Sugar and Spice Game Instructions
Playing the Game
This
game is loosely based upon Sugarscape, as described in Epstein
and Axtell's Growing
Artificial Societies. All players in this game new two
types of commodities to survive - sugar and spice. If a player
ever runs out of either one of these, then they perish. The
catch is that players are either inherently sugar producers
(they eat spice and turn it into sugar) or spice producers
(they eat sugar and turn it into spice). When the game begins
players must determine which type they are by observing their
meters that indicate their current provisions.
To begin the game enter your name on the starting
screen (see the general
instructions page), and wait for
the whole group to be ready to start. You will note on
the main game screen that there are meters indicating the
amount of sugar and spice that you have, along with numerical
indications of your current quantities. Note which type
of creature you are (a sugar producer or a spice producer)
and trade for the resource that you need. Once you have
found a trading partner, in order to trade with them you
must follow these steps:
- Use the slider and Sugar/Spice
indicator in the trading center to display the amount
of sugar or
spice that you are willing to give away. At the same
time your partner will indicate the amount that they are
willing
to give you in return.
- Align your Palms
and ONE and only one of you will hit the Offer button.
At this point both people should get messages detailing
that an offer has been made.
- If the trade seems ok,
you should accept the trade.
- When both people have
accepted the trade, again line up your Palms and ONE
and only
one person should hit the Trade button to complete
the trade.
- If both people refuse the initial offer of the
trade, you
don't need to take an extra steps. If one person
accepts and the other person rejects, you can either
beam to
complete the trade (which resets both trading statuses)
or just
wait for the trade to expire. .
During
the game you can always look at a graph of the amount of
sugar and spice that you have over time by hitting the Graph
button. This graph can be useful for uncovering patterns
in your rates of sugar and spice consumption that might help
you optimize your trades. You can also hit the data button
to view a record of each individual trade that you have placed.
The data screen lists the person that you traded with and
the ratio of sugar to spice (or spice to sugar) that you
traded. Again, tracking these ratios might help you better
calculate the price that you should be paying for your required
commodity.
Game Parameters
Like
the other games, you can get to the parameters screen by
entering the name ?!? at the start of the game. Here you
have control over the rates of sugar and spice production
and consumption. This screen also allows you to control the
timing of the game, and the original setup.
A complete explanation of the parameters is given here:
- Metabolizing Rate Min & Max - determines
the range of the number of sugar or spice that you eat
each "tick". By default the range is from 1 to 3 meaning
that each individual will eat between 1 and 3 units each
tick of the game. This value is constant for a person's
entire turn (i.e. at the beginning of the game the computer
picks
a
metabolizing rate between 1 and 3 and for the rest of the
game that is the number of units of sugar or spice that
the person will eat each tick of the game). These values
can be set independently for sugar and spice.
- # Sugar-Eater to # Spice-Eater - These
numbers control the ratio of sugar and spice eaters (or
spice and sugar producers) in the game. By default this
is set to 1:1, but interesting things can happen when this
ratio is skewed.
- 1.0 Sugar Converts to - Each time a
player consumes some of their resources they also produce
some more of the other resource. These values control the
amounts that are create per unit of consumption. By default
sugar converts 1:1 to spice, meaning that each unit of
sugar turns into a unit of spice. However, each unit of
spice eaten turns into 1.2 units of sugar, giving spice
eaters an advantage.
- Game mode - which round the game is
in
- Seconds to a Tick - controls how long
each tick of the game is. Every time the game "ticks" each
player automatically consumes some of one resource and
produces some of the other according to the information
specified above.
Information for Instructors
This game has some interesting applications in both math
and economics and can be treated on several different levels
depending on the experiences of the class. As is our typical
practice, we usually
don't
give
the players any of the quantitative information at the beginning,
players usually need to experience the game to really understand
the parameters.
In the first round of the game we typically give brief instructions
that let people know the basics if the game (i.e. there are
sugar and spice producers, you eat one commodity and produce
the
other, you need both to survive, and you can trade for the
kind that you need). We also explain or demonstrate the trading
mechanism, since the two stage process of making an offer
and accepting an offer takes some practice. Without any strategies
it is difficult for most players to survive in this first
round, but they can collect some information about the rates
at which things happen in the game. At the end of this round
we collect successful (and unsuccessful) strategies, and
examine some of the quantitative information
In a second round we ask players to brainstorm some strategies
to increase survival. Players decide on such things as systems
to feed those in need or trading partnerships that persist
over time. After playing these strategies students can examine
how well they worked and how they might be further modified
in a third round. At this point we usually ask the more advanced
students to dive into the quantitative information and discuss
how they can use that information to inform their trading
decisions.
Finally, you might ask the class to design some new scenarios
with skewed ratios of individuals or skewed production ratios
and predict what will happen. They might be challenged to
balance different ratios or create strategies that will work
well under a variety of conditions.
Discussion at the end can center on economics as well as
mathematics.
(Note there is a known bug in the preferences screen of
this version where the min and max don't display correctly.
Either hit the "Default"
button or adjust the values to see them displayed correctly.)
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