This week I am listening to “Black Gives Way To Blue” by Alice In Chains
Archives for 2010
Read – Stars and Stripes in Peril
Today I finished reading “Stars and Stripes in Peril” by Harry Harrison
Read – Matter
Today I finished reading “Matter” by Iain M. Banks
Read – Agatha Heterodyne and the Chapel of Bones
Today I finished reading “Agatha Heterodyne and the Chapel of Bones” by Phil Foglio
Listening – Ocean Eyes
This week I am listening to “Ocean Eyes” by Owl City
Paper – Breaking Out of the Cell: On The Benefits of a New Spreadsheet User-Interaction Paradigm
Today I read a paper titled “Breaking Out of the Cell: On The Benefits of a New Spreadsheet User-Interaction Paradigm”
The abstract is:
Contemporary spreadsheets are plagued by a profusion of errors, auditing difficulties, lack of uniform development methodologies, and barriers to easy comprehension of the underlying business models they represent.
This paper presents a case that most of these difficulties stem from the fact that the standard spreadsheet user-interaction paradigm – the ‘cell-matrix’ approach – is appropriate for spreadsheet data presentation but has significant drawbacks with respect to spreadsheet creation, maintenance and comprehension when workbooks pass a minimal threshold of complexity.
An alternative paradigm for the automated generation of spreadsheets directly from plain-language business model descriptions is presented along with its potential benefits.
Sunsight Modeller (TM), a working software system implementing the suggested paradigm, is briefly described.
Read – Succeeding with Agile
Today I finished reading “Succeeding with Agile: Software Development Using Scrum” by Mike Cohn
Listening – This Is War
This week I am listening to “This Is War” by 30 Seconds To Mars
Paper – Rapid Development of Morphological Descriptions for Full Language Processing Systems
Today I read a paper titled “Rapid Development of Morphological Descriptions for Full Language Processing Systems”
The abstract is:
I describe a compiler and development environment for feature-augmented two-level morphology rules integrated into a full NLP system.
The compiler is optimized for a class of languages including many or most European ones, and for rapid development and debugging of descriptions of new languages.
The key design decision is to compose morphophonological and morphosyntactic information, but not the lexicon, when compiling the description.
This results in typical compilation times of about a minute, and has allowed a reasonably full, feature-based description of French inflectional morphology to be developed in about a month by a linguist new to the system..
Dragon Age: Origins has no moral choices
I finally got around to installing Dragon Age: Origins over the weekend. I just kept putting it off because personal projects and a lot of other good games were vying for my meagre discretionary time outside of day-to-day work. I loved the look of the game and found the first few hours of game play absolutely enthralling as I made various choices, both moral and banal, to advance the story and determine how my character treated other people.
My room-mate was playing the game too, and her character was much more aggressive and short with various non-player characters in the game so that the attitude of how her character interacted with the world was far different from mine.
And on Sunday evening, just as I am really getting in to the game, and moving towards the “big ritual” I rage-quit during a cinematic.
Yep, I rage-quit a single player game.
This isn’t the first single player game I have rage-quit during a cinematic. Probably my first ever was Half-Life, during the opening sequence that cannot be skipped, that sets up the story, because I have no interest in watching some film school drop-out put his boring ass, directorial debut in to my video game. I took that one back to EB, and when they wouldn’t take it back I left the box on the counter and did a charge back on my credit card.
I don’t play games, emphasis on “play”, to be a passive, non-participant sat docilely at my computer whilst a non-interactive movie plays in the background.
For Modern Warfare 2, from reading the forums before purchase, I understood you could not skip the various movies that play until you had watched them at least once (three times because the stupid game is so prone to crashing on many systems that it doesn’t save your progress).
Ten minutes with a dis-assembler and some NOP instructions took care of that nonsense.
Now I get to play MW2 with no more stupid cinematic sequences along the lines of: “I’m your archetype, gruff voiced Special Forces General here to tell you all about what you need to do. You’re going in there and you’re going to shoot people. And then you’re going to shoot more people. And after that, I’ll ask you to indiscriminately shoot more people. Why? Because it’s an FPS son and that’s what we do. We shoot people.”
If your story/plot/cinematic for an FPS is any longer or contains any more exposition than that, you are seriously fucking over-thinking it.
I don’t need exposition and plot to play Pacman, or Space Invaders, or Tetris.
I don’t need that crap in an FPS either.
Yeah, yeah, very pretty story, bad guys need killing, what was my role again? Oh yeah, I shoot people in interesting ways with high powered semi-automatic weapons whilst running around hallways.
You think the people playing the multi-player version of MW2 give a shit about why they are killing the other players or require ten minutes of exposition on who screwed who?
Nobody cares if they are good or bad. Black, white or yellow. American or Russian or British. My role and your role, in an FPS game, is to kill stuff. Just tell me what needs to be eradicated and give me enough bullets to do the job properly.
But Dragon Age? Ah, that’s a different beast. The cinematic sequences advance the story and are tightly woven in to your decisions. You are presented, at every step, with moral choices that need to be made that shape your character, that determine how the story proceeds, to some degree at least within the confines of what is possible in a badly written branching plotline that ultimately has to be quite linear.
I quit the game, and have no intention of ever returning to it, over a moral choice.
I quit the game because when presented with a moral dilemma. I made a choice that was congruent with my character in the game, with how I wanted to interact with the world. I made a conscious choice to stop the game at that point and effectively initiate permanent character death. I made a moral choice, from the perspective of the game, and the only one I could make. Yes or no? Black or white? Good or bad? Justice or injustice? I chose “No.” I chose “justice.”
My character fought alongside three brave companions. We went in to the wilds together. We slew many beasts and foul creatures together. We gathered the necessary items for the handful of quests laid before us. I was their leader. I made the choices of whether to abandon an injured companion that was slowing me down or heal that person with the rare herbs and poultices available to us. When done with our quests, we all hurried back to town to take part in the secretive joining ritual to become one of the Grey Wardens. The ritual is so secretive they don’t tell you there is a high probability, in this case, 33%, that you could die during it. And they also don’t tell you that after you have been informed you have a high probability of dying, that should you then refuse the ritual, you will be killed.
One of my companions died after ingesting the poisonous blood that is to be drunk during the ritual, and my “trusted leader” stepped over his corpse as it fell, less concerned with his death than if he were a piece of damaged property that was no longer useful.
When my other companion protested this, and fear showed in his eyes, a seasoned knight of battle with a wife and child, our leader gutted him with no more thought than if he were practising his knife skills against a wicker and straw target.
I was bade to drink the poisonous blood that had already killed one of my companions, and as the cinematic began to play. I pressed ALT+F4 and said to myself “No. Here I make a moral choice. Here I change the story. Here is where I draw a line in the dirt. Here I say this is my decision. I will not join a regime, one that proclaims so much goodness against so much evil, that wants to bring justice to everyone, when it conducts such injustices against innocents itself. I raise my blade, and on this spot I will die, but I will die knowing that I stood for what is right and proper, and not because it was convenient.”
When you present someone with moral choices, and put the hype and spin on how wonderful your game is in how those choices can shape and alter the character and the story, but are so lazy that when the choices, for the player, become difficult, and it comes down to “enjoyment of the game” versus “the right thing to do” after preaching “the right thing” for so many hours, you break my suspension of disbelief. You break it so solidly that I have no interest in continuing to hear what you have to say no matter how entertaining you believe it may be.
Some people will overlook the problem, and go on to enjoy it. But if you, as the game designer, find the adulation of the crowd for a flawed product satisfying, perhaps you should consider a new vocation.
In fiction or game design, your world should be consistent and suspend disbelief. If it is not and does not, you are just a lazy hack whose frequent recourse to exploit deus ex machina is laughable. This “device” wasn’t interesting in Greek literature and plays, it is even less so in modern fiction. Fiction which also includes the “detailed and intricate plots” (I find this statement so laughable when I read it on the back of game boxes) found in games.
“Because I said so” makes for a very unsatisfying advancement to the plot. It is, as my old creative writing professor clearly stated, “the hallmark of a lazy hack who will be lauded for his cleverness by the common sheep who bleat because they know no better.”
“But dude, it’s just a game!”
No. It is “entertainment” and all good forms of entertainment, to be successful, to be interesting, to be enjoyable, must adhere to certain inviolable tenets. Anybody who consistently disregards these tenets is forever doomed to remain a “lazy hack.”
It seems, that after reading through the entire plot tree for Dragon Age : Origins, helpfully published online, I can unequivocally state that I would not have enjoyed the game for it’s story. As Dragon Age : Origins is supposedly all about the story, it would have been a frustrating experience to say the least. Glancing at the plot tree there are several “deus ex machina/because I said so” places that do not leave you with any choice but to go along for the ride.
Thing is, I don’t play video games “to go along for the ride.” I play video games to have an interactive experience where I make the choices. If all I want to do is ride, I can visit Disneyland or Universal Studios and be bored to tears because those places are stocked full of non-interactive “because I said so” rides.
Dragon Age : Origins – Enjoyed by sheep.
Read – Start with Why
Today I finished reading “Start with Why: How Great Leaders Inspire Everyone to Take Action” by Simon Sinek
Studying – Fixing a portrait’s distracting background with Photoshop
This month I am studying “Fixing a portrait’s distracting background with Photoshop”
Listening – Two Dancers
This week I am listening to “Two Dancers” by Wild Beasts
Read – Rights of Man
Today I finished reading “Rights of Man” by Thomas Paine
Listening – Two Suns
This week I am listening to “Two Suns” by Bat For Lashes
Read – Digital Electronics Demystified
Today I finished reading “Digital Electronics Demystified” by Myke Predko
Read – The 17 Indisputable Laws of Teamwork
Today I finished reading “The 17 Indisputable Laws of Teamwork: Embrace Them and Empower Your Team” by John Maxwell
Read – Intelligent Virtual Agents
Today I finished reading “Intelligent Virtual Agents: 9th International Conference, 2009 Proceedings” by Zsófia Ruttkay
Paper – Finding overlapping communities in networks by label propagation
Today I read a paper titled “Finding overlapping communities in networks by label propagation”
The abstract is:
We propose an algorithm for finding overlapping community structure in very large networks.
The algorithm is based on the label propagation technique of Raghavan, Albert, and Kumara, but is able to detect communities that overlap.
Like the original algorithm, vertices have labels that propagate between neighbouring vertices so that members of a community reach a consensus on their community membership.
Our main contribution is to extend the label and propagation step to include information about more than one community: each vertex can now belong to up to v communities, where v is the parameter of the algorithm.
Our algorithm can also handle weighted and bipartite networks.
Tests on an independently designed set of benchmarks, and on real networks, show the algorithm to be highly effective in recovering overlapping communities.
It is also very fast and can process very large and dense networks in a short time.
Listening – Embryonic
This week I am listening to “Embryonic” by The Flaming Lips
Read – The Complete Poems of John Keats
Today I finished reading “The Complete Poems of John Keats” by John Keats
Paper – A Decision-Making Support System Based on Know-How
Today I read a paper titled “A Decision-Making Support System Based on Know-How”
The abstract is:
The research results described are concerned with: – developing a domain modeling method and tools to provide the design and implementation of decision-making support systems for computer integrated manufacturing; – building a decision-making support system based on know-how and its software environment.
The research is funded by NEDO, Japan.
Read – Rich Dad’s Conspiracy of the Rich
Today I finished reading “Rich Dad’s Conspiracy of the Rich: The 8 New Rules of Money” by Robert T. Kiyosaki
Read – Yotsuba&! #09
Today I finished reading “Yotsuba&! #09” by Kiyohiko Azuma
Listening – La Roux
This week I am listening to “La Roux” by La Roux
Paper – A Fuzzy Relational Identification Algorithm and Its Application to Predict The Behaviour of a Motor Drive System
Today I read a paper titled “A Fuzzy Relational Identification Algorithm and Its Application to Predict The Behaviour of a Motor Drive System”
The abstract is:
Fuzzy relational identification builds a relational model describing systems behaviour by a nonlinear mapping between its variables.
In this paper, we propose a new fuzzy relational algorithm based on simplified max-min relational equation.
The algorithm presents an adaptation method applied to gravity-center of each fuzzy set based on error integral value between measured and predicted system output, and uses the concept of time-variant universe of discourses.
The identification algorithm also includes a method to attenuate noise influence in extracted system relational model using a fuzzy filtering mechanism.
The algorithm is applied to one-step forward prediction of a simulated and experimental motor drive system.
The identified model has its input-output variables (stator-reference current and motor speed signal) treated as fuzzy sets, whereas the relations existing between them are described by means of a matrix R defining the relational model extracted by the algorithm.
The results show the good potentialities of the algorithm in predict the behaviour of the system and attenuate through the fuzzy filtering method possible noise distortions in the relational model.
Read – The Ruby Programming Language
Today I finished reading “The Ruby Programming Language” by David Flanagan
Read – Groo and Rufferto
Today I finished reading “Groo and Rufferto” by Sergio Aragones
Read – Biologically Inspired Artificial Intelligence for Computer Games
Today I finished reading “Biologically Inspired Artificial Intelligence for Computer Games” by Darryl Charles
Listening – Lovetune For Vacuum
This week I am listening to “Lovetune For Vacuum” by Austria Soap&Skin
Read – jQuery Cookbook
Today I finished reading “jQuery Cookbook: Solutions & Examples for jQuery Developers” by Cody Lindley
Studying – Drawing on the right side of the brain
This month I am studying “Drawing on the right side of the brain”
I’ve tried sitting down and working through the book and the video twice and just never finished it.
There’s a month long class at the local community centre I am going to take and this time, I will finish it.
Paper – The Case for Modeling Security, Privacy, Usability and Reliability (SPUR) in Automotive Software
Today I read a paper titled “The Case for Modeling Security, Privacy, Usability and Reliability (SPUR) in Automotive Software”
The abstract is:
Over the past five years, there has been considerable growth and established value in the practice of modeling automotive software requirements.
Much of this growth has been centered on requirements of software associated with the established functional areas of an automobile, such as those associated with powertrain, chassis, body, safety and infotainment.
This paper makes a case for modeling four additional attributes that are increasingly important as vehicles become information conduits: security, privacy, usability, and reliability.
These four attributes are important in creating specifications for embedded in-vehicle automotive software.
Listening – Swoon
This week I am listening to “Swoon” by Silversun Pickups