[HN Gopher] Inter-brain sync occurs without physical copresence ...
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       Inter-brain sync occurs without physical copresence during online
       gaming
        
       Author : programd
       Score  : 100 points
       Date   : 2022-08-31 14:43 UTC (8 hours ago)
        
 (HTM) web link (www.sciencedirect.com)
 (TXT) w3m dump (www.sciencedirect.com)
        
       | im3w1l wrote:
       | I wonder what it means that the brain wave synchronization
       | decreased over the session. Did some signal cause them to start
       | out synchronized and then they gradually drifted apart
       | spontaneously? Also kind of wonder if this will replicate.
        
       | tantalor wrote:
       | Parallel Synchronized Randomness
       | 
       | https://youtu.be/KlpGe7RN9zk
        
         | dwringer wrote:
         | I am also reminded of the series _Maniac_ on Netflix, which I
         | highly recommend.
        
       | meremortals wrote:
       | edit: maybe not "without physical copresence"
       | 
       | I believe something similar happens when musicians improvise/jam,
       | especially Jazz:
       | 
       | https://journals.plos.org/plosone/article?id=10.1371/journal...
        
         | jamal-kumar wrote:
         | Yeah I was about to mention this, or really any other highly
         | synchronized activity with a degree of improvisation involved.
         | Very cool feeling doing this kind of thing.
         | 
         | I think the point of studies like this using a video game,
         | though, is that it's a lot more reproducible.
        
         | hammock wrote:
         | Without physical copresence?
        
           | vorpalhex wrote:
           | There's no reason that isn't testable..
        
       | hammock wrote:
       | Brain sync is known in physically present people, and as I
       | believe is understood to be in large part mediated by the vagus
       | nerve in your gut.
       | 
       | Interesting to see this finding in remote setting
        
       | amelius wrote:
       | I would be more surprised if it occurred without means of
       | communication. Now it is just high level cognitive interaction
       | shows low level correlation, which is not very interesting.
        
       | fnordpiglet wrote:
       | I know I always ovulated with my fleet mates in Eve
        
       | mym1990 wrote:
       | Me while playing League of Legends as my 4 teammates completely
       | rip me to shreds for underperforming: "Yep, they are all on the
       | same page, that's for sure".
        
         | andrepd wrote:
         | I equate League of Legends with drugs or junk food. It's not
         | fun, not rewarding, not creative, not anything. I could play 3
         | or 4 40m games and at the end have a completely empty feeling.
         | It is, however, extremely addictive.
         | 
         | I'll try hard not to get addicted to something that meaningless
         | ever again. Games like LoL are the soul-sucking rock-bottom of
         | games.
         | 
         | My experience, of course.
        
           | mym1990 wrote:
           | I have played League for 10 hours straight before and thought
           | "wtf just happened?". Its like time just evaporates and it
           | really does feel like an addiction.
        
           | standardly wrote:
           | "It's not fun"
           | 
           | What did you expect to get out of a game? If it isn't fun,
           | don't play! That's why it felt meaningless lol
        
         | adamrezich wrote:
         | maybe it's just me but I've noticed a general steady decline in
         | Dota 2 Turbo mode "toxicity" over the years.
        
           | mym1990 wrote:
           | Tons of initiatives going on in MOBAs to work on the toxicity
           | problems, I hope they are working!
        
             | adamrezich wrote:
             | I usually end every turbo game with "ggwp, have a great
             | evening everyone", and commend all of the other nine
             | players unless someone was being an asshole (regardless of
             | whether we won or lost, or whether that player performed
             | well). I can't remember a time when Dota 2 was ever
             | friendlier than it is now (been playing for over a decade
             | now, since beta)... at least, in Turbo. I'm sure the other
             | "full" modes still have quite a bit of nastiness as the
             | games run longer there than in Turbo.
             | 
             | the whole reason I play the game is what TFA is talking
             | about, syncing up and pulling off cool shit with four other
             | random people against five other random people online. when
             | it works it's incredible.
        
               | mym1990 wrote:
               | Really good mindset!
        
         | cevn wrote:
         | I just play ARAM now, it's less toxic than ranked.
        
           | amatecha wrote:
           | The problem with ARAM is people play terribly and if you're
           | actually trying to play well, it's pretty frustrating. People
           | mess around and then are like "it's just ARAM bro" when
           | you're like "yo wtf plz actually play properly".
           | 
           | In general, League is a frustrating experience because it's
           | basically inevitable that even when you're playing your
           | absolute best, others on the team aren't. The occasional
           | great experiences where everyone has that synergistic
           | gameplay and excellent coordination/execution makes it all
           | worth it (I guess), but every other match has me wondering
           | "why am I still playing this?" heh
        
             | [deleted]
        
             | cevn wrote:
             | I devote most of my competitive energy to Rocket League for
             | this reason. Games are only 5 minutes long and you can
             | actually solo carry. Also you don't have to re learn the
             | game every 3 months when a balance patch hits.
             | 
             | edit: I know what you mean. A great League game makes it
             | all worth it, but those seem to be maybe 10% of the games
             | and the other 90% you are just trying to be a kindergarten
             | teacher trying to keep everyone from going afk.
        
         | frostwarrior wrote:
         | My entire experience with MOBAs is that people will rip you to
         | shreds for not doing or knowing every overly specific thing
         | people didn't know either when they had less experience.
        
           | mym1990 wrote:
           | Or don't even know currently but just want point fingers.
           | Something about humans becoming anonymous really bring out a
           | different side of us...
        
             | moonchrome wrote:
             | Not really about being anonymous as I've seen the same
             | pattern when playing with people I know in real life,
             | although playing with strangers removes a lot of restraint.
             | 
             | It's more that those games create a scenario where you are
             | going to be frustrated for 20+ minutes because of mistakes
             | of others, and you likely started playing because you're
             | trying to get away from frustration IRL.
        
               | dwringer wrote:
               | Unfortunately I can agree with this completely. I stopped
               | playing Fortnite because of this. Although it can be fun
               | without winning, when they introduced the victory crowns
               | to reward multiple consecutive wins (along with an emote
               | to rub it in everyone's face) it seemed like just enough
               | to cause us all to start getting frustrated and screw up
               | team morale.
        
         | wincy wrote:
         | Ugh I stopped playing league of legends because it just made me
         | so angry and act so terribly. Screaming at my friends and just
         | constantly feeling angry and frustrated. With the way the
         | ranking system works this is basically guaranteed that you'll
         | lose half your games unless you're a literally world class
         | player.
         | 
         | My wife's ex would piss in bottles while drinking vodka and
         | playing. If I try to play League she'll throw the breaker
         | because the noises are triggering to her.
         | 
         | Now I play D&D because losing is just as much fun (or more
         | fun!) than losing.
        
           | [deleted]
        
           | Fatnino wrote:
           | Play D&D because losing is just as much fun as losing?
        
             | wincy wrote:
             | Hah just as much fun as winning. Losing at D&D can involve
             | all sorts of weird and creative things happening depending
             | on your Dungeon Master. Often times you might not just die
             | in a conflict.
             | 
             | Recently my character found a cursed necklace that guards
             | against all but the strongest attacks and my bard is very
             | excited and wearing it, feeling invincible. Little does he
             | know, there's a very powerful evil being who can hear all
             | his thoughts, knows where he is at all times, and can
             | compel him to do his bidding.
             | 
             | I'm pretty excited to see how the story develops, even if
             | it eventually ends in my character's horrible demise.
        
             | mym1990 wrote:
             | When losing is all you know _sob_
        
             | MengerSponge wrote:
             | They played League for so long the word "Win" and its
             | relatives "Winning" and "Victory" left their vocabulary.
             | I'm surprised "fun" is still there!
        
           | znpy wrote:
           | If that's your experience with league of legends (and don't
           | get me wrong, i _feel_ you) then don't even think about even
           | trying OpenArena and similar. The amount of cheaters
           | /aimbotters is astonishing, and the lack of a central
           | authority means everything stays the same or only gets worse.
           | 
           | I had to stop playing because... let's put it politely and
           | say it was having a very bad influence on me.
        
           | mym1990 wrote:
           | I have recently transitioned to Teamfight Tactics and a bit
           | of Fall Guys, and have had much more enjoyment from it. But I
           | have also realized that everything in TFT is RNG based, and
           | is almost equivalent to playing a slot machine where every
           | pull takes 30-40 minutes.
           | 
           | The scary thing with a 5v5 MOBA and a ranking system is that
           | a large part of the game falls outside of your control unless
           | you're that player that can consistently carry. So to that
           | point, you really have to take time to study the game and
           | psychology if you want to climb...but then you get wherever
           | you're going and realize you have almost nothing of value to
           | show for it.
        
           | skulk wrote:
           | > With the way the ranking system works this is basically
           | guaranteed that you'll lose half your games unless you're a
           | literally world class player.
           | 
           | This is theoretically expected of skill-based matchmaking
           | systems.
        
             | ianbutler wrote:
             | You are right about sbmm, but it doesn't make for a good
             | progression system imo. If my hidden elo says I'm diamond
             | or w/e I should cruise through early ranks instead of being
             | matched with other diamond elo players climbing from
             | bronze. It should only feel like a slog/be super
             | competitive when the external rank matches the hidden elo.
             | Not the entire time IMO.
             | 
             | Some games get this right, others (looking at you Apex
             | Legends Arenas Mode) does not and it just winds up being a
             | terrible slog.
        
               | dragontamer wrote:
               | > If my hidden elo says I'm diamond or w/e I should
               | cruise through early ranks instead of being matched with
               | other diamond elo players climbing from bronze.
               | 
               | Or maybe you should stop making new accounts and stop
               | smurfing?
               | 
               | I've been a beginner in plenty of games, and it sucks to
               | be matched against someone far above your skill level in
               | most games.
               | 
               | ------
               | 
               | I get it. A lot of people want to be matched up against
               | weaker players so that they have an easy win. That
               | doesn't make it fair for the losers in this situation.
               | Furthermore, it weakens the community and turns it more
               | toxic. Expert players (or even advanced/intermediate
               | players) shouldn't seek out weak players and stomp them.
               | 
               | 50% win ratios, for everyone, should be the default goal.
               | You climb the Elo to keep 50% win/loss, and as you lose,
               | you fall to 50% win/loss as well, or so the ideal is.
               | That way, everyone is on fair grounds.
               | 
               | If you want someone to "feed you wins", maybe play a PvE
               | game like MMOs or something? But a competitive game is
               | zero-sum by default. Half the players lose, and half the
               | players win each game. So community managers need to
               | spread the wins and losses around in a fair way.
        
               | cube2222 wrote:
               | Actually, I think matching you against equal players
               | would be much better in such a situation, but you should
               | gain much more visible elo for wins than you lose for
               | losses (thus going up even with a 50% win rate).
        
               | bick_nyers wrote:
               | Lol so true. Why am I being matched up against top 500
               | players when I am quite literally making my way through
               | bronze.
               | 
               | Just double my queue time until we find a good match at
               | that point.
        
             | bick_nyers wrote:
             | There can still be issues. For example, how does the ELO
             | system view previous wins/losses when calculating ELO
             | gain/loss from future wins?
             | 
             | Anecdote: My friends played the first few ranked seasons on
             | my Xbox Overwatch account, they started at Bronze and
             | eventually got to Silver. I decided to pick it up and play
             | ranked with a different friend, we won 9/10 of the
             | placement matches. I got ranked Silver, he got ranked
             | Platinum. A month later, I make a new Overwatch account on
             | PC and rank Platinum with ease.
             | 
             | In these systems, if you gain a lot of skill in a short
             | amount of time, or have bad luck early on in your ranked
             | career, you can be held back in rank gains to the point
             | that you are essentially stuck in place. Creating a new
             | account generally allows you to advance significantly
             | faster through the ranks.
        
             | ben_w wrote:
             | Back when I was in game dev, I really wanted to find a way
             | to make them fun even when you lost. I never managed to
             | grok that magic, but I did see it in e.g. Settlers of
             | Catan.
        
               | mym1990 wrote:
               | This becomes a different beast when you introduce
               | competitive play. In non-ranked there is this feeling of
               | freedom to try new things, have fun, etc... but in ranked
               | it feels like things are on the line(despite those things
               | being so trivial as a few points up or down).
               | 
               | Settlers is so fun because you really feel like you're on
               | a journey the whole game, and while it is nice to win,
               | you remember the interactions and experiences in the game
               | as the valuable thing(IMO).
        
               | andrepd wrote:
               | Unless the dice fuck you over extra hard x)
        
               | rintakumpu wrote:
               | Play with a deck of cards instead of dice! 36 cards, six
               | sevens, five eights and sixes and so on.
        
               | jack_pp wrote:
               | How is that supposed to help? A bad run is a bad run no
               | matter the randomizer. Also cards need to be shuffled
               | which wastes time if done correctly
        
               | ben_w wrote:
               | A deck of cards behaves the way the gambler's fallacy
               | expects everything to behave: after enough bad luck,
               | you're sure to get a good result.
        
             | mym1990 wrote:
             | And I actually only truly grasped this recently(the concept
             | makes sense). My paranoid self always thinks that in a game
             | like League, there are artificial matchmaking things going
             | on to keep you at 50%, apart from a stagnation of skill. In
             | truth, I probably just need to get better(at whatever,
             | doesn't have to be League).
        
               | jrockway wrote:
               | Yeah, if you win 50% of your games it means the
               | matchmaker is working perfectly. People really have a lot
               | of trouble understanding that.
               | 
               | Also, to improve, you probably have to lose a bunch of
               | games while you're unlocking that new knowledge. The
               | toxicity of teammates kind of steers people away from
               | that. Thus people get stuck at where they place and never
               | go up or down significantly.
        
               | jnwatson wrote:
               | I'm confused as to what folks think the alternative is.
               | 
               | Winning is a zero-sum game. If they target something
               | higher than 50%, there would have to be a reservoir of
               | players willing to take less than 50%...
        
               | mym1990 wrote:
               | It's not hard to come up with designs where you
               | effectively cycle types of queues to where the end result
               | is 50/50, but the pathway to get there is psychologically
               | manipulative(win streaks/loss streaks/etc...).
               | 
               | Now, winning a single game of LoL is zero-sum, but you
               | can't say that the ratings themselves are. Without
               | knowing what the actual system is doing, we can't assume
               | that players are losing/winning the same number of
               | ranking points in a game.
        
               | bick_nyers wrote:
               | Unless of course if a team full of me would have a 70%
               | winrate, and the system is compensating (because hidden
               | ELO) by sticking me with teammates that each have 45%
               | winrates.
               | 
               | It still averages out to 50% winrate. Just because you
               | can force a point of convergence does not mean it is the
               | correct point of convergence.
        
               | jrockway wrote:
               | Yeah, I definitely feel this variance in matchmaking.
               | play games with my friends every Saturday night and 8
               | hours in after 5 beers, I doubt our MMR is quite as high
               | as it was when we started the session. (The first game
               | probably isn't great either!) But the matchmaker doesn't
               | really know these subtleties, so sometimes the enemies
               | get an easier than expected game. So it goes.
               | 
               | The competitive ladder climbing meta is really about
               | recognizing when you shouldn't be playing and not playing
               | then. Interesting angle to optimize.
        
               | mym1990 wrote:
               | I don't think the system should even care for these
               | externalities because they will eventually balance out
               | across a player base and the net effect should be
               | zero(everyone will eventually play against a team with a
               | drunk person on it). But it creates a prolonged cycle and
               | general frustration amongst the player base.
        
               | bick_nyers wrote:
               | Yeah, if I want to climb a ladder I have to play first
               | thing in the morning (with physical exercise as well as
               | warmup games), and make sure I quit at the right time.
        
             | P5fRxh5kUvp2th wrote:
             | The issue is that riot has designed it so the 50% has
             | become the target rather than the metric.
             | 
             | The result is that you'll go on win and loss streaks and if
             | you play long enough it becomes obvious it's being
             | manipulated that way.
             | 
             | Winning 1 or 2 and losing 1 or 2 are just fine.
             | 
             | winning 10-15 followed by losing 10-15 just feels bad and
             | isn't worth it. And if you've played long enough you can
             | start feeling when the tipping point is about to happen.
             | The wins will start getting more and more difficult as more
             | people on your team obviously don't belong in the game. Or
             | vice versa, and you'll start getting people on your teams
             | consistently such that nothing you do matters because
             | you'll just win.
             | 
             | Then you add in a dash of streamers and people doing
             | "bronze to plat" challenges and it's just not fun. Either
             | they're losing on purpose to tank their rank or they're
             | pubstomping people far below their skill level.
             | 
             | The end result is that it all just feels bad and the only
             | people that end up playing a significant number of games
             | are actively addicted to it.
        
               | mym1990 wrote:
               | Goodhart's Law!
        
         | leach wrote:
         | I don't even care when people are toxic, they are so easy to
         | bait into raging when they are. I suck at league and say I do
         | though so at least I'm honest.
        
       | csense wrote:
       | Headline says "online", but the description sounds like they're
       | on the same LAN. This matters because the latency between the
       | systems (LAN latency ~ 1ms, corresponding to frequency of ~1000
       | Hz) is faster than the phenomena they're measuring (2-45 Hz).
       | 
       | I'd assume the mechanism is that the player has a lot of
       | physicality, so their brain's pretending the on-screen avatar is
       | part of their body. If latency is artificially injected into the
       | display or controls or both, do the brain waves develop a phase
       | offset? Or does latency just cause the game's sense of
       | physicality to break down?
       | 
       | Is interactivity and real-time interaction a necessary component
       | of brain wave synchronization? Or does it show up in non-
       | interactive settings as well? How could this be tested?
       | 
       | I'm thinking what might be going on here is the game forces
       | players' brains' movement processing to physically simulate the
       | same vehicle. The brains aren't syncing with each other, they're
       | syncing with the on-screen object they're controlling -- which is
       | the same for both players, causing their brains to sync --
       | transitively.
       | 
       | Simply put, if Alice's brain syncs with the vehicle on screen A
       | and Bob's brain syncs with the vehicle on screen B and the two
       | screens are in sync with each other because that's what the
       | game's networking code is designed to do, the EEG ends up
       | measuring Alice's and Bob's brains to be in sync.
       | 
       | I'd be interested in extending the experiment: Instead of giving
       | the two players a real-time multiplayer game, have them play a
       | single-player game one at a time, and see if their brains sync to
       | the gameplay in the same way.
       | 
       | One problem is replicability. To produce the sync phenomenon, you
       | might need a game where the controllable character with good
       | "physicality" -- a tight feedback loop between its movement and
       | inputs, to convince the player's brain to treat their on-screen
       | character as an extension of their body. Give the player a
       | character they can't control, and their brain isn't convinced the
       | character is a part of them, and doesn't sync to it in the same
       | way.
       | 
       | But if you give the player a character they _can_ control,
       | different people playing the game at different times will have
       | different inputs, meaning the phenomenon could be there but you
       | have no way to measure it. That is, Player A 's and Player B's
       | brain waves might sync to their individual games, but you can't
       | measure that with similarity analysis anymore, because in Player
       | A's game the vehicle took a different track than in Player B's
       | game.
       | 
       | One way to solve this problem is to give them a character with a
       | physicality they have to consider but can't control. For example,
       | shooting targets from a vehicle -- your brain has to simulate the
       | vehicle's path to aim your shots, but you can't control its
       | movement directly. The players' brains' simulations of the
       | vehicle might end up in sync, leading to their brain waves being
       | in sync.
       | 
       | Another way to solve this problem is to create a game with little
       | margin for departure from the correct path -- think about a Mario
       | Maker speedrun level with a tight timer. Successful runs by
       | different players will have very similar character paths and
       | controller inputs, because significant departure from the optimal
       | path results in failure. See if brain waves of different players
       | may end up in sync as they're executing the same moves with the
       | same timing.
        
       | soulofmischief wrote:
       | We see this behavior in rats[0] and monkeys[1] using various
       | methods of directly linking brains, and have shown that
       | communication spontaneously occurs even without physical
       | presence. Video games are one step of abstraction away from wires
       | and electrodes, but the science is still there.
       | 
       | Seriously amazing stuff.
       | 
       | [0] https://www.livescience.com/27544-rats-with-linked-brains-
       | wo...
       | 
       | [1] https://www.businessinsider.com/scientists-have-
       | linked-3-mac...
        
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       (page generated 2022-08-31 23:00 UTC)