The argument that is being illustrated is that artificial intelligence and artificial life can be used to improve the gaming experience of any given player. I hope to convince you by illustrating the many uses of AI and A-life within game development and how they contribute to enhancing the gaming experience. I would also like to address counterarguments that are commonly brought up upon the discussion of AI.
[[Continue->Historical Overview of AI]]
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(set: $Value6 to 0)Given the historical overview of AI, we have already been exposed to what AI essentially is. Likewise, Artificial life is essentially the extensive use of AI to simulate realistic aspects of life. However, because A-life is merely a extensive use of AI, one must first understand AI before being able to understand A-life in terms of game development.
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[[Learn more about Artificial Intelligence in terms of game development]]
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Similiar to Turing's understanding of Artificial Intelligence, AI within the gaming context mainly establishes realisitic intelligent behavior within a game, that allows the player to interact with the game in a enjoyable and equally challenging way. In addition, AI can also create a self-adapting system that accommodates a diverse audience of gamers. (More options will be accessible as you advance)
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[[Four Major Categories of AI use within Video Game]]
[[Return->Artificial Intelligence and Life Explanation]] The application of Artificial Life is a continuation of AI application to simulate realistic aspects to the gaming experience. Because AI and A-life are very similar, the major difference between the two is that A-life is a byproduct of extensive AI use.
Example: In the following example of soccer game, one could program the AI to incorporate properties of human error. This quality minimizes the diffuculty associated with a game.
[[How does AI and A-life contribute to the gaming experience?]]
[[Return->Artificial Intelligence and Life Explanation]] Within all genres of video games, the movement of NPC's (Non-playing characters),Co-op characters, or opposing characters (enemies) are essential to the overall gaming experience of the player. These movements are evidently important in patterns/pathways of the following characters, which improves the gaming experience by recreating intelligent behavior.
Examples: Sports game heavily incorporate AI to facilate proper movement patterns such as: the trajectory of the ball and the movement of the opposing team as seperate individuals or as a functioning unit.
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[[Return->Four Major Categories of AI use within Video Game]] In the sense of planning, the AI refers to the system in which the game prepares itself in response to the player's actions. The style of planning is mainly divided three general categories of immediate, tactical, and strategical planning. Each of which is a area of planning that describes the system's reaction to different conditions.
Example: Following the example of the sports game, intelligent planning refers to the head coach or manager making decisions such as: managing injuries, transfers between players, or training sessions.
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[[Return->Four Major Categories of AI use within Video Game]]Within the gaming medium, interactive AI refers to any form of interaction between the player and the identities within the game. The two main uses of Interactive AI can either assist the player or challenge the player's path for success. However, it will be mentioned that AI must create a gaming experience that isn't too challenging or simple.
Example: Given the example of the sports game, interactive AI encompasses the helpful tips and suggestions that provides helpful advice for the player. Or interactive AI can create a clever strategy/opposing team that challenges the player ability to suceed.
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[[Return->Four Major Categories of AI use within Video Game]] Aside from the benefical qualities of implementing AI and A-life, some have argued against the use of AI and A-life because of the dangers of solely depending upon AI and A-life, and overwhelming cost of perfecting these AI and A-life techniques.
[[Details of Counter Argument 1]]
[[Details of Counter Argument 2]]Some argue that the dependence of AI has many drawbacks, mainly the dangers of depending on AI. The biggest concern is that AI itself will be able to compete with human intelligence, and eventually surpass human intelligence itself. Therefore it is important to maintain the amount of AI use, however in the video game dimension the implication of AI is merely a simulation and does not reflect heavily within real-life situation.
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[[Return->Proceed to Counter-Perspectives of the Illustrated Argument]] Being that AI and A-life can become overwhelmingly dangerous if not properly maintained, it is important to properly limit AI and A-life within a manageable and safe range. In order to establish functional and acceptable level of AI, the process of testing and manipulating AI must be carried. However, the process of testing AI can be costly and time-consuming due to the precautions that must be taken. However within gaming purposes, the test to manage AI can be overlooked because the establishment of adjustable difficultly level can be implemented to allow the player to micro manage the level of AI themselves.(difficulty meter)
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[[Return->Proceed to Counter-Perspectives of the Illustrated Argument]] An early example of AI application existed in Joseph Weizenbaum's computer program Eliza. The program itself resembles that of a two-way chatting interface between a user and the computer counterpart. The program formulated responses based on the user's previous input and the users of the program came to believe that an actual human being was at the other end of the conversation. This example primarily illustrates the positive application of Artificial Intelligence as a means of creating a program that engages the user in a meaingful conversation. Below is an example of the conversations that ELIZA is capable of.
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[[Artificial Intelligence and Life Explanation]]
[[Back->Historical Overview of AI]] In reference to components of environmental AI, these components attach themselves specifically within the game environment or space in the form of characters or objects within the game environment. Typically seen within video games where the player is playing by themselves and therefore heavily engage with the game environment.
Example: Within the specific example of sports games, environmental AI refers to the player's interaction with the boundaries of the space that the sport takes place in.
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[[Return->Four Major Categories of AI use within Video Game]] Throughout this game, there is one simple instruction that you should follow which is to read through each passage and consider the argument that is being made.
[[Start]] Within the terms of one's gaming experience, AI and A-life enhance the gaming experience across a broad range. But specifically in the context of the argument, AI and A-life can establish a unique quality that appeals to an audience of players who tend to non-generic games. AI and A-life also address the concerns of gamer by fixiating the AFK or disconnected players from the game, and address the issue of gradual player adaptibility.
[[Unique Aspects]]
[[Resolve multiplayer issues]]
[[Resolve issue of player adaptibility]]
[[Back->Learn more about Artificial Life in terms of game development]] Because most video games contain a similar general structure, the deciding feature within a video game is the use of AI and A-life to create a realistic game experience that sets apart from a generic or one-dimensional game. By creating a unique gaming experience, the following game can attract a different group of gamers that are more appealed by the different qualities that set the game aside from others.
Example: Lecky Thompson illustrates the qualities of a unique experience in the S.C.A.R. racing game which incorporates different problems that each driver possesses and overall affects the driver's performance.
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[[Return->How does AI and A-life contribute to the gaming experience?]] Within a multiplayer setting, absent players in the form of an AFK or disconnected player can dramatically affect the entire gaming environment and the players within the game setting. To restore the balance of players between the teams, bots are designed to replace the absent player within a way that enhances the gaming experience for all of the given players. According to a past study conducted by Asensio, the data reported that bots can effectively simulate intelligent behavior. The research suggest that AI can be effectively replace absence players. And by doing so, the players' gaming experience is better off than continuing a game that contains absent players which limit the possibilities of the game.
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[[Return->How does AI and A-life contribute to the gaming experience?]] Another concern that game developers must consider during game development is player's adaptibility to eventually overcome and beat the game. Therefore, A-life can establish a self-adapting game system that adjusts itself in response to the player's technique/strategy within the game. By doing so, the gaming experience can fit to the player's liking in order to create a more challenging and engaging experience.
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[[Return->How does AI and A-life contribute to the gaming experience?]] Now that you have reached the end, I want you to consider as a player how AI has affected your gaming experience specifically. Do you believe that AI and A-life can improve the gaming experience? Additionally with the sources, I have included an additional reading that highlights some points of the argument and elaborates upon a discussion of further and future AI uses.
[[Credit and Resources]]Before I dive into the aspects of my argument, I want to provide a historical overview of Artifificial Intelligence in its early stages of development. The initial thought of Artificial Intelligence began with mathematician Alan Turing in the year 1950, as a concept to explain the manifestations of human-like intelligence. He proposed that Artificial Intelligence is merely the simulation of human intelligence and therefore AI has many meaningful uses. The most pratical use of AI today exist within video games, and mainly contribute in improving the gaming experience of a given player.
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[[Optional Learning->Joseph Weizenbaum and Artificial Intelligence Example]]
[[Continue->Artificial Intelligence and Life Explanation]]
[[Back->Start]] [[Components of Movement]]
[[Components of Planning]]
[[Components of Interaction]]
[[Components of Environmental]]
[[Return->Learn more about Artificial Intelligence in terms of game development]] Balancing a game is obstacle that game developers must deal with in order to achieve a game that is friendly to all of its gamers. Unfornately, advanced level of AI can create a frustrating game that requires perfectional gameplay which is diffucult to achieve. Likewise, underperforming AI can create a opponent/game that is underwhelming and therefore translates to a game that is easily beat. These effects suggest that a balance of AI must be considered to create a gaming experience that is enjoyable but also challenging.
[[Learn more about Artificial Life in terms of game development]]
[[Back->Learn more about Artificial Intelligence in terms of game development]] Credits
Asensio, Joan Marc Llargues, et al. “Artificial Intelligence Approaches for the Generation and Assessment of Believable Human-like Behaviour in Virtual Characters.” Expert Systems with Applications, vol. 41, no. 16, 2014, pp. 7281–7290.doi:10.1016/j.eswa.2014.05.004.
Brynjolfsson, Erik, and Andrew Mcafee. “The Business of Artificial Intelligence.” Harvard Business Review, 1 Feb. 2018, hbr.org/cover-story/2017/07/the-business-of-artificial-intelligence.
Miller, Oliver. “A Conversation With ELIZA, The Electronic Therapist.” Thought Catalog, Thought Catalog, 1 Aug. 2012, thoughtcatalog.com/oliver-miller/2012/08/a-conversation-with-eliza/.
Thompson, Lecky, “Artificial Intelligence in Video Games.” AI and Artificial Life in Video Games, Charles River Media, 2008, pp. 25–38-58–61.
Turing, A. M. “Computing Machinery And Intelligence.” Mind, LIX, no. 236, 1950, pp. 433–460., doi:10.1093/mind/lix.236.433.
Weizenbaum, Joseph. “ELIZA---a Computer Program for the Study of Natural Language Communication between Man and Machine.” Communications of the ACM, vol. 9, no. 1, 1966, pp. 36–45., doi:10.1145/365153.365168.
“Alan Turing.” Wikipedia, Wikimedia Foundation, 14 Apr. 2018, en.wikipedia.org/wiki/AlanTuring. (image)
Additional Resource
[[https://hbr.org/cover-story/2017/07/the-business-of-artificial-intelligence]] (Additional Applications of AI)(css: "font-size: 200%")[Using AI and A-life to improve the Gaming Experience]
[By: Timothy Do]
[[Instructions->Instructions for the game]]