material, wheat straw. The new, battle the elements, in the forms of floods, droughts, and improved, low-cost mulch was made from shredded re- violent storms, to bring in a profitable crop and stave off cycled paper. possible bank foreclosures. Cornell University study compares clippings yields Low maintenance turf growth rates compared Cornell University compared the average clippings bluegrass and fine fescues to all dwarf tall fescues, all yield per cutting of eight mixtures of commercially-avail- bluegrasses, and all fine fescues. Each area was established able seed blends and found that blends with high hard under the same excellent seed bed conditions so difference fescue content produced the least amount of clippings per in establishment characteristics were minimized. The table cutting. The eight blends ranged from mixtures of ryegrass, lists the seed blend and their average clippings yields.
    [Show full text]
  • The Civic Potential of Video Games
    The Civic Potential of Video Games This report was made possible by grants from the John D. and Catherine T. MacArthur Foundation in connection with its grant making initiative on Digital Media and Learning. For more information on the initiative visit www.macfound.org. The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning The Future of Learning Institutions in a Digital Age by Cathy N. Davidson and David Theo Goldberg with the assistance of Zoë Marie Jones Living and Learning with New Media: Summary of Findings from the Digital Youth Project by Mizuko Ito, Heather Horst, Matteo Bittanti, danah boyd, Becky Herr-Stephenson, Patricia G. Lange, C. J. Pascoe, and Laura Robinson with Sonja Baumer, Rachel Cody, Dilan Mahendran, Katynka Z. Martínez, Dan Perkel, Christo Sims, and Lisa Tripp Young People, Ethics, and the New Digital Media: A Synthesis from the Good Play Project by Carrie James with Katie Davis, Andrea Flores, John M. Francis, Lindsay Pettingill, Margaret Rundle, and Howard Gardner Confronting the Challenges of Participatory Culture: Media Education for the 21st Century by Henry Jenkins (P.I.) with Ravi Purushotma, Margaret Weigel, Katie Clinton, and Alice J. Robison The Civic Potential of Video Games by Joseph Kahne, Ellen Middaugh, and Chris Evans The Civic Potential of Video Games Joseph Kahne, Ellen Middaugh, and Chris Evans The MIT Press Cambridge, Massachusetts London, England © 2009 Massachusetts Institute of Technology All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher.
    [Show full text]
  • The Politics of City Planning Simulations
    DOCUMENT RESUME ED 384 539 SO 024 707 AUTHOR Kolson, Kenneth TITLE The Politics of City Planning Simulations. PUB DATE Sep 94 NOTE 22p.; Paper presented at the Annual Meeting of the American Political Science Association (New York, NY, September 1-4, 1994). PUB TYPE Speeches/Conference Papers (150) Reports Descriptive (141) EDRS PRICE MF01/PC01 Plus Postage. DESCRIPTORS *City Government; *Community Planning; *Computer Simulation; Educational Games; Human Geography; Land Use; *Simulated Environment; Teaching Methods; *Urban Areas; Urban Environment; Urbanization; *Urban Planning; Urban Studies IDENTIFIERS *SimCity ABSTRACT This research paper presents an analysis of the computer simulation, SimCity, used for an urban city planning class. The data were gathered by actual use of the simulation and an electronic mail network was employed to secure impressions from users of the simulation. SimCity (developed by Maxis) provides t .e player with rules of human factors, economic factors, survival factors, and political factors that are both opportunities and constraints to the master planner. In addition, there are numerous maps to monitor land use patterns, zoning, demography, pollution, and other factors as the simulation progresses. The simulation also allows the user to manipulate tax rates and funding levels for the city. The point of the simulation is to duplicate the real world of urban politics with the instantaneous ability of the computer. The attraction of SimCity is the resemblance to the real-life choices that city planners must
    [Show full text]
  • Entretenimento E Capacitação Cognitiva Na Cibercultura: Análise
    Entretenimento e capacitação cognitiva na cibercultura: análise comparativa dos artigo games SimEarth, SimAnt, SimLife e Spore1 Entretenimiento y habilidades de pensamiento en el ciberespacio: un análisis comparativo de los juegos SimEarth, SimAnt, SimLife y Spore Entertainment and thinking skills in cyberspace: a comparative analysis of games SimEarth, SimAnt, SimLife and Spore Fátima Regis2 Letícia Perani3 Resumo Pesquisadores da cibercultura defendem que o entretenimento estimula competências cognitivas em seus usuários. No entanto, há uma lacuna de pesquisas empíricas sobre o tema. Com o objetivo de investigar se há mudanças nas competências requeridas para a prática de games, realizou- se uma análise comparativa das características de games de 1990 (antes da “explosão” da internet e ciberespaço) e 2000 (em plena cibercultura). Os games investigados são SimEarth (1990); SimAnt (1991); SimLife (1992) e Spore (2008). O artigo apresenta os resultados preliminares dessa pesquisa. Palavras-chave: Cibercultura. Games. Cognição. Entretenimento. 1 Artigo selecionado para apresentação no Congresso Internacional de Ciências da Comunicação: Comunicação, Cognição e Mídia, na Faculdade de Filosofia da Universidade Católica Portuguesa, em Braga, Portugal, de 23 a 25 de setembro de 2009. 2 Professora do Programa de Pós-Graduação em Comunicação FCS/UERJ. Doutora em Comunicação e Cultura pela UFRJ. Membro do Conselho Científico Deliberativo da ABCiber (Associação Brasileira de Pesquisadores em Cibercultura). E-mail: [email protected]. 3 Mestre pelo Programa de Pós-Graduação em Comunicação FCS/UERJ. E-mail: [email protected]. comunicação, mídia e consumo são paulo vol.7 n.20 p.121-139 nov.2010 122 entretenimento e capacitação cognitiva na cibercultura artigo Resumen Investigadores de la cibercultura sostienen que el entretenimiento estimula las habilidades cognitivas en sus usuarios.
    [Show full text]
  • Terraforming Mars
    Chapter 11 Terraforming Mars INTRODUCTION Managing a planet to keep it fit for life can be a difficult job. Look at the trouble we’re having with our own planet. Planetary life (as we know it) requires two main resources from its environment: 1) solar energy; and 2) liquid water. Sunlight is captured by plants, and the sun’s heat keeps Earth at a temperature so that liquid water can exist over most of its surface. Liquid water is important as a transport system and reaction medium inside organisms. In our star system, solar energy and liquid water are found in just the right amounts only on Earth. Some creative people think it might be possible to engineer another planet in order to make it suitable for life. The changing of a lifeless planet to one that is earth-like is called terraforming (after the Latin word ‘terra’, meaning earth). Re-engineering an entire planet is serious business, and it requires us to know some details about what influences a given planet’s environment. Therefore, the purpose of this exercise is to use a computer simulation in an attempt to terraform another planet. In the process, you will need to understand and apply the fundamentals of ecology and planetary environmental management. DESIGN AND POSITION A planet’s ability to support life has a lot to do with its size, density and its distance form the sun. Below, is a discussion of some of the most important influencing factors. DENSITY AND ORBITAL PATH Earth is the densest planet (5.5 g/cm3) in the solar system.
    [Show full text]
  • Sims 2 for Pc Download the Sims™ Mobile: Free-To-Play Life Simulator Game
    sims 2 for pc download The Sims™ Mobile: Free-To-Play Life Simulator Game. Welcome to the world of The Sims™ Mobile for PC. It’s a free-to-play game meant for the long-time fans of the award-winning life simulator game for over 21 years! Now, gain control of your household, customize their looks from top to bottom and give them the ideal home. Help fulfill their dreams, get a chance at love or make them the most popular Sim in town. Anything can happen in The Sims Mobile PC edition. Download the game here. Virtual Life Simulator Unlike Any Other. The Sims is the longest-running life simulator game in history and is the most awarded series under EA Games. It’s all thanks to the clever mind of Will Wright – creator of SimCity and The Sims. He’s also the founder of Maxis. 21 years later and it still goes strong with its unrivaled sense of simulation. Backed up with amazing features, it will keep you hooked for days. Now, you can play The Sims Mobile online for free. If compared to The Sims Freeplay, this version focuses more on the individuals inside your household rather than a neighborhood. With that kind of focus, the gameplay is faster, and socializing with other sims has never been this good. It’s a great budget game if you can’t own The Sims 4, and it shares the same aura. Plus, you can interact with other existing Sims made by other players. When it comes to character customization, no other game does it better than The Sims.
    [Show full text]
  • Maxis Sim Game Requirements
    MAXIS SIM GAME REQUIREMENTS SUMMARY The Maxis marketing department recently studied customer expectations of Maxis Sim games. The study revealed seven descriptions of what the Maxis Sim player thought a Sim game should be. While the “Seven Points of Sim” descriptions reflect customer expectations, they are not all necessarily the ingredients for a Sim game. To understand why Sim players perceive Sim games the way they do, we can look at the key factors that make a game a “Sim”. REQUIREMENTS FOR A MAXIS SIM GAME Dilemma Players must always grapple with difficult decisions. In SimCity, pollution may be a problem, but there might be a strong industrial demand. In SimTower, condo-dwellers will need elevators heading down, while office workers will need elevators heading up. Crisis Crisis can also mean disasters. Players occasionally need to abandon long term strategy in favor of short-term success. If a fire is burning in SimCity or SimTower, players might need to destroy all their creations in the surrounding area. Budgeting The amount of funding a player has acts as both a limiting factor and a kind of score. Every action by the player costs money - even mistakes - and there are no refunds. “Cheats” to gain more money are the most popular cheats. Aesthetics Artwork is important for players to admire their creations. Also, the ability to place buildings, zones, crops, etc. in various places that may not have relevance to the Sim, fakes players into believing that their city or tower designs are “better” than other’s. Finally, aesthetics are a form of reward for the player.
    [Show full text]
  • Simulosophy Group Report
    Simulosophy Group Report Asilomar Conversation, Nov. 13 - 18, 1994 Sixth International Conference on the Design of Social Systems Group Members: Ted Frick, Paul Hood, Kayla Kirsch, Charles Reigeluth and Andy Walcott, with contributions from Hilary Farris Musical Overview Kayla nicely summarized the week's conversation in the form of a song, to the tune of My Bonnie Lies Over the Ocean. BRING FORTH SIMULOSOPHY Before we were each tiny islands Thinking simthoughts privately But this week we have harnessed our passion On a thing called sim-u-los-ophy. To simulate it you must know it, So we spent a good deal of our days Sim-ing the whole darn ed. system, And believe us, that was quite a maze. Chorus: Briiing forth, briiing forth, Bring forth SIMU-LOSSS-OPHY, SO-PHY, Briiing forth, briiing forth, Bring forth SIMU-LOSSS-OPHY. We looked at the SIGG's systems model We examined a whole set of rules, We imagined a CAD SimEd software, Full of system designer tools. Asilomar 1994, Simulosophy Group Report – 2 But we need a new language with symbols To see human systems on screen We're entrenched in industrial models That won't help us with all that's unseen. (Chorus) Then we freed our tired brains for a brainstorm And we made some sketches and schemes Closer and closer we're getting To simulate our systems dreams. So we hope you are now simulated From singing that simulant song Thanks for your care and attention And now we will simu-a-long. (Chorus) You won't find 'simulosophy' in the dictionary.
    [Show full text]