A live case is a tool for exploring knowledge, an exercise in interaction
between people and virtual entities, an environment where the flow of
events are effected by decisions made during the course of the exercise.
Players have a large measure of control over events through their decisions made during the course of the exercise. Interplay of decisions and the outcome of those decisions illuminate the "human factor" of the exercise.
LiveCases in SEAS are designed to mimic the "real world." A user may play the game as one of five participant types: a firm, a household, consultant, government or consumer. The main focus of the game is not specific to a certain participant type: each user may buy and sell goods and services. The privileges differ when it comes to producing goods and services.
The methodology behind these cases is intended to simulate markets in which consumers have "real" incentive to maximize the value of consumption of "virtual" goods and services. The producer of goods and services also has true incentive to maximize their profits in the competitive market.
SEAS LiveCases in the industries:
Info War
The purpose of the infowar game is to demonstrate the feasibility of
combining quantitative and qualitative elements into a single, end-to-end
distributed interactive simulation. The game was developed jointly by
the Institute for Defense Analyses (IDA) and the Krannert School of
Management at Purdue University, and was based upon Synthetic Environment
for Analysis and Simulation (SEAS). IDA contributed to the national
security and information warfare aspects of the game, while Purdue contributed
elements dealing with economic and business environments and interactions.
PC
In the SEAS environment, we create a synthetic economy representing
the PC industry and populate it with three classes of agents including
computer makers, channels, and business customers. Human agents play
as computer makers and channels while thousands of artificial agents
perform the roles of business customers. We analyze a variety of strategies
such as: move slowly to direct market, move fast, sell strip down base
units, sell to a target market, expand footprint and bundle service.
Auto
HR Planning
Failed State
Telecom


