Re: [FRIAM] [EXTERNAL] Re: DOH!

2015-07-07 Thread Parks, Raymond
I would postulate that, especially in the last 200 years, communication has 
been a significant or, possibly, most significant agent of change in terms of 
violence.  Even in the prestate societies (whatever that means), some if not 
most people would not see a violent death or the results - 500 per 100,000 
means you would have had a 0.5% chance, all things being equal.  As people 
collected together into larger communities and, eventually, states/countries, 
the all things being equal would change - even if you didn't see the violent 
death you heard about it.

In the last 200 years, there has been a significant change in communication.  
Knowledge of violent death has become increasingly accessible.  Early 
telegraphs and newspapers of the early 19th Century showed violent deaths to 
more people than had ever previously seen it or heard about it through oral 
communication.  Henry Crabb Robinson, for example, contributed war news from 
Napoleons Spanish and German campaigns to The Times of London.  With the advent 
of wired telegraphy, violent death literally came home to people.  William 
Howard Russell was able to send his dispatches to The Times from the Crimean 
War via submarine cable to Varna, Bulgaria, and from there through French 
circuits to Austria in weeks after battles.  People at home in England were 
exposed to violent death in the war zone in a relatively short time and in more 
detail.  The addition of photography made violent death during the US War 
Between the States more real to the folks back on the farm - real pictures of 
real death along with written accounts were delivered within days of 
occurrence.  The trend has only continued, with movies (who remembers the 
newsreels at the cinema?), radio, television, and now Internet videos bringing 
violent death to viewers in near real-time.

I postulate that the effect of seeing and hearing of violence more often and in 
greater and greater detail has led to the reluctance of committing violence.  
Presumably, prestate societies had on the order of 1000 or so people involved 
with the 500 per 100,000 violent deaths.  As more people saw or heard about 
violent deaths in graphic detail (rather than a sterile announcement), that 
number of people has increased.  Nowadays, I would expect the number of people 
who have seen the details of violent death to be on the order of 10,000 out of 
that 100,000, even though the number of such deaths has decreased.

In my personal experience, people who have seen (or, especially, caused) 
violent death are reluctant to cause it again.  Thus, my hypothesis that 
exposure to violent death through improved communications is a major factor in 
the reduction in the rate of violent death.

Ray Parks
Consilient Heuristician/IDART Old-Timer
V: 505-844-4024  M: 505-238-9359  P: 505-951-6084
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On Jul 6, 2015, at 7:09 PM, Curt McNamara wrote:


http://m.gapminder.org/videos/200-years-that-changed-the-world/

http://www.scientificamerican.com/article/the-decline-of-violence/

Curt


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Re: [FRIAM] [EXTERNAL] Re: DOH!

2015-07-07 Thread Arlo Barnes
Another example of something that is unambiguously a game, due to the
competitive and puzzle-like nature it has, and is also (perhaps
unrelatedly) useful, due to the research potential of it, is Foldit
http://fold.it.
-Arlo James Barnes

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Re: [FRIAM] [EXTERNAL] Re: DOH!

2015-07-06 Thread Marcus Daniels
A pilot might either fly a physical airplane as part of an exercise or they 
may fly a simulator.  Either way, their actions are translated to a 
scorekeeping mechanism that is automated.

At some point won't these behaviors too be mastered by machine learning?   
Obviously, I'm not just taking on gaming here, I'm taking on the idea that 
people ought to master narrow skill sets at all.Ok, so a gamer can track 
7 objects instead of 3.   Machines could track hundreds or thousands.  Better 
to design the machine, no?

Marcus

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Re: [FRIAM] [EXTERNAL] Re: DOH!

2015-07-06 Thread Parks, Raymond
You are venturing into the world of serious games.  Humans have always played 
games to sharpen intellect, gain skills, refine tactics, understand the 
ramifications of strategy, and entertain themselves.  I'm currently helping to 
author a paper about the security requirements of serious games, so this 
subject is fresh in my mind.

As hunter-gatherers, humans allowed their children to play hide and seek, use 
child-sized weapons, and hunt small game.  These were practice games for 
adulthood.

This concept of transforming necessary military skills and learning them by 
games, either as children or later as adults, has continued throughout human 
history.  In the 1800s, the Prussians added to the physical games with tabletop 
(or sandtable top) intellectual games that abstracted military units and 
allowed future officers to play without having to use real people, animals, and 
supplies.  That game was called Kriegspiel and has continued to evolve to this 
day.

Chess is sometimes considered the original Kriegspiel.  Most historians agree 
it is derived from Chaturanga, invented in the Gupta Empire somewhere between 
280 and 550 CE.  Modern chess was formalized from the derivative of shatranj 
(Muslim version from the original) in about 900-1000 CE in southern Europe.  As 
a game, chess trains the player to think ahead, understand the consequences of 
their actions, and generally improves the mind.

In the age of Industrial Warfare new weapons, new logistics, new 
transportation, new communication methods, and the sheer size of armies 
required games to understand the bitter lessons learned in wars.  These games 
were physical games to learn how all of these factors interact in the physical 
world before they could be abstracted to the tabletop as Kriegspiel.  As late 
as the buildup to the US entry into WWII, the Army held huge maneuver exercises 
in the South to practice and understand how war was already being fought in 
Europe.

Those large, physical games still take place, but as computers have become more 
and more important parts of the military, the games have added computers.  
These computers have themselves effectively created a fifth domain for military 
conflict (after Land, Sea, Air, and Space) which most authorities call 
Cyberspace.  The interesting aspect of this is that, increasingly, the other 
domains are being abstracted into Cyberspace.  A pilot might either fly a 
physical airplane as part of an exercise or they may fly a simulator.  Either 
way, their actions are translated to a scorekeeping mechanism that is automated.

There is an interesting trend within the videogame community where players 
create modifications of the game they love playing.  I get Amazon Local emails 
because of my Prime membership, and one offer I have seen a lot, recently, is a 
course to teach a child how to create mods for Minecraft.  Modding Minecraft 
involves learning Java, understanding the data storage scheme of the game, and 
understanding the physics engine of Minecraft.  This all translates to skills 
useful in programming and software systems engineering.  Mods for other games 
are similiar in nature.

The bottom line here is that games have been one of mankind's way of learning 
and researching for a very long time.  Some games are more valuable for 
learning specific things while others are more entertaining.  Just as not 
everybody needs and wants to do productive work, not everybody needs and 
wants to play strictly serious games like agent-based simulation (yes, I am 
saying that many of the folks on this list are playing games in their work and 
research).  There is a spectrum of entertainment that describes games - some 
games are strictly business and some games are a little business with lots of 
entertainment.  Entertainment can be necessary to entice players to the game to 
learn.  Sometimes, the entertainment becomes the primary goal of the players 
and any learning is purely happenstance.

Personally, I like games because they help me hone my bad guy skills.  In a 
very few cases, I learn new real-world attacks from the game content, usually 
from seeing other people try things that I assumed would not work.  More often, 
I figure out how to use the game functions to win more easily - something that 
equates directly to using a system with computers to attack itself.  
Occasionally, I learn how to break the computer program behind the game in a 
way that works for non-game computer programs.

Ray Parks
Consilient Heuristician/IDART Old-Timer
V: 505-844-4024  M: 505-238-9359  P: 505-951-6084
NIPR: rcpa...@sandia.govmailto:rcpa...@sandia.gov
SIPR: rcpar...@sandia.doe.sgov.govmailto:rcpar...@sandia.doe.sgov.gov (send 
NIPR reminder)
JWICS: dopa...@doe.ic.govmailto:dopa...@doe.ic.gov (send NIPR reminder)



On Jul 5, 2015, at 9:44 PM, cody dooderson wrote:

This is a very interesting subject. I often wonder if Im doing anything useful 
for society and/or the universe. I think the answer 

Re: [FRIAM] [EXTERNAL] Re: DOH!

2015-07-06 Thread Gary Schiltz
It’s such a shame that we still “can’t all just get along”, and
instead keep developing more and more advanced ways of subjugating
each other, killing and terrorizing. The liberal vs. conservative
noise in the USA got me thinking a lot about this. When I moved to EC,
the previous 8 years of BushCo had moved my politics pretty far left,
to the point that I was quite happy with Correa’s victory. Now, after
seeing the extent to which the past corruption has been merely
legitimized (pushed upward), I’m not so sure where I stand. It seems
to me that a lot of human history is some variation of the theme of
you have more than I have, that’s not fair, so I’m going to take some
(all in some cases) from you.” There’s a lot to be said for that. If
we didn’t have such strong strucutres in place (governments, social
norms), we would each have just about what we could defend against our
neighbors. The problem is that governments, especially in conjunction
with philosophies and religions, can legitimize quite a range of
behaviors, and our war games (real and otherwise) just enforce this.

On Mon, Jul 6, 2015 at 12:40 PM, Parks, Raymond rcpa...@sandia.gov wrote:
 You are venturing into the world of serious games.  Humans have always
 played games to sharpen intellect, gain skills, refine tactics, understand
 the ramifications of strategy, and entertain themselves.  I'm currently
 helping to author a paper about the security requirements of serious games,
 so this subject is fresh in my mind.

 As hunter-gatherers, humans allowed their children to play hide and seek,
 use child-sized weapons, and hunt small game.  These were practice games for
 adulthood.

 This concept of transforming necessary military skills and learning them by
 games, either as children or later as adults, has continued throughout human
 history.  In the 1800s, the Prussians added to the physical games with
 tabletop (or sandtable top) intellectual games that abstracted military
 units and allowed future officers to play without having to use real people,
 animals, and supplies.  That game was called Kriegspiel and has continued to
 evolve to this day.

 Chess is sometimes considered the original Kriegspiel.  Most historians
 agree it is derived from Chaturanga, invented in the Gupta Empire somewhere
 between 280 and 550 CE.  Modern chess was formalized from the derivative of
 shatranj (Muslim version from the original) in about 900-1000 CE in southern
 Europe.  As a game, chess trains the player to think ahead, understand the
 consequences of their actions, and generally improves the mind.

 In the age of Industrial Warfare new weapons, new logistics, new
 transportation, new communication methods, and the sheer size of armies
 required games to understand the bitter lessons learned in wars.  These
 games were physical games to learn how all of these factors interact in the
 physical world before they could be abstracted to the tabletop as
 Kriegspiel.  As late as the buildup to the US entry into WWII, the Army held
 huge maneuver exercises in the South to practice and understand how war was
 already being fought in Europe.

 Those large, physical games still take place, but as computers have become
 more and more important parts of the military, the games have added
 computers.  These computers have themselves effectively created a fifth
 domain for military conflict (after Land, Sea, Air, and Space) which most
 authorities call Cyberspace.  The interesting aspect of this is that,
 increasingly, the other domains are being abstracted into Cyberspace.  A
 pilot might either fly a physical airplane as part of an exercise or they
 may fly a simulator.  Either way, their actions are translated to a
 scorekeeping mechanism that is automated.

 There is an interesting trend within the videogame community where players
 create modifications of the game they love playing.  I get Amazon Local
 emails because of my Prime membership, and one offer I have seen a lot,
 recently, is a course to teach a child how to create mods for Minecraft.
 Modding Minecraft involves learning Java, understanding the data storage
 scheme of the game, and understanding the physics engine of Minecraft.
 This all translates to skills useful in programming and software systems
 engineering.  Mods for other games are similiar in nature.

 The bottom line here is that games have been one of mankind's way of
 learning and researching for a very long time.  Some games are more valuable
 for learning specific things while others are more entertaining.  Just as
 not everybody needs and wants to do productive work, not everybody needs
 and wants to play strictly serious games like agent-based simulation (yes, I
 am saying that many of the folks on this list are playing games in their
 work and research).  There is a spectrum of entertainment that describes
 games - some games are strictly business and some games are a little
 business with lots of entertainment.  Entertainment can be 

Re: [FRIAM] [EXTERNAL] Re: DOH!

2015-07-06 Thread Parks, Raymond
  Human behaviour is human behaviour and it has not changed in 50,000+ years.  
Humans act in their own self-interest at many levels - see Maslow's Hierarch of 
Needs.  The purpose of civilization is to allow humans to behave the way they 
will behave with as little destructive collateral effects as possible.  
Sometimes, the structures of a society and government are enough to control the 
behaviour - sometimes more force is necessary.  The key is to apply as little 
force as is necessary and to be perceived as applying the force fairly (not 
necessarily equally).

  Unfortunately, society and government are made up of humans and they will 
find ways to use what power is allotted to them by other humans in ways that 
are advantageous to themselves.  History shows that no matter how idealistic 
and utopian the original goal of a society or government it will be changed by 
the humans in charge to give themselves advantage.  The purpose of the US 
constitution is to pit these humans against each other so that their pursuit of 
self-interest will be in conflict with others in government.  The intent of the 
writers was that each group would prevent the others from gaining enough power 
to be destructive - thus the separation of powers into three branches of 
government.

  Humans also tend to form groups and place the survival of the group as more 
important than the survival of other groups.  When the group rises to the 
status of a nation-state or boundary-crossing movement (usually religious), the 
groups can get into conflict.  This is a fact of the human condition.  The best 
prepared group will survive these conflicts.  War games are one of the methods 
of preparing.  I understand your plea  and I sympathize - but history proves 
that we can't all just get along.

Ray Parks


On Jul 6, 2015, at 1:31 PM, Gary Schiltz wrote:

It’s such a shame that we still “can’t all just get along”, and
instead keep developing more and more advanced ways of subjugating
each other, killing and terrorizing. The liberal vs. conservative
noise in the USA got me thinking a lot about this. When I moved to EC,
the previous 8 years of BushCo had moved my politics pretty far left,
to the point that I was quite happy with Correa’s victory. Now, after
seeing the extent to which the past corruption has been merely
legitimized (pushed upward), I’m not so sure where I stand. It seems
to me that a lot of human history is some variation of the theme of
you have more than I have, that’s not fair, so I’m going to take some
(all in some cases) from you.” There’s a lot to be said for that. If
we didn’t have such strong strucutres in place (governments, social
norms), we would each have just about what we could defend against our
neighbors. The problem is that governments, especially in conjunction
with philosophies and religions, can legitimize quite a range of
behaviors, and our war games (real and otherwise) just enforce this.

On Mon, Jul 6, 2015 at 12:40 PM, Parks, Raymond 
rcpa...@sandia.govmailto:rcpa...@sandia.gov wrote:
You are venturing into the world of serious games.  Humans have always
played games to sharpen intellect, gain skills, refine tactics, understand
the ramifications of strategy, and entertain themselves.  I'm currently
helping to author a paper about the security requirements of serious games,
so this subject is fresh in my mind.

As hunter-gatherers, humans allowed their children to play hide and seek,
use child-sized weapons, and hunt small game.  These were practice games for
adulthood.

This concept of transforming necessary military skills and learning them by
games, either as children or later as adults, has continued throughout human
history.  In the 1800s, the Prussians added to the physical games with
tabletop (or sandtable top) intellectual games that abstracted military
units and allowed future officers to play without having to use real people,
animals, and supplies.  That game was called Kriegspiel and has continued to
evolve to this day.

Chess is sometimes considered the original Kriegspiel.  Most historians
agree it is derived from Chaturanga, invented in the Gupta Empire somewhere
between 280 and 550 CE.  Modern chess was formalized from the derivative of
shatranj (Muslim version from the original) in about 900-1000 CE in southern
Europe.  As a game, chess trains the player to think ahead, understand the
consequences of their actions, and generally improves the mind.

In the age of Industrial Warfare new weapons, new logistics, new
transportation, new communication methods, and the sheer size of armies
required games to understand the bitter lessons learned in wars.  These
games were physical games to learn how all of these factors interact in the
physical world before they could be abstracted to the tabletop as
Kriegspiel.  As late as the buildup to the US entry into WWII, the Army held
huge maneuver exercises in the South to practice and understand how war was
already being fought in Europe.


Re: [FRIAM] [EXTERNAL] Re: DOH!

2015-07-06 Thread Curt McNamara
http://m.gapminder.org/videos/200-years-that-changed-the-world/

http://www.scientificamerican.com/article/the-decline-of-violence/

Curt
On Jul 6, 2015 6:02 PM, Parks, Raymond rcpa...@sandia.gov wrote:

Human behaviour is human behaviour and it has not changed in 50,000+
 years.  Humans act in their own self-interest at many levels - see Maslow's
 Hierarch of Needs.  The purpose of civilization is to allow humans to
 behave the way they will behave with as little destructive collateral
 effects as possible.  Sometimes, the structures of a society and government
 are enough to control the behaviour - sometimes more force is necessary.
 The key is to apply as little force as is necessary and to be perceived as
 applying the force fairly (not necessarily equally).

Unfortunately, society and government are made up of humans and they
 will find ways to use what power is allotted to them by other humans in
 ways that are advantageous to themselves.  History shows that no matter how
 idealistic and utopian the original goal of a society or government it will
 be changed by the humans in charge to give themselves advantage.  The
 purpose of the US constitution is to pit these humans against each other so
 that their pursuit of self-interest will be in conflict with others in
 government.  The intent of the writers was that each group would prevent
 the others from gaining enough power to be destructive - thus the
 separation of powers into three branches of government.

Humans also tend to form groups and place the survival of the group as
 more important than the survival of other groups.  When the group rises to
 the status of a nation-state or boundary-crossing movement (usually
 religious), the groups can get into conflict.  This is a fact of the human
 condition.  The best prepared group will survive these conflicts.  War
 games are one of the methods of preparing.  I understand your plea  and I
 sympathize - but history proves that we can't all just get along.

  Ray Parks


  On Jul 6, 2015, at 1:31 PM, Gary Schiltz wrote:

  It’s such a shame that we still “can’t all just get along”, and
 instead keep developing more and more advanced ways of subjugating
 each other, killing and terrorizing. The liberal vs. conservative
 noise in the USA got me thinking a lot about this. When I moved to EC,
 the previous 8 years of BushCo had moved my politics pretty far left,
 to the point that I was quite happy with Correa’s victory. Now, after
 seeing the extent to which the past corruption has been merely
 legitimized (pushed upward), I’m not so sure where I stand. It seems
 to me that a lot of human history is some variation of the theme of
 you have more than I have, that’s not fair, so I’m going to take some
 (all in some cases) from you.” There’s a lot to be said for that. If
 we didn’t have such strong strucutres in place (governments, social
 norms), we would each have just about what we could defend against our
 neighbors. The problem is that governments, especially in conjunction
 with philosophies and religions, can legitimize quite a range of
 behaviors, and our war games (real and otherwise) just enforce this.

 On Mon, Jul 6, 2015 at 12:40 PM, Parks, Raymond rcpa...@sandia.gov
 wrote:

 You are venturing into the world of serious games.  Humans have always

 played games to sharpen intellect, gain skills, refine tactics, understand

 the ramifications of strategy, and entertain themselves.  I'm currently

 helping to author a paper about the security requirements of serious games,

 so this subject is fresh in my mind.


  As hunter-gatherers, humans allowed their children to play hide and seek,

 use child-sized weapons, and hunt small game.  These were practice games
 for

 adulthood.


  This concept of transforming necessary military skills and learning them
 by

 games, either as children or later as adults, has continued throughout
 human

 history.  In the 1800s, the Prussians added to the physical games with

 tabletop (or sandtable top) intellectual games that abstracted military

 units and allowed future officers to play without having to use real
 people,

 animals, and supplies.  That game was called Kriegspiel and has continued
 to

 evolve to this day.


  Chess is sometimes considered the original Kriegspiel.  Most historians

 agree it is derived from Chaturanga, invented in the Gupta Empire somewhere

 between 280 and 550 CE.  Modern chess was formalized from the derivative of

 shatranj (Muslim version from the original) in about 900-1000 CE in
 southern

 Europe.  As a game, chess trains the player to think ahead, understand the

 consequences of their actions, and generally improves the mind.


  In the age of Industrial Warfare new weapons, new logistics, new

 transportation, new communication methods, and the sheer size of armies

 required games to understand the bitter lessons learned in wars.  These

 games were physical games to learn how all of these factors