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.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Dixon, A., Henning, J.: Nett Warrior Gets New End-User Device (2013). http://www.army.mil/article/107811/. Accessed 20 Sept 2018
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
Klein, G.: Sources of Power: How People Make Decisions. MIT Press, Cambridge (1998)
Terwiesch, C., Ulrich, K.T.: Innovation Tournaments: Creating and Selecting Exceptional Opportunities. Boston Harvard Business Press, Boston (2009)
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
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
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)
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
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)
Liu, A.: Decentralized Network Interdiction Games. Air Force Research Laboratory: AF Office Of Scientific Research (AFOSR)/RTA2, Arlington VA (2015)
Allain, R.J.: An Evolving Asymmetric Game for Modeling Interdictor-Smuggler Problems. Naval Postgraduate School, Monterey (2016)
Burgun, K.: Clockwork Game Design. Focal Press, Burlington (2015)
Elias, G.S., Garfield, R., Gutschera, K.R.: Characteristics of Games. MIT Press, Cambridge (2012)
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)
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)
Author information
Authors and Affiliations
Corresponding authors
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 Springer Nature Switzerland AG
About this paper
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)