Skip to main content

Rapid-Play Games for Evaluating Future Technology

  • Conference paper
  • First Online:

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 11385))

Abstract

We introduce the HIVELET (Human Interactive Virtual Experimentation for Low-burden Evaluation of Technology) approach that uses rapid-play digital games to collect quantitative and qualitative data on the effectiveness, acceptance, and impact of future and emerging technologies. The core principle is for the player to alternate between two modes: selecting candidate capabilities with a game theoretic limiting pressure, and executing a simulated mission using those selections in a virtual environment. Alternating between the two modes allows us to collect quantitative data on performance and preferences, improve the trustworthiness of qualitative feedback, and increase the chance of discovering novel uses. We report on preliminary results from applying the HIVELET in a military context.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

References

  1. Dixon, A., Henning, J.: Nett Warrior Gets New End-User Device (2013). http://www.army.mil/article/107811/. Accessed 20 Sept 2018

  2. Hern, A.: US marines reject BigDog robotic packhorse because it’s too noisy. The Guardian (2015). https://www.theguardian.com/technology/2015/dec/30/us-marines-reject-bigdog-robot-boston-dynamics-ls3-too-noisy. Accessed 20 Sept 2018

  3. Klein, G.: Sources of Power: How People Make Decisions. MIT Press, Cambridge (1998)

    Google Scholar 

  4. Terwiesch, C., Ulrich, K.T.: Innovation Tournaments: Creating and Selecting Exceptional Opportunities. Boston Harvard Business Press, Boston (2009)

    Google Scholar 

  5. Allen, G., Chan, T.: Artificial Intelligence and National Security. Study on behalf of the US Intelligence Advanced Research Projects Activity (IARPA). Belfer Center for Science and International Affairs, Cambridge MA (2017). http://www.belfercenter.org/sites/default/files/files/publication/AI%20NatSec%20-%20final.pdf. Accessed 20 Sept 2018

  6. U.S. Naval War College: War Gaming. U.S. Naval War College, Newport (2017). https://www.usnwc.edu/Research-and-Wargaming/Wargaming. Accessed 20 Sept 2018

  7. Burns, S., Del la Volpe, D., Babb, R., Miller, N., Muir, G. (eds.): War Gamers Handbook: A Guide for Professional War Gamers. U.S. Naval War College, Newport (2013)

    Google Scholar 

  8. Kato, P.M., Cole, S.W., Bradlyn, A.S., Pollock, B.H.: A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial. Pediatrics 122(2), e305–e317 (2008). https://doi.org/10.1542/peds.2007-3134

    Article  Google Scholar 

  9. Suarez, P.: Games for a New Climate: Experiencing the Complexities of Future Risks. Boston University Frederick S. Pardee Center for the Study of the Longer-Range Future Task Force Report, Boston MA (2012)

    Google Scholar 

  10. Liu, A.: Decentralized Network Interdiction Games. Air Force Research Laboratory: AF Office Of Scientific Research (AFOSR)/RTA2, Arlington VA (2015)

    Google Scholar 

  11. Allain, R.J.: An Evolving Asymmetric Game for Modeling Interdictor-Smuggler Problems. Naval Postgraduate School, Monterey (2016)

    Google Scholar 

  12. Burgun, K.: Clockwork Game Design. Focal Press, Burlington (2015)

    Book  Google Scholar 

  13. Elias, G.S., Garfield, R., Gutschera, K.R.: Characteristics of Games. MIT Press, Cambridge (2012)

    Google Scholar 

  14. Gombolay, M.C., Jensen, R., Stigile, J., Son, S., Shah, J.: Apprenticeship scheduling: learning to schedule from human experts. In: Proceedings of the International Joint Conference on Artificial Intelligence (2016)

    Google Scholar 

  15. Seater, R., Rose, C., Norige, A., McCarthy, J., Kozar, M., DiPastina, P.: Skill Transfer and Virtual Training for IND Response Decision Making: Game Design for Disaster Response Training. MIT Lincoln Laboratory Technical Report 1207, Lexington MA (2016)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding authors

Correspondence to Robert Seater , Joel Kurucar or Andrew Uhmeyer .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Seater, R., Kurucar, J., Uhmeyer, A. (2019). Rapid-Play Games for Evaluating Future Technology. In: Gentile, M., Allegra, M., Söbke, H. (eds) Games and Learning Alliance. GALA 2018. Lecture Notes in Computer Science(), vol 11385. Springer, Cham. https://doi.org/10.1007/978-3-030-11548-7_42

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-11548-7_42

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-11547-0

  • Online ISBN: 978-3-030-11548-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics