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Measuring and Manipulating
Player Trust through Choice and
Game Mechanics
Christopher J. Hazard, PhD
CEO Hazardous Software Inc.
● having reason or understanding
● relating to, based on, or agreeable
to reason: reasonable
Rational
● having reason or understanding
● relating to, based on, or agreeable
to reason: reasonable
-Merriam Webster
Humans are rational*
*given limited computational
bounds, unfounded beliefs of
others, inaccurate capability
assessments, inexplicable
valuations, and some level of
[im]patience
Machines are rational*
*given limited computational
bounds, unfounded beliefs of world,
wrong models, inexplicable
valuations, and some level of
implicit [im]patience
from zap2it.com
from trutv.com
by tinyfroglet, cc
from supermanhomepage.com
from Seattle Weekly
from penny-arcade.com
Reputation
● Belief about attribute
● Hindsight, capabilities,
statistics
● Concern: adverse
selection
Trust
● Belief will not exploit
● Foresight, strategy, game
theory
● Concern: moral hazard
+
Trustworthiness ~ Patience
Trustworthiness Isomorphic to Discount Factor
● Compare two agents interacting with third in pure
moral hazard situation
● Assumptions
– Consistent valuations
– Quasilinearity
– Trustworthiness sufficiently consistent
– Individually rational
● All else equal, given definitions & assumptions,
only factor that affects trustworthiness is discount
factor
Discounting Everywhere

Stochastic search

Amortization

Bellman Equation

Reinforcement Learning

Markov Decision Processes & POMDPs

Normalize discount rate wrt time
Creeping Sniper's Dilemma
● Single sniper optimal strategy; slow creep out = low risk
● Multiple sniper optimal strategy
● Match quickest visible discount strategy unless too risky
Negotiating

Rubenstein Negotiation
 v1 = (1-γ2)/(1-γ1γ2)

Inequalities if rationality not guaranteed

Player & NPC interaction inequalities

Impatience

NPC disagreements with player over choices
Measuring discount factor by choice
Combining Observations: Bayesian Inference
Optimal Level of Patience for Given Scenario
Trust Exploration
● Measure valuations,
discount factor, beliefs,
maxent regions
● NPCs of different
trustworthiness
● Reputations Trust Exploitation
● Push player's ethics
buttons: “what is your
price?”
● Stability & comfort vs
conflict
● Trickery
Psychological Heuristics of Trust
Homophily
Embedding
Corroboration
Mass Effect 3
Image from WoW Cataclysm
Image from Heavenly Sword
Homophily
Embedding
Corroboration
Acceptance and Affirmation
Antitheses (Alliterated)
- Algorithm aversion Dietvorst et al., J Exp Psych 2013
+ Anthropomorphization
- Abeyance of absorbtion
+ Acceptance acquiered
after asking assistance
Flynn, Org Behav & Hum Dec Proc, 2003
Selling Trust With Nuance 1:
Don't [unintentionally] Scare Players
Nevermind (forthcoming) – Monitor fright
Balloon Brigade
NBA 2K14 - Swearing
IQ, Depression, Behavior, Health,
Preferences, Diet, Injuries, Friends, etc.
-Newman, Jerome, & Hazard, AIPLA, 2014
Psychometrics for Predicting Behavior
– Poore et al., J Cognitive Engineering, 2014.
Selling Trust With Nuance 2:
Physiology
● More permissive on right ear than left
- Marzoli & Tommasi, Sci of Nat, 2009
● Two-streams hypothesis for vision processing
● Foveal & spatial detail vs perifoveal & temporal
detail
● Mutual exclusion between physical & social
reasoning
– Jack et al., Neuroimage, 2012
● Push players to practice self-control
– Denson, DeWall, Finkel, Cur Dir in Psych Sci., 2012
Selling Trust With Nuance 3:
Hypnosis & Trance
● Relaxation
● Memory
● Creativity
● Suggestability
● Awe & comfort
● Biases
● Placebo effect
Trust & Society
● Enforcing/sanctioning to combat lies
● Incentive compatibility & revelation principle wrt
information asymmetry
● Level of trust req'd for system & efficiency
● Too trusting with homophily, embedding,
corroboration?
● Common inability to play “red player”
Direct Applications (Conclusions)

NPC decisions: favors, purchases, alliances

Measuring player patience

Adversary willingness to look ahead related to
organizational trust (e.g., big bad)

NPC subordinates following player commands
based on trustworthiness (explicit or implicit)
Questions?
info@hazardoussoftware.com

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Chris Hazard - Measuring and Manipulating Player Biases and Trust Through Choice and Game Mechanics

  • 1. Measuring and Manipulating Player Trust through Choice and Game Mechanics Christopher J. Hazard, PhD CEO Hazardous Software Inc.
  • 2. ● having reason or understanding ● relating to, based on, or agreeable to reason: reasonable
  • 3. Rational ● having reason or understanding ● relating to, based on, or agreeable to reason: reasonable -Merriam Webster
  • 4. Humans are rational* *given limited computational bounds, unfounded beliefs of others, inaccurate capability assessments, inexplicable valuations, and some level of [im]patience
  • 5. Machines are rational* *given limited computational bounds, unfounded beliefs of world, wrong models, inexplicable valuations, and some level of implicit [im]patience
  • 6.
  • 7.
  • 8.
  • 9.
  • 10. from zap2it.com from trutv.com by tinyfroglet, cc from supermanhomepage.com from Seattle Weekly from penny-arcade.com
  • 11. Reputation ● Belief about attribute ● Hindsight, capabilities, statistics ● Concern: adverse selection Trust ● Belief will not exploit ● Foresight, strategy, game theory ● Concern: moral hazard
  • 12. +
  • 14. Trustworthiness Isomorphic to Discount Factor ● Compare two agents interacting with third in pure moral hazard situation ● Assumptions – Consistent valuations – Quasilinearity – Trustworthiness sufficiently consistent – Individually rational ● All else equal, given definitions & assumptions, only factor that affects trustworthiness is discount factor
  • 15. Discounting Everywhere  Stochastic search  Amortization  Bellman Equation  Reinforcement Learning  Markov Decision Processes & POMDPs  Normalize discount rate wrt time
  • 16. Creeping Sniper's Dilemma ● Single sniper optimal strategy; slow creep out = low risk ● Multiple sniper optimal strategy ● Match quickest visible discount strategy unless too risky
  • 17. Negotiating  Rubenstein Negotiation  v1 = (1-γ2)/(1-γ1γ2)  Inequalities if rationality not guaranteed  Player & NPC interaction inequalities  Impatience  NPC disagreements with player over choices
  • 20. Optimal Level of Patience for Given Scenario
  • 21. Trust Exploration ● Measure valuations, discount factor, beliefs, maxent regions ● NPCs of different trustworthiness ● Reputations Trust Exploitation ● Push player's ethics buttons: “what is your price?” ● Stability & comfort vs conflict ● Trickery
  • 22. Psychological Heuristics of Trust Homophily Embedding Corroboration Mass Effect 3 Image from WoW Cataclysm Image from Heavenly Sword
  • 24. Acceptance and Affirmation Antitheses (Alliterated) - Algorithm aversion Dietvorst et al., J Exp Psych 2013 + Anthropomorphization - Abeyance of absorbtion + Acceptance acquiered after asking assistance Flynn, Org Behav & Hum Dec Proc, 2003
  • 25. Selling Trust With Nuance 1: Don't [unintentionally] Scare Players Nevermind (forthcoming) – Monitor fright Balloon Brigade NBA 2K14 - Swearing IQ, Depression, Behavior, Health, Preferences, Diet, Injuries, Friends, etc. -Newman, Jerome, & Hazard, AIPLA, 2014 Psychometrics for Predicting Behavior – Poore et al., J Cognitive Engineering, 2014.
  • 26. Selling Trust With Nuance 2: Physiology ● More permissive on right ear than left - Marzoli & Tommasi, Sci of Nat, 2009 ● Two-streams hypothesis for vision processing ● Foveal & spatial detail vs perifoveal & temporal detail ● Mutual exclusion between physical & social reasoning – Jack et al., Neuroimage, 2012 ● Push players to practice self-control – Denson, DeWall, Finkel, Cur Dir in Psych Sci., 2012
  • 27. Selling Trust With Nuance 3: Hypnosis & Trance ● Relaxation ● Memory ● Creativity ● Suggestability ● Awe & comfort ● Biases ● Placebo effect
  • 28. Trust & Society ● Enforcing/sanctioning to combat lies ● Incentive compatibility & revelation principle wrt information asymmetry ● Level of trust req'd for system & efficiency ● Too trusting with homophily, embedding, corroboration? ● Common inability to play “red player”
  • 29. Direct Applications (Conclusions)  NPC decisions: favors, purchases, alliances  Measuring player patience  Adversary willingness to look ahead related to organizational trust (e.g., big bad)  NPC subordinates following player commands based on trustworthiness (explicit or implicit)