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Nets Work
"Palmagatchi"   (Summer 2005)
 
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NetsWork Game Instructions

Playing the Game

In NetsWork, players are interconnected to one another via a number of links. A player can compose messages to most other players, but can only pass messages directly to those few players he/she is linked to. This forces players to cooperate and determine how to get messages to their destinations. In addition, players are grouped randomly into clusters (see example where five players are in each of clusters A, B and C), organizational groups with many internal connections and fewer connections to players in other clusters, which adds an additional level of interesting behavior.

This game has many steps, so it is advised that instructors familiarize themselves by reading the instructions for each game screen, provided below.

Welcome Screen


At the Welcome Screen, the players enter their names. This is also the screen where game preferences may be sent or received. The teacher may enter the preferences screen by inputting the teacher password as the player name. After a player has received a new set of game preferences, an option appears on the Welcome Screen to beam the new preferences to other players. All players MUST have the same game settings, or they will not be able to interact properly with other players.


Meet Players


At this point players should synchronize their player lists to get a complete list of all the participating players. To synchronize player lists, two players should line up the IR on their Palms and one of them press the "Sync" button. Each player's list will be shared with the other and a confirmation popup will be displayed on each device. Players should repeat this process with different partners until their lists contain all the participants. Alternatively, the teacher could walk around the class once to collect all player names and again to give the list to the studnets. Once player meeting is complete, press "Done."


Connections Assignment


Each player is able to make a certain number of in-cluster and out-of-cluster connections to other players, and must decide at this point which players to connect to. Connections allow a player to pass messages to the players they have connections to. On this screen you will see a list of players, your in-cluster connections, and your out-of-cluster connections. There are also counters showing how many more connections you are allowed to make. To make a connection, click on a player name in the player list. The player will move from the player list to the in-cluster or out-of-cluster connection list, depending on whether or not he/she is in the same cluster as you. To remove a connection, click on the player name in the connection list. The player will move from the connection list back to the player list. You do not have to use all your allowed connections. When you are done assigning connections, press "Done."
Teacher note: players will not be able to compose messages to players they are directly connected to, as this would be a trivial task.


My Mailbox


After link assignment is complete, the main phase of the game begins. Here you will see a list of all the messages you are currently carrying. Players can compose messages to any player they are not directly linked to, and can receive, pass, or drop messages to and from other players. You will also see your current mailbox capacity out of the maximum ("Messages in"), your current oustanding messages out of the maximum ("Messages out"), and the number of messages you have successfully delivered. You may view your connections by pressing "My connections" or compose a new message by pressing "Compose."

When you receive a message addressed to you from sender X, you will get a popup that says "You have received a new message from X! Don't forget to confirm the delivery!" and a message delivery confirmation will be generated. You should then pass the delivery confirmation back to X. When doing this, passing is not limited to your connections; it is probably easiest to pass the confirmation directly back to X. At that point X will receive a popup congratulating him on a succesful delivery and his messages delivered score will increase.


Compose Message


To compose a message, press "Compose" from the My Mailbox screen (if you have too many messages in your inbox or too many oustanding sent messages, you will not be allowed to compose new messages). Choose a recepient by clicking on "To:" and selecting a name and write in the message that you would like to send. You can choose to make the message viewable only by the end recipient by checking the "Private" checkbox. After composing your message, press "Save" to save it and return to the My Mailbox screen. You can also press "Discard" instead to throw away the message.


View Message


This is where you will view, pass, and drop messages. To get to the View Message screen, click on the message in the inbox list on the My Mailbox screen. When you are viewing a message, you can see its origin and destination, as well as how many hops and how many hosts it has passed through so far. Hops shows the number of times the message has been passed, and hosts shows the number of people it has passed through. To pass the message on and delete it from your mailbox, align your palm with another player's and press "Pass." Remember, you are only allowed to pass messages to players who are on your connections list. To permanently delete the message without passing it on, press "Drop." Always consider the consequences before dropping other players' messages! To return to the My Mailbox screen without doing anything else, press "Ok."

Walkthrough

In this example, lines represent connections, and red lines represent the path of the message. Suppose that there are two clusters, each with four players in them. Players 1, 2, 3, and 4 are in cluster one and players 5, 6, 7, and 8 are in cluster two. Each player has 2 in cluster and 1 out of cluster connection to make. Player 1 decides to connect to players 2, 3 and 6. When it comes time to create a message this player creates a message destined for player 7 (player 1 would not be able to send messages to players 2, 3, or 6 since he is directly connected to them). Player 1 passes the message to player 3 with the hope of getting it closer to player 7. Player 3 is not connected to player 7 either, so instead must pass it to one of her other connections. She passes it to player 5, who she knows is friends with player 7. Player 5 is indeed connected to player 7 and passes it there. At that time player 7 gets to read the message and pass the return receipt to player 1.

 

Game Parameters

Instructors may change a number of game parameters through the preferences screen. The teacher may enter the preferences screen by inputting the teacher password as the player name. From here, the teacher can specify game preferences and beam the preferences to students. In order for a teacher to successfully beam preferences, the receiving student must be at the Welcome Screen which prompts for their name. After a player has received a new set of game preferences, an option appears on the Welcome Screen to beam the new preferences to other players.

General Preferences

  • Round - Specifies which round of the game players will start in. Players in different rounds cannot interect. The default is round A.
  • Inbox size - This is the maximum number of messages a player can carry at one time. If the inbox is full, the player will need to pass or drop some messages before receiving or composing any more. The default is 4 messages.
  • Number of clusters - Number of clusters players will be grouped into. Players within a cluster are "closely" connected and typically share many connections with players within their cluster, and fewer with players from other clusters. The default is 4 clusters.
  • In-transit messages limit - This is the maximum number of messages a player can compose at a time. If a player has reached his in-transit message limit, he will have to drop one of his messages or receive a delivery confirmation before he can compose new messages. The default limit is 2 messages.


Connection Preferences

  • Out-of-cluster connections - Specifies a range of values for the number of out-of-cluster connection points each player will receive. The default range is 1-2 connections per player.
  • In-cluster to out-of-cluster ratio - Specifies how many in-cluster connections players will be given for each out-of cluster connection they have. The default is 3 in-cluster connections per out-of-cluster connection.

 

Information for Instructors

Networks to Think About

The concept of networks is present throughout many disciplines, from social networks to computational network to ecological networks to protein networks. Some good introductions to networks can be found in:

Challenges

At the start of the game, one might typically just let students connect to whom they want and then try to see how many different people they can get messages to in the allotted time. This number will typically be small, and there may even be messages that can't ever get to their destinations due to isolated clusters. Have the players think about the distribution of messages that ultimately did and did not get to their destinations. Were there certain characteristics of messages that made it? Were there bottlenecks? You might challenge them to create a more efficient network that would allow each person to get messages to more people. You might also throw in some challenges like pulling out two or three people from the network (downed nodes) and seeing how that effects the network, and whether it is possible to design a network that is resilient to such change.

Some other challenges and tasks include:

  • Have each message be a question, that the player wants to know the answer to. This works well for icebreakers.
  • At some point during the game, give one player a message that asks them to pass on a certain codeword to other players. Make the message private and tell them that all subsequent passes must be private. See how long it takes to "infect" the whole group with the codeword and think about network characteristics that would make that more efficient.
  • Imagine that each message pass has a cost. Can you design a network that will limit the total cost of messages moving through the system? If you know the most common routes how would that change the design. If there were waiting time costs as well, would that change the design?

Data collection and visualization

It is possible for instructors to collect in-game data from the students' devices and visualize this data on a PC (example) using our Cerebrate software package. Some of the most interesting insights can come from this visualization of the network itself and the message traffic. To do this, you will need to install our visualization package, which includes complete instructions.

 

 
 


MIT Teacher Education Program