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	<title>increpare games &#187; structuralism</title>
	<atom:link href="http://www.increpare.com/tag/structuralism/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.increpare.com</link>
	<description>let's try something out here...</description>
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		<item>
		<title>Lacanian Fantasy Generator</title>
		<link>http://www.increpare.com/2008/12/lacanian-fantasy-generator/</link>
		<comments>http://www.increpare.com/2008/12/lacanian-fantasy-generator/#comments</comments>
		<pubDate>Wed, 17 Dec 2008 16:50:10 +0000</pubDate>
		<dc:creator>stephen lavelle</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Lacan]]></category>
		<category><![CDATA[structuralism]]></category>
		<category><![CDATA[toy]]></category>

		<guid isPermaLink="false">http://www.maths.tcd.ie/~icecube/?p=871</guid>
		<description><![CDATA[A toy of sorts, that randomly generates fantasies and complexes in the style of Lacan, built up from some mathemes that he commonly used. I have derived some modest pleasure from it. It can be found here. There is a very rough key to the symbols that I assembled when I was writing it here.]]></description>
			<content:encoded><![CDATA[<p>A toy of sorts, that randomly generates fantasies and complexes in the style of Lacan, built up from some <a href="http://en.wikipedia.org/wiki/Matheme">mathemes</a> that he commonly used.  I have derived some modest pleasure from it.</p>
<p>It can be found <a href="http://www.increpare.com/lacan">here</a>.</p>
<p>There is a <em>very</em> rough key to the symbols that I assembled when I was writing it <a href="http://www.increpare.com/lacan/lacankey.pdf">here</a>.</p>
]]></content:encoded>
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		<item>
		<title>Semiotic Square Generator</title>
		<link>http://www.increpare.com/2008/11/semiotic-square-generator/</link>
		<comments>http://www.increpare.com/2008/11/semiotic-square-generator/#comments</comments>
		<pubDate>Fri, 07 Nov 2008 16:41:37 +0000</pubDate>
		<dc:creator>stephen lavelle</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[structuralism]]></category>
		<category><![CDATA[toy]]></category>
		<category><![CDATA[word algorithms]]></category>

		<guid isPermaLink="false">http://www.maths.tcd.ie/~icecube/?p=818</guid>
		<description><![CDATA[Here&#8216;s a modified version of some earlier code I write, this time pared down to generate some semiotic square templates as opposed to analogic square templates. I don&#8217;t find them anywhere as amusing, but I guess it has some worth of its own anyway&#8230;]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.increpare.com/square/semiotic2.php">Here</a>&#8216;s a modified version of some earlier code I write, this time pared down to generate some <a href="http://en.wikipedia.org/wiki/Semiotic_square">semiotic square</a> templates as opposed to analogic square templates.  I don&#8217;t find them anywhere as amusing, but I guess it has some worth of its own anyway&#8230;</p>
]]></content:encoded>
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		<item>
		<title>Structuralism, The Canonical Formula, and Computer Games</title>
		<link>http://www.increpare.com/2008/10/structuralism-the-canonical-formula-and-computer-games/</link>
		<comments>http://www.increpare.com/2008/10/structuralism-the-canonical-formula-and-computer-games/#comments</comments>
		<pubDate>Thu, 30 Oct 2008 11:36:21 +0000</pubDate>
		<dc:creator>stephen lavelle</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[levi-strauss]]></category>
		<category><![CDATA[maths]]></category>
		<category><![CDATA[structuralism]]></category>

		<guid isPermaLink="false">http://www.maths.tcd.ie/~icecube/?p=782</guid>
		<description><![CDATA[A copied/pasted selection of a thread from tigsource. There is certain amount of extra discussion there, but all the actual analyses are copied below. It&#8217;s a little messy (especially the opening description, which might anger some specialists immensely, should they be unfortunate enough to stumble across this page), for which I apologise. After having played [...]]]></description>
			<content:encoded><![CDATA[<p>A copied/pasted selection of a thread from <a href="http://forums.tigsource.com/index.php?topic=1889.msg44798#msg44798">tigsource</a>.  There is certain amount of extra discussion there, but all the actual analyses are copied below.  It&#8217;s a little messy (especially the opening description, which might anger some specialists immensely, should they be unfortunate enough to stumble across this page), for which I apologise.</p>
<p>After having <a href="http://forums.tigsource.com/index.php?topic=1886.0;topicseen">played about a little bit today</a> with things relating to structuralism, I thought it might be fun to try to apply <a href="http://en.wikipedia.org/wiki/Claude_Lévi-Strauss">Levi-Strauss</a>&#8216;s canonical formula of mythology to some games.  (the closest I could find to a discussion of this nature on the web was <a href="http://www.gamedev.net/community/forums/topic.asp?topic_id=80452&#038;PageSize=25&#038;WhichPage=1">this</a> rather elementary discussion on gamedev.net).</p>
<p>The canonical formula looks like:</p>
<p><img src="http://ded.increpare.com/cgi-bin/mimetex.cgi?\frac{f_x%28a%29}{f_y%28b%29}\Rightarrow\frac{f_x%28b%29}{f_{a^{-1}}}%28y%29" alt="http://ded.increpare.com/cgi-bin/mimetex.cgi?\frac{f_x%28a%29}{f_y%28b%29}\Rightarrow\frac{f_x%28b%29}{f_{a^{-1}}}%28y%29" /></p>
<p>It&#8217;s supposed to depict some sort of transformation, with the fraction on the left representing some sort of relationship between the numerator and the demoninator, the arrow in the middle representing the transformation, and the fraction on the right a relationship between the permuted contents of <em>its</em> numerator and denominator.  Basically, you can fill it out however you want. <em>a</em><sup>-1</sup> is supposed to be some sort of opposite of <em>a</em>.  Also, generally either <em>a</em> and <em>b</em> represent characters, and <em>x</em> and <em>y</em> represent some properties, or vice versa. <del> And generally <em>f</em> doesn&#8217;t mean anything.</del> (I take that back.  f indicates that there&#8217;s a functional relationship between its two arguments.  &#8216;functional relationship&#8217; means that one of its arguments is a property of the other, or is an action performed on/by the other.  Basically by &#8216;meaningless&#8217; I mean &#8216;not a variable&#8217;).</p>
<p>It all is a bit arbitrary, but there&#8217;s certainly a knack to describing things using it.  Actual analyses follow below the fold</p>
<p><span id="more-782"></span></p>
<p><strong>Example 1: Megaman boss battles</strong></p>
<p>a: Shoot with x-buster<br />
a<sup>-1</sup>: Shot by x-buster<br />
b: Shoot with boss&#8217;s weapon<br />
x: Megaman<br />
y: Boss<br />
=>:beat boss</p>
<p>So, ignoring <em>f</em>, the formula looks like</p>
<p><img src="http://ded.increpare.com/cgi-bin/mimetex.cgi?\frac{{}_{\mbox{Megaman}}%28\mbox{shoots%20x-buster}%29}{{}_{\mbox{Boss}}%28\mbox{shoots%20boss%20weapon}%29}\Rightarrow^{\mbox{}}\frac{{}_{\mbox{Megaman}}%28\mbox{shoots%20boss%27s%20weapon}%29}{{}_{\mbox{Shot%20by%20x-buster}}%28\mbox{Boss}%29}" alt="http://ded.increpare.com/cgi-bin/mimetex.cgi?\frac{{}_{\mbox{Megaman}}%28\mbox{shoots%20x-buster}%29}{{}_{\mbox{Boss}}%28\mbox{shoots%20boss%20weapon}%29}\Rightarrow^{\mbox{}}\frac{{}_{\mbox{Megaman}}%28\mbox{shoots%20boss%27s%20weapon}%29}{{}_{\mbox{Shot%20by%20x-buster}}}%28\mbox{Boss}%29" /></p>
<p>This can be read as: before you beat a boss, you each are equipped your respective weapons, but you kill him and take <em>his</em> weapon by shooting at him; in short:</p>
<p><img width=200 src="http://i272.photobucket.com/albums/jj200/increpatio/mega_man_ac_10.jpg"/> => <img width=200 src="http://i272.photobucket.com/albums/jj200/increpatio/mmgb2.gif"/></p>
<p><strong>Exampe 2: Tetris</strong></p>
<p>This is a little weaker, but anyway.</p>
<p>a: falling<br />
a<sup>-1</sup>: rising<br />
b: stationary<br />
x: controlled piece<br />
y: main body of blocks<br />
=>: drop piece</p>
<p><img src="http://ded.increpare.com/cgi-bin/mimetex.cgi?\frac{{}_{\mbox{controlled%20piece}}({\mbox{falling}})}{{}_{\mbox{main%20body%20of%20blocks}}(\mbox{stationary})}\Rightarrow^{\mbox{}}\frac{{}_{\mbox{controlled%20piece}}(\mbox{stationary})}{{}_{\mbox{rising}}(\mbox{main%20body%20of%20blocks})}" alt="mimetex.cgi?\frac{{}_{\mbox{controlled%20piece}}({\mbox{falling}})}{{}_{\mbox{main%20body%20of%20blocks}}(\mbox{stationary})}\Rightarrow^{\mbox{}}\frac{{}_{\mbox{controlled%20piece}}(\mbox{stationary})}{{}_{\mbox{rising}}(\mbox{main%20body%20of%20blocks})}" /></p>
<p><img src="http://i272.photobucket.com/albums/jj200/increpatio/GB_Tetris.png" alt="GB_Tetris.png" /></p>
<p>That is to say that, when you&#8217;re dropping a piece, the mass of blocks at the bottom don&#8217;t do anything, but when the piece has finished dropping, it stops moving itself, and <em>adds</em> to the mass of the main body of blocks at the bottom.  (no, this doesn&#8217;t deal with getting lines: that would require another diagram &#8230; ).</p>
<p><strong>Example 3: Pacman</strong></p>
<p>a: eats<br />
a<sup>-1</sup>: edible<br />
b: freedom of movement<br />
x: pacman<br />
y: ghost<br />
=>: get power pill</p>
<p><img src="http://ded.increpare.com/cgi-bin/mimetex.cgi?\frac{{}_{\mbox{Pacman}}({\mbox{eats}})}{{}_{\mbox{Ghost}}(\mbox{freedom})}\Rightarrow^{\mbox{}}\frac{{}_{\mbox{Pacman}}(\mbox{freedom})}{{}_{\mbox{edible}}(\mbox{Ghost})}" alt="mimetex.cgi?\frac{{}_{\mbox{Pacman}}({\mbox{eats}})}{{}_{\mbox{Ghost}}(\mbox{freedom})}\Rightarrow^{\mbox{}}\frac{{}_{\mbox{Pacman}}(\mbox{freedom})}{{}_{\mbox{edible}}(\mbox{Ghost})}" /></p>
<p>Before you get the power-pill, you gotta be real careful where you go, but once you have it you don&#8217;t need to fear anybody, for the time being.  And the ghosts become edible (and they also start trying to avoid you).  Mmmm.</p>
<table>
<tr>
<td><img src="http://i272.photobucket.com/albums/jj200/increpatio/pacman4.jpg" alt="pacman4.jpg" /></td>
<td></td>
<td><img src="http://i272.photobucket.com/albums/jj200/increpatio/american_flag.jpg" alt="american_flag.jpg" /></td>
</tr>
<tr>
</tr>
<tr>
<td></td>
<td>=></td>
<td></td>
</tr>
<p></p>
<tr>
<td><img src="http://i272.photobucket.com/albums/jj200/increpatio/ghost-1.jpg" alt="ghost-1.jpg" /></td>
<td></td>
<td><img width=40 src="http://i272.photobucket.com/albums/jj200/increpatio/Scared_Pacman_Blinky.png"/></td>
</tr>
</table>
<p>It&#8217;s one of these fun things to do.  Kirby can be dealt with in a manner similar to megaman, but yoshi seems a lot more difficult (the most obvious candidate for inclusion in any formula here being the between the opposition between eating and giving birth. to an egg).</p>
<p>Interpreting things using the canonic formula can seen a bit arbitrary.  Semiotic squares are much simpler, and can be handy for classifying entities in a game.  For an off-the-cuff example, take pacman again.  We take a two pairs of binary opposites, in this case &#8220;round/non-round&#8221; and &#8220;moving/stationary&#8221;, and we get the following diagram</p>
<p>
<table>
<tr>
<td></td>
<td> moving</td>
<td>not moving</td>
</tr>
<p></p>
<tr>
<td> round</td>
<td><img src="http://i272.photobucket.com/albums/jj200/increpatio/pacman4.jpg" alt="pacman4.jpg" /></td>
<td><img src="http://i272.photobucket.com/albums/jj200/increpatio/powerpill.jpg" alt="powerpill.jpg" /></td>
</tr>
<p></p>
<tr>
<td>not round</td>
<td><img src="http://i272.photobucket.com/albums/jj200/increpatio/ghost-1.jpg" alt="ghost-1.jpg" /></td>
<td><img src="http://i272.photobucket.com/albums/jj200/increpatio/pill.jpg" alt="pill.jpg" /></td>
</tr>
</table>
<p>Maybe I could have thought of slightly better categories if I had put more thought in ;), but they do at least allow us to distinguish these four entities from eachother.  This sort of stuff is <em>far</em> less arbitrary than the canonical formula stuff: you get a computer to do the searching for things, and you don&#8217;t find yourself back-tracking half as often in attempts to squish your things into a big ol&#8217;expression like the CF.</p>
<p>The CF is chiefly used in anthropology to talk about differences between related myths.  It should also be applicable to computer games to talk about the differences between different games in the same genre (indeed, it&#8217;s when one starts doing this that things end up getting a lot less arbitrary).</p>
<p>If one was being a little bit pretentious, and was okay with using Levi-Strauss&#8217;s (rather non-standard) terminology, one could describe the above interpretations using the CF as <em>the study of megaman/tetris/pacman as myth</em>  :D</p>
<hr />
<p><strong>Example 4: Tetris Line Removal</strong></p>
<p>Ah, here&#8217;s something for the tetris line-removal mechanism.  So before, you have a piece that you control that is <strong>added</strong> at the top of the screen, while a line, only <strong>partially</strong> filled, sits at the bottom.  When you actually fill a line, the line is <strong>removed</strong>, and the piece you controlled presumably ending up getting partially/wholly destroyed in the process.</p>
<p>a:  added<br />
a<sup>-1</sup>: removed<br />
b: partial/non-existence<br />
x: controlled piece<br />
y: line<br />
=>: line filled</p>
<p><img src="http://ded.increpare.com/cgi-bin/mimetex.cgi?\frac{{}_{\mbox{piece}}({\mbox{added}})}{{}_{\mbox{line}}(\mbox{partial})}\Rightarrow^{\mbox{}}\frac{{}_{\mbox{piece}}(\mbox{partial})}{{}_{\mbox{line}}(\mbox{removed})}" alt="mimetex.cgi?\frac{{}_{\mbox{piece}}({\mbox{added}})}{{}_{\mbox{line}}(\mbox{partial})}\Rightarrow^{\mbox{}}\frac{{}_{\mbox{piece}}(\mbox{partial})}{{}_{\mbox{line}}(\mbox{removed})}" /></p>
<p><img src="http://i272.photobucket.com/albums/jj200/increpatio/tetris-dx_02.png" alt="tetris-dx_02.png" /></p>
<p>So, in less mathematical form, you have the transition from a picture of pieces being added at the top of the screen while you have all of these partially filled rows, but when a line is <em>filled</em> and removed,  the piece that you controlled <em>looses</em> some (possibly all of) its blocks, as if to retore some cosmic balance ;)</p>
<p><strong>Example 5: Lode Runner</strong></p>
<p>A good fellow on the forum called <a href="http://joshg.wordpress.com/">joshg</a> gave the following example (<a href="http://forums.tigsource.com/index.php?topic=1889.msg44905#msg44905">ref</a>)</p>
<blockquote><p>
I&#8217;ll take a shot at it.</p>
<p>Let&#8217;s see, which game &#8230; how about Lode Runner.</p>
<table>
<tr>
<td><u>Player(trapping)</u></td>
<td> </td>
<td><u>Player(freedom)</u></td>
</tr>
<tr>
<td>&#8212;&#8212;&#8212;&#8212;&#8212;-</td>
<td>=> </td>
<td>&#8212;&#8212;&#8212;&#8212;&#8211;</td>
</tr>
<tr>
<td>Robots(freedom)</td>
<td></td>
<td>       Trapped(Robots)</td>
</tr>
</table>
<p>So the robots begin with the freedom to chase you down, and all you can do is lay traps.  Once you trap them, you then have freedom to escape.</p>
</blockquote>
<p>I found this to be quite a nice analysis myself.</p>
<hr />
<p>Here&#8217;re another two:</p>
<p><strong>Example 6: Yoshi&#8217;s Island</strong></p>
<p><img width=320 src="http://www.cabel.name/images-post/2006/05/e3-yoshi.jpg"/></p>
<p>a: eating<br />
a<sup>-1</sup>: eaten<br />
b: life<br />
x: yoshi<br />
y: bad guy<br />
=>: swallow bad guy</p>
<p><img src="http://i272.photobucket.com/albums/jj200/increpatio/structyoshi.gif" /></p>
<p>That is to say, Yoshi, in the process of eating the bad guy, takes his life, and gives birth to a new one (the egg).</p>
<p><strong>Example 7: End-of-level Bosses</strong></p>
<p><img src="http://i272.photobucket.com/albums/jj200/increpatio/sm64.jpg" alt="Super%20Mario%2064%20-%205.jpg" /></p>
<p>In general, boss sequences in game take place in enclosed spaces, where your movement is restricted.  Also, bosses generally have much more elaborate movement patterns than normal bad guys.  So there&#8217;s some sort of transfer going on: you&#8217;re loosing some freedom of movement, and the AI is getting it.  And how does this happen?  Well, by just progressing through a level, you&#8217;re eventually going to get to the boss (usually).</p>
<p>a: progresses<br />
a<sup>-1</sup>: encountered<br />
b: relatively restricted movement<br />
x: player character (PC)<br />
y: non-player characters (NPCs)<br />
=>: encounter the boss</p>
<p><img src="http://ded.increpare.com/cgi-bin/mimetex.cgi?\frac{{}_{\mbox{PC}}({\mbox{progresses}})}{{}_{\mbox{NPC}}(\mbox{restricted movement})}\Rightarrow^{\mbox{}}\frac{{}_{\mbox{PC}}(\mbox{restricted movement})}{{}_{\mbox{NPC}}(\mbox{encountered})}" alt="" /></p>
<hr />
<p>So, thus far we have the following oppositions between a and b in the various games</p>
<p>shoots with X/shoots with Y<br />
falling/stationary<br />
eats/freedom<br />
adds/partial<br />
trapping/freedom,</p>
<p>eating/life<br />
progress/restricted movement</p>
<p>In each case, doing the former will, in a sense, get you the latter</p>
<p>Also, in each case so far <em>x</em> has been under the control of the player and <em>y</em> has been computer-controlled.  I can&#8217;t think of any examples off hand where this is not the case, though there must be some.  I&#8217;m going to have to go now and compare these examples to the traditional ones, see how they match up.</p>
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		<title>Analogic Square and Canonic Form generators</title>
		<link>http://www.increpare.com/2008/10/semiotic-square-and-canonic-form-generators/</link>
		<comments>http://www.increpare.com/2008/10/semiotic-square-and-canonic-form-generators/#comments</comments>
		<pubDate>Sat, 04 Oct 2008 05:43:00 +0000</pubDate>
		<dc:creator>stephen lavelle</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[myth]]></category>
		<category><![CDATA[structuralism]]></category>
		<category><![CDATA[toy]]></category>
		<category><![CDATA[word algorithms]]></category>

		<guid isPermaLink="false">http://www.maths.tcd.ie/~icecube/?p=702</guid>
		<description><![CDATA[Following a brief elopement with Levi-Strauss earlier this year, I found myself one evening tinkering with a small program to generate semiotic/analogic squares. Given two pairs of &#8216;opposites&#8217; (a,b) and (c,d), one can construct a square by juxtaposing different elements from each pair. For instance, we might get this bodybad body good mindbad mindgood While [...]]]></description>
			<content:encoded><![CDATA[<p>Following a brief elopement with Levi-Strauss earlier this year, I found myself one evening tinkering with a small program to generate semiotic/analogic squares.</p>
<p>Given two pairs of &#8216;opposites&#8217; (a,b) and (c,d), one can construct a square by juxtaposing different elements from each pair.</p>
<p>For instance, we might get this</p>
<table border="1" cellpadding="4">
<tr>
<th>body<br />bad</th>
<th>body<br /> good</th>
</tr>
<tr>
<th>mind<br />bad</th>
<th>mind<br />good</th>
</tr>
</table>
<p>While reading <a href="http://www.amazon.co.uk/Double-Twist-Ethnography-Morphodynamics/dp/0802035248">this</a> book, I came across a similar interpretation of Levi-Strauss&#8217;s <em>canonical formula</em>  (more about which I will write in a future post) the form of which I&#8217;m sure you&#8217;ll be able to see by looking at a single example for a moment:</p>
<table border="1" cellpadding="4">
<tr>
<th>technology<br />ends<br />mental</th>
<th rowspan="2"> -&gt; </th>
<th>technology <br /> means<br />mental</th>
</tr>
<tr>
<th>nature<br />ends<br />mental</th>
<th>nature<br />means<br />physical</th>
</tr>
</table>
<p>This interpretation is given by Racine, and is not explicit in Levi-Strauss&#8217;s original work.  I don&#8217;t find it especially rich either as interpretations go, but it was interesting to look at the results it could produce.</p>
<p>The resulting program may be seen <a href="http://www.increpare.com/square/square1.php">here</a>.</p>
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