Game Model Evolution

We’ve been busy tweaking parameters and playing with graphs, all in the name of creating a virtual vector population that mimics the real world.

The game model can now generate patterns that mimic seasonal changes in abundance, demonstrate the impact of vector bionomics and show potential operational differences between target site and metabolic resistance mechanisms.

We are now busy using Andy’s app to generate ‘scenarios,’ these are not challenges within the game per say, but a wide variety of potential player inputs that may occur during gameplay to ensure the game model doesn’t generate any unrealistic behaviour.

We are looking for an assessment of the scenarios themselves rather than the input parameter values. The input parameters are simply a means by which we can generate reasonable scenarios. A full copy of the scenario document can be found here. Some examples have been provided below. We are currently working under the assumption that a step is the equivalent of a month.

We are working directly with the game developers to ensure the game mechanics being developed now, and the ‘game model’ will work in unison to create a virtual vector population where the player can freely choose their vector control strategy and see the potential impact of their decisions. We are also developing a system where additional elements in the game can be added through a simple text file, such as a new vector species or insecticides. Several fields for each element can then be defined to generate the desired behaviour/ impact.

We’re always keen to hear your thoughts and questions so please feel free to get in touch.


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