Category Archives: Analysis

Five Management Roles

I was talking with my best friend earlier today, and we were comparing notes on some different management roles. Traditional hierarchical management theory[1] tends to have all of the management roles embodied in one person. This can be problematic, as very few people are good at all of the management roles.

This has led to a number of different techniques for dividing these roles among people. To start, we’ll talk about five of these roles, using Agile software development language, as that’s what I’m most familiar with:

Performance Manager (Worker Evaluation):

The ‘Performance Manager’ is probably the most traditional of the roles. When someone talks about their ‘boss’, it is generally the person who evaluates their performance, gives them performance reviews, and decides if they should get a bonus, a raise, or be fired[2].

Estimatrix (Estimator):

The ‘Estimatrix[3]’ is in charge of estimating the amount of effort required to perform a task or set of tasks. This role is often spread out over multiple people, even in traditional hierarchies.

Product Owner (Prioritization):

The ‘Product Owner’ is the other half of ‘traditional’ management. They are in charge of prioritization of the work being done, once it has been assigned to a team and estimated.

Scrum Master (Removing Obstacles):

The ‘Scrum Master’ (my favourite) is charged with removing obstacles. Once the team knows what it is working on, things will get in the way. Some of the obstacles are acute issues, associated with work being done, some of the obstacles are chronic issues, which are generally solved by trying to change habits, and many ‘restrospectives’.

(People) Development Manager (Development Conversations):

As a retention technique (and because it’s the right thing to do), many organizations spend time on development of their employees, helping them figure out what they want to do with their careers, and helping to find them ways to develop while doing their job.

Tomorrow, we’ll look at some ways these roles are remixed.

[1]It’s really more of a default.

[2]Like user stories, anytime your description includes the word ‘and’ or ‘or’, it means you can subdivide it further. That is left as an exercise to the reader, if they are so inclined.

[3]I really enjoy this suffix.

How do you Make Computer Games Challenging?

So, you’re designing a computer game. You want some sort of challenge for your player(s) to face. How do you design that challenge? We’ll assume some sort of single player game for now, but most of the things we’ll talk about should easily translate to multiplayer.

Almost[1] all games have a goal[2]. Most of the time, this goal is imposed by the game creators, some of the time this goal is invented or imposed by the player themselves.

For example, in Candy Crush, the goal is to match enough candies in a specified time period to gain points to pass a threshold (‘obtaining one star’). In Skyrim, the quest (at least at the start of the game) is to escape an area and survive.

As you attempt to reach these objectives, the game designers have provided you with various positive and negative obstacles.

Terrain:

Terrain is an excellent example of an obstacle that can be positive or negative. In Skyrim, you can hide around corners, or you can fall down a mountain. In Candy Crush, the shape of the board can make certain portions easier or much more difficult to match.

Offensive Items:

Special Candies can be classified as offensive items, compare them to a sword which allows you to do more damage with a single blow.

Defensive Items:

In Candy Crush, the candies can be encased in ‘jelly’, which acts as a shield that must be overcome. In Skyrim, you have various types of armour which you and your adversaries can wear. (Sometimes, only they can wear it.) There are also magical defenses.

Miscellaneous Items and Magic:

In Candy Crush, you can obtain a ‘Lollipop Hammer‘, which helps you by removing or triggering single candies.

In Skyrim, there is a wide variety of special purpose items and magic. The line between these is often blurry.

AI Adversaries:

I don’t think there are many AI adversaries in Candy Crush, unless they decide to tinker with the random candy generation algorithm, or if you count level design. Skyrim is populated with hundreds, if not thousands of NPCs who will interact with you in various ways.

Repetition:

An uninteresting way to make a game more challenging is to make it more repetitive[2.5]. You could make your player battle the same enemy 35 times, or solve minor variations on the same puzzle 50 times, or make them walk through an endless samey forest.

Ideally, you want to give a feeling of exploration and small but noticeable differences along the way.

Next time, we’ll compare two more games which are even more distinct. Suggestions in the comments below!

[1]I say almost, even though I can’t think of any games which don’t have a goal, and/or can’t have one created by the player. Inventing one sounds like a fun challenge. I don’t mean a game with an impossible challenge which always seems almost possible, I’m talking about a game which aggressively has no goal, and cannot, to the greatest extent possible.

[2]Or goals plural. Multiple interlocking[3] or interrelated goals are out of scope.

[2.5]Than usual…Most of these games are quite repetitive.

[3]Sometimes I think I write just because I enjoy using words such as ‘interlocking[4]’.

[4]Not to be confused with Interlochen[5].

[5]S: “Or Interleukins.”

DS9: The Power of Adversaries, Season 4

Continuing our adversaries series, we’re looking at DS9 season four. We’ve seen a number of different patterns season to season, with season one being ‘Q and Prime Directive’, season two being ‘Cardassians and Introspection’, and season three being ‘Dominion, Time/Planar travel, and Introspection’.

Let’s see what’s out there…

S4:

High: 7 (3 Dominion)
Equal: 4 (Klingons, Klingons, mirror, and Jem’Hadar)
Low: 3
Self: 11

The standout this season was internal conflict, whether it’s Bashir vs. O’Brien, or Worf vs. his brother, season four was a study in character stories and internal dilemmas. The writers continued to use the Dominion for the plurality of the high-powered adversary plots, while eschewing almost entirely low-powered external adversaries.

Almost like the calm before the storm, the self introspection before the galaxy erupts into war.

1 (Klingons)
2 (frozen in time)
-1 (Bashir vs. O’Brien)
-1 (Kira vs. Dukat vs. Dukat)
-1 (Dax vs. Dax)
2 (Time Travel)
2 (Two Jem’Hadar ships and a gas giant)
-1 (Worf vs. Kor vs. Worf vs. Kor)
2 (Holodeck)
-1 (Earth and fear)
-1 (Earth and fear, part II)
-1 (Odo & Kira)
2 (freighter vs. Klingon ship)
-1 (Worf & Kurn)
-1 (Quark and the union)
0 (Bajoran politics)
1 (Klingon courtroom drama)
-1 (O’Brien suffers)
1 (Defiant vs. Mirror)
0 (alien & Lwaxana’s lover)
-1 (Sisko)
1 (crew + Jem’Hadar vs. Jem’Hadar)
2 (Dominion disease)
0 (one Ferengi)
2 (The Great Link)

DS9: The Power of Adversaries, Season 3

Continuing our adversaries series, we’re continuing with DS9. Today we’ll see if season three follows in the footsteps of season one, season two, or something else entirely.

As usual, moderate to severe spoilers below.

S3:

High: 8 (3 Dominion)
Equal: 6
Low: 3
Self: 9

Note that all of the times that the Dominion appeared during season three, they were presented in an overpowering way, with even one changeling being equal in power to the Defiant’s crew.

Season three is a different mix again from seasons one and two. Season one focused on high- and low-powered (‘Q and Prime Directive’) adversaries. Season two focused on self and equal (mostly Cardassian) adversaries.

Season three goes back to a more TNG-like mix, in fact almost the exact same mix as TNG seasons six and seven, with the focus on High/Equal/Self instead of High/Low/Self.

This seems to be because DS9 meets with the other major powers much more often than the TNG crew, possibly because TNG is more exploratory, and DS9 is more interested in politics.

It’ll be interesting to see how the remaining seasons compare, especially once the Dominion War starts in earnest.

(0 is less powerful, 1 is about the same, 2 is more powerful, -1 is self)

2 (Defiant vs. The Dominion)
2 (The Dominion)
1 (Klingons)
-1 (Dax)
1 (Cardssians)
0 (one Jem’Hadar)
2 (DS9)
-1 (Dax)
1 (Cardassians)
-1 (Lwaxana)
2 (Time stream)
2 (Time stream)
-1 (Bashir)
-1 (Odo)
2 (Prophecy)
0 (Nagus)
1 (Romulans)
-1 (Bashir)
2 (Mirror)
1 (Tain)
2 (Dominion)
-1 (Sisko & Jake)
-1 (Quark & Family)
0 (Bajorans)
-1 (Jadzia)
1 (One Changeling!)

DS9: The Power of Adversaries, Season 2

Continuing our adversaries series, we’re continuing with DS9. Today we’ll see if the trend which separated DS9 from TNG continues in season 2.

As usual, moderate to severe spoilers below.

S2:

High: 3
Equal: 8 (mostly Cardassians)
Low: 6
Self: 9

Season two is a marked departure from ‘Q and Prime Directive’ mix from season one. A plurality of episodes are dealing with the Cardassians, usually in an equal[1] adversary role. We also see an overall plurality of ‘Self’ episodes, as the writers now have enough space[2] to start exploring the characters in some more depth.

Perhaps most interestingly, there are only three stories with extremely powerful adversaries, and two of those are because a small number of crewmembers are up against an entire colony or civilization (The other is the Dominion, but that’ll be a story for a later season).

On a slightly different note, S suggested the following scenario, as an exercise for the reader:

“Riker and Dukat are on Earth, during the early 21st century. They are trying to order a Blizzard at Dairy Queen, but the teenager behind the counter tells them no. Who is the adversary, and what is their power level?”

(0 is less powerful, 1 is about the same, 2 is more powerful, -1 is self)

1 (Cardassians)
1 (Cardassians, and the Bajoran ‘Circle’ has “more firearms than a Galaxy-class starship.”
1 (same as previous two, three-parter)
1 (same number of people as the crew, even though the plot was contrived)
1 (Cardassian politics)
-1 (Bashir, Melora, and low-gravity Ability)
1 (Ferengi negotiating story)
-1 (Odo flashes back and meets Kira, Dukat, and Quark)
-1 (Sisko meets someone…or does he?)
-1 (Resettling gamma quadrant refugees away from Bajor)
0 (con-artist, and ‘luck’)
-1 (Odo and his ‘father’)
2 (less powerful civilization, but trapped and left for dead)
-1 (O’Brien)
0 (colonists/trap)
-1 (character stories, hologram generator)
0 (prime directive story)
1 (Cardassian ship)
0 (40 guards, they have a ship)
0 (Maquis)
0 (Maquis, part II)
-1 (Garak)
2 (mirror universe)
-1 (Bajoran politics)
1 (Cardassia)
2 (3 Jem Hadar ships outmatch one Galaxy-class)

[1]There is considerable analysis suggesting that the Federation/Cardassian war was vary one-sided, at least in space. In the context of this analysis though, starting a new war with Cardassia would create far more problems than it would solve, and therefore the Cardassians get an ‘equal’ ranking.

[2]Ha!

DS9: The Power of Adversaries, Season 1

Continuing our adversaries series, we’re starting today looking at DS9. I’m curious to know how it will diverge from TNG, and when. Or maybe it won’t. Which will mean there’s something about the Star Trek formula, or perhaps the general television formula[1].

S1:

High: 8
Equal: 2
Low: 9
Self: 0

So, this presents a significant departure from TNG. Even though DS9 is supposed to be grittier and have opportunities amongst the main cast, this is never the main adversary or obstacle in an episode. Also interestingly, the episodes almost exclusively separate into ‘very powerful outside force’ and ‘morality play where we try to solve problems without anyone getting hurt’.

The proportion of lower powered adversaries might be part of showing how powerful the Federation really is, as discussed by Garak and Quark[2] in ‘The Way of the Warrior‘.

You can also see this very clearly in the ‘Federation Maps‘ (direct link here). Just look at the size of the Federation compared to all of the other powers. Even if they’re not especially warlike, as any good Civilization player knows, if you have an economy four times the size of your opponent, they’re not really much of a threat. Add in the Federation-Klingon alliance, and they should be unstoppable. Gives you an idea of how powerful the Dominion and the Jem’Hadar must have been.

Perhaps it’s because the adversaries which are ‘just the right amount of challenge’ for the Federation haven’t really discovered the station yet, perhaps because the seasons-spanning plots haven’t started yet.

But I think a lot of it is the nature of the beast. A ship exploring will encounter all kinds of different adversaries and challenges. They can travel to see the Klingons or Romulans whenever they want. A space station will be visited by small numbers of beings at any time. Some will be spatial anomalies which threaten to destroy the station. Many will be travelers on their own missions, but not significantly powerful in their own right. Rarely, representatives from other governments will visit, even more rarely will they have warlike intentions.

(I’ve copied my rationale below, as the results were o surprising. Please check out Jammer’s Reviews and/or Memory Alpha and tell me how I’m wrong in the comments below!)

2 (celestial temple, convincing by Sisko)
1 (Cardassians)
0 (Bajoran person)
2 (virus)
0 (3 aliens)
“Were we interfering with these people, their philosophy, their society? At the same time, what has happening there wasn’t fair. It was a classic Star Trek story” – Colm Meaney
2 (Q)
0 (courtroom)
1 (contamination from destroying ship)
2 (alien game)
0 (Ferengi)

0 (1 criminal)
2 (immortal self-healing people)
0 (Bajorans)
0 (reluctant evacuee)
2 (spatial anomaly)

2 (entity in the computer)
2 (telepathic matrix)
0 (one Cardassian)
0 (Bajorans)

[1]After DS9, I should do Community!

[2]If the link is broken.

TNG: The Power of Adversaries: Recap

Now that we’ve looked at all seven seasons of TNG, we can look at the series as a whole.

Somewhere between season 3 & 4, the balance shifted from low-powered adversaries to the crew (or Starfleet) themselves as the adversaries. Perhaps this is because you have to have a certain number of ‘plot‘ episodes before you can have a ‘character study‘[1].

All the way through, the plurality in almost every season was adversaries of much greater power than the crew. This makes sense if you want to show your cast using guile, as in these situations, they simply have to.

As pithily explained in ‘Peak Performance‘:

Commander William T. Riker: You’re outmanned, you’re outgunned, you’re outequipped. What else have you got?
Lieutenant Worf: Guile.

Almost all of the episodes with ‘equal’ adversaries (generally Romulans, Klingons, or Cardassians) also involved guile of some sort. It wasn’t until the Dominion War on DS9 that phasers were commonly used to solve problems.

Below I have my categorization by episode, for those who enjoy arguments of this type.

Episode order is from Jammer’s Reviews, but should be the same as that from elsewhere, such as Memory Alpha.

Season 1 (25 episodes):2-102220-1202101020-1-1202211
High: 10
Equal: 4
Low: 7
Self: 4

Season 2 (22 episodes):02100-121-1-1222-10200-111-1
High: 6
Equal: 4
Low: 6
Self: 6

Season 3 (26 episodes):0020-121001002-12-11222-10-1-1-12
High: 8
Equal: 3
Low: 8
Self: 7

Season Four (26 episodes): 2-120202-1221112022-122-10-11-12
High: 12
Equal: 4
Low: 4
Self: 6

Season Five (26 episodes): 21122-1110-1-10002-102-1-1-12-12-12
High: 8
Equal: 4
Low: 5
Self: 9

S6: 2-102220-10-12101-1-120-1-1201-122
High: 9
Equal: 3
Low: 6
Self: 8

S7: 20-1002-102-1210-11-12-121-102-122
High: 9 (2 for ‘All Good Things…’)
Equal: 3
Low: 6
Self: 8

[1]I credit Ty Templeton’s Comic Book Bootcamp for teaching me about such things. All errors are my own. You should check out his classes!

TNG: The Power of Adversaries, Seasons 4-5

Continuing from where we left off talking about TNG: Seasons 1-3, here are the stats for the power levels of the crew’s adversaries in Seasons four and five.

As before, I defined ‘high-powered’ challenges as those where firing phasers would only make the problem worse, so the crew must needs turn to guile. ‘Equal-powered’ challenges are those situations where firing phasers would lead to a toss-up. ‘Low-powered’ challenges are those where phasers or transporters would solve the problem handily[3]. ‘Self-powered’ challenges are those where the conflict is inside the crew, or between crew members, or between all or part of the crew and Starfleet.

Seasons four and five seem to be exploring alternately how the crew deals with very strong external adversaries and wrestling with themselves.

Season Four (26 episodes): 2-120202-1221112022-122-10-11-12
High: 12
Equal: 4
Low: 4
Self: 6

The Best of Both Worlds (part II)” and “Family” are probably the best example of this.

Or you could look at “Night Terrors” (‘One moon circles.’, still the best metaphor for Hydrogen I’ve seen) and “The Drumhead” as (for me) two other good examples.

Another example which marries the two is “Remember Me“.

Season Five (26 episodes): 21122-1110-1-10002-102-1-1-12-12-12
High: 8
Equal: 4
Low: 5
Self: 9

Season five’s “The Game” is a good example of an episode which is difficult to categorize between ‘high-powered adversary’ and ‘self-adversary’. To me, the episode is really about the crew struggling with themselves and an addiction. Else, you could see it as them struggling against magic mind-controlling aliens.

However, changing this wouldn’t really change the overall stats for the season.

Conundrum” contains the line which was the inspiration for this series of posts: “One photon torpedo would have ended their war.” It had some excellent moments talking about the ethical use of power, I think a hallmark of TNG (and much of Star Trek).

Any conversation about season five would be incomplete without mentioning “The Inner Light“, perhaps discussing some similar issues to “Remember Me” above. For me, “The Inner Light” was the most poignant, for the way it portrayed memory and loss, nostalgia and time passing. May we all have an epitaph as powerful.

But for now, I will continue with analyzing TV from my childhood[1].

[1]And puns.

TNG: The Power of Adversaries, Seasons 1-3

Today, I was thinking about the power levels[1] of the various adversaries that the TNG[2] crew had encountered. They faced some truly powerful adversaries, like the judging trickster god Q, alongside challenges which were only challenging because they were being polite (anything to do with Lwaxana Troi or almost anything to do with the Ferengi), or because of the Prime Directive .

At the same time, they faced a number of challenges which of a relatively similar power level (Most things to do with the Klingons and Romulans), and more often than you think, the challenge was within them, or within Starfleet.

I defined ‘high-powered’ challenges as those where firing phasers would only make the problem worse, so the crew must needs turn to guile. ‘Equal-powered’ challenges are those situations where firing phasers would lead to a toss-up. ‘Low-powered’ challenges are those where phasers or transporters would solve the problem handily[3]. ‘Self-powered’ challenges are those where the conflict is inside the crew, or between crew members, or between all or part of the crew and Starfleet. So, without further ado:

Season 1 (25 episodes):
High: 10
Equal: 4
Low: 7
Self: 4

Season 1 starts with a Q episode, and of the first few seasons is the one with the most high powered adversaries. TNG also had not totally found its footing around the introspective episodes (the closest they came was the fanservice ‘Naked Now’ and Picard reliving his past on The Stargazer in ‘The Battle’), but was well on its way with a sheaf of episodes which only contained conflict because of the Prime Directive[4].

Season 2 (22 episodes):
High: 6
Equal: 4
Low: 6
Self: 6

A couple of good Klingon stories (K’Ehleyr!), we encounter the Borg for the first time, a couple of good Data stories. A workable season, reasonably even all around.

Season 3 (26 episodes):
High: 8
Equal: 3
Low: 8
Self: 7

A number of Prime Directive/Ethical stories, Riker getting himself into trouble, Tasha returns! And Tin Man(!), one of my favourites, if only for the poignant ending scene, where Tam finally finds his Gomtuu, and peace[5].

Stay tuned for the next update, where we learn that Data is actually a high-powered adversary.

Note Bit thanks to Jammer’s Reviews of TNG, which inspired and also made this a lot easier, with 3-line summaries of the episodes.

[1]Q is > 9000.

[2]Star Trek: The Next Generation.

[3]Although possibly with some casualties, in a hostage situation.

[4]Not necessarily a bad thing, just pointing it out.

[5]Also an excellent allegory to help understand people who are highly sensitive.

Sufficiently Complex Systems

“Any sufficiently complex computer system is indistinguishable from a biological system.” -Me

So, I like to joke that I find all computer languages equally difficult[1]. The interesting corollary to this is that this also seems to apply to complex systems in general. I approach a complex computer (or other) systems in the same way that I would approach a biological system:

1) Look at the visible behaviour/symptoms/phenotype of the system[2]
2) Assume that there are some number of internal processes in the system, each doing the job they ‘think’ is correct
3) Build a mental model which describes the visible behaviour
4) If debugging a problem, this should greatly narrow down where you investigate

Steps 2) and 3) above are where I think my school training (engineering and science) were the most useful. Our engineering program seemed to focus on the fundamentals and underlying systems, so that one would have a pretty good idea of what individual system components are capable of[3] (and some idea of what the system as a whole is capable of).

The systems I understood most intuitively[4] were chemical systems, probably because my dad and his dad were both chemical engineers. You have a huge number of molecules[5], each doing its own thing, and in aggregate, they exhibit complex behaviour. When you’re dealing with inorganic compounds, you can (most of the time), simulate them in bulk, but when you’re dealing with organic compounds, the complexity explodes and all kinds of strange boundary effects become important.

At this point, you need to switch abstraction levels, also something I remember from engineering, from the micro- level to a level of slightly or substantially more abstraction. At this point, having an intuition about biological systems becomes much more useful.

I’ll use an example to illustrate. At one point, a number of years ago, I and my team were trying to debug why throughput on a system seemed to be capped at a number below the theoretical maximum. Like any flow system, there must be a number of sequential steps that your data or fluid or what have you must flow through. After we built this mental model, it was a matter of looking at readouts and logs to find the graph that had an asymptotic curve showing at which step the system was maxing out. Then we had to fix it, but that’s another story.

[1]This is probably not strictly true. I remember finding Fortran 77 more difficult than usual, and Javascript mind-bendy.

[2]I use ‘behaviour/symptoms/phenotype’, because we might be debugging a problem, or we could just be trying to better understand the system.

[3]This could be why so much of technological advancement is characterized by the advancement in materials. You can only get so far by using a specific set of building blocks. At some point, you need better blocks.

[4]There is a larger article here about how it’s important to follow the things that love the most, whether this is in hobby form or if you’re lucky, work form. You will work harder at doing them better, more importantly, working harder at understanding yourself and removing your mental blocks, which will help you in all the other parts of your life.

[5]Huge.