Lets model the countries each with input parameter R. This parameter determines the happenings in the world for a person.
R is the resource that is required by both the countries. Each person can vote to share a percentage (beta) of the resource with the other country. 0<=beta<=1. the world changes based on this vote of the person.
W = beta*R.
We have a happiness meter for person P, which is again a weighted score of how good the overall world is currently as well as how good the person is locally.
H = x * localGood + y*GlobalGood.
localGood is the house that he might have build or the work that he might have done based on the resource R whose share he has got. while globalgood is the sum of happiness of all the people in the world. x and y are proportions that are determined as the game is played. the person's score is determined by how long he was at happiness level H for a time t..
Happiness at time t = Sigma ( Hi * ti ).
where Hi is the happiness at time ti.
The objective of the game is to score maximum happiness points. This game teaches conflict mediation for a person. It gives the person a holistic view of the world and how it operates. as the game progresses or as we introduce multiple parameters, we can see higher levels of emergent gameplay.
2. Optimal arrangement of roads for the traffic flow.
consider the following figure
C
C X C
C
here X is the player driving his car and C are the other cars that are front, rear, left and right of him. his goal is simple.
1. follow the car in front of him as long as its a straight path
2. avoid collision with cars around him
3. deviate from the path if need be. i.e. if he has to take a left or right turn.
When we see the overall traffic flow, we see the following figure.
C C C C C C C C C C C C C C C
C C C C C C C C C C C C C C C
C C C C C C C C C C C C C C C
C C C C C C C C C C C C C C C
C C C C C C C C C C C C C C C
C C C C C C C C C C C C C C C
C C C C C C C C C C C C C C C
C C C C C C C C C C C C C C C
C C C C C C C C C C C C C C C
C C C C C C C C C C C C C C C
here each car is just following the simple rule 1 and 2. however we see that the rows of cars or traffic is regulating itself without any central point of focus.
given a route, we can analyse the flow of traffic in the street. we can analyse the bottle necks and rearrange them to see how different the traffic flow would be.
w.r.t a person, he is just playing a game where he sees 4 cars. but on the whole we see a huge difference to the traffic flow system.
3. The Travelling Salesman Problem
TSP is arguably one of the most famous algorithms and the most required one that is known not to have an exact solution in polynomial time. Given a set of points, human eye is very good at determining the visually closest neighbours. we could use this property to solve the TSP. if a large enough problem is broken into chunks and distributed among the people, they would find it interesting to solve.. as demonstrated by
it would be worth looking for an idea that extends this principles to a vast crowd of people, entertainingly solving the problem.
4. Real parameters
when a user browses the network we become aware of several of his details like the ip address, locale, country, etc. how about using the game as a wrapper to find the details of these parameters. this is some kind of a meta information.
other ideas we talked about were, though not in elaboration
tom tom gps - they calculate the actual speed of a person by using the data from other gps's near by. so these are more reliable than the other gps in the market.
an interesting problem would be to get rid of viruses ( identifying virus signatures? ) by playing the game.
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