Scenario: Double TWIXT

Description: Double TWIXT is a game that tests communication and strategic skills applying to the 9 principles of war. The game involves two teams of two players that have a shared view of a playing board and a common goal, the goal of building an uninterrupted chain of linked pegs that connect the teams' parallel borders (Figure 1).

Figure 1. A Game Snapshot

In the case of Figure 1, the blue team has won the game by connecting their border with an uninterrupted chain of linked pegs.

The general approach to playing the game is as follows:

  1. Partners are connected via a collaborative computing tool.
  2. Play alternates between teams and players. For example, one order of play would be:
  3. During each move, a player places a peg on the board.
  4. As the game proceeds, if pegs of the same color are in a position to be linked together, then they may be linked within the same move. To be linked together, pegs must be separated by a 2-1 formation (See Figure 2).
  5. As this figure shows, links can connect peg A with pegs B through I.
  6. It is not necessary to place a peg in position to be linked each move. Players may sometimes opt to place pegs in strategic positions so that they can be linked in a later move. For example, if Red Team, Player 1 placed a peg at position H (See Figure 2), and in a subsequent play, Red Team Player 2 placed a peg at position C, then although these pegs could not be linked in that move, the Red Team would later be able to connect pegs C and H at position A or at the hole between positions B and I.
  7. During the game, players would only be able to discuss strategies prior to taking five turns (five being arbitrary). By only allowing discussions between players during five turns, the possibility of a better player monopolizing the play of a team is minimized and at the same time the possibility to study collaborations still exists.
  8. The game ends when one team has a continuous uninterrupted chain connecting each of their borders.

Figure 2. 2-1 Formation

This scenario would be useful, as it would allow us to gauge the utility of the collaborative computing tool by:

IC&V Program Objectives Addressed

Enable access via diverse portals, from hand-held through room sized.

By varying the portals through which TWIXT is played, the team should be able to:

Enable interoperability across diverse encoding formats, coordination and consistency protocols, and real-time services.

By varying the platforms and applications through which TWIXT is played, the team should be able to:

Reduce by an order of magnitude the time to review collaborative sessions.

By varying collaborative session tagging and reviewing applications the team should be able to:

Improve task-based performance of collaborators by two orders of magnitude.

By varying the tools and collaboration method (in person compared to CSCW tools) through which TWIXT is played, the team should be able to:

Domain Applicability

At first glance, it may seem that the game TWIXT does not have much relevance to either the DoD community or the evaluation of CSCW technology. Further examination of the TWIXT scenario, however, will show that it is not only relevant in both cases, but it also provides a mechanism to quickly assess CSCW technology with a minimal amount of evaluation overhead.

Military Relevance:

Upon consideration of the nine principles of war which are the backbone of current US military doctrine, one can begin to see similarities between the TWIXT scenario and a scenario which is concretely rooted in an explicit military situation. Following is a list of the principles of war (in italics) and an explanation of how each principle is relevant to the TWIXT scenario.

Relevance to the Evaluation of CSCW Technology:

The advantages of using TWIXT as a tool for evaluating CSCW tools include:

Characteristics Tested

This game is intended to exercise the ability to:

Application Data and Format

Data needed to conduct this game using CSCW tools include:

Scenario Data and Format

The TWIXT game coded for appropriate platform and operating system would be needed.

Tasks

In the context of the TWIXT playing approach, we see tasks as experiments to be played for the purpose of investigating different collaboration research objectives, to include: