Introduction of AI technology to the world of gaming can be a good step to attract more people towards gaming. Artificial intelligence can endlessly produce new levels, and even tailor the gamers to a player’s skill level. AI or more simply learning from examples instead of machine learning can reveal more interesting levels of a game. As it is pretty hard to generate levels to the game and smallest of change can make the game play more difficult for the gamers, AI can help the developers to crate more gamer friendly game levels.
Villacís, C., Fuertes, W., Santillán, M., Aules, H., Tacuri, A., Zambrano, M., & Salguero, E. (2016, April). On the Development of Strategic Games based on a Semiotic Analysis: A Case Study of an Optimized Tic-Tac-Toe. In ICEIS (1) (pp. 425-432).
Mendonça, R. L., & Mustaro, P. N. (2012). Immertion: Immersion and Emotion in Digital Games. SBGAMES, 12, 102-113.
Fernandes, M. A. (2016). Problem‐based learning applied to the artificial intelligence course. Computer Applications in Engineering Education, 24(3), 388-399.
Kinda funny question, since the term "AI" is used in video games since... well, always, in relation to any programmed behavior of artificial enemies/allies, "controlled by the computer" as one can say. This is why I don't understand what the fuzz is all about right now with AI everywhere, since the concept was here for over 3 decades. And while today's "AI's" are more advanced and complex, they're still "artificial" - they do what they are programmed for; it's not that they are becoming concious and trying to eliminate human race like skynet or something.
So, yeah, there are AI controlled enemies/allies in games, sometimes other factors/objects too (even the whole game world can be AI-controlled, because why not). They do stuff they're programmed for, they perform sets of actions, they have algorhytms to react for particular player actions (like shoot the player when they see one, call backup or run away when loosing). They give the "illusion of intelligence" by those actions (like any other "AI", even outside of games), not just stand or move in circles, waiting to be shot*.
There are lots of examples of different ideas and experiments; opponent cars in Forza series try to mimic your driving style, and the villain in Hello Neighbour supposedly learn from your actions, so he doesn't fall in the same or similiar trap over and over again, thus raising the difficulty with time. But, as I said - nothing groundbraking like the fake "Milo" for "Project Natal" (kinect) ever came out, and good riddance:)
*that depends on the game, really. Sadly, there are many examples when that's actually happening.
In the context of the above issues, the following question is valid:
Do you think artificial intelligence will be implemented for computer games?
What can be the effects of artificial intelligence implemented for computer games?
Currently, dynamic development of computer games is being carried out, both on-line computers, on-line versions of the Internet and versions for mobile devices and smartphones.
For young people using smartphones, games are one of the main forms of entertainment.
Probably the next stage in the development of computer games will be the development of multithreaded versions, i.e. with the active participation of the person playing and the implementation of artificial intelligence for games.
How can this development affect education, pedagogy and education in the future?
How to use the development of computer games to serve more effective education instead of generating negative external aspects, negative social, alienation, alienating people playing these games in a situation of serious addiction to computer games?
This is a question that can be answered at the interdisciplinary level, combining the problems of computer science, computer games, education, pedagogy, psychology and other social sciences.
This is a very important issue that determines, among other things, the psychosomatic, emotional and social development of the current generation of young people and probably also future generations in the future.
Answer to the interesting questioning proposed by professor Dariusz: What can be the effects of artificial intelligence implemented for computer games?
Dearest prof. Dariusz , I am still owed you a return of a pertinent concern raised by you on an issue that I proposed here last year that dealt with the main factors influencing sustainable consumption.Unfortunately here in Brazil, day-to-day university bureaucracies still take up too much of our time for enriching dialogues like these. But I intend to answer it soon on that topic.
However, faced with the very provocative provocation you have made regarding the implications of the insertion of artificial intelligence into electronic games, and the possibilities of such insertion into the field of education, I could not resist and would like to make a small comment immediately.
1 Gradual evolution of artificial intelligence
As we well know, in 1997 it was the first time that an artificial intelligence won a chess world champion (Human) in a digital chess game. Before that, even with all the technological development obtained so far, similar feat had never been achieved.
About 2 years ago another artificial intelligence took a much bigger leap than 1997, as it has been proven to be at least 1/3 of the well-known Turing Test, a test that measures the ability of an artificial intelligence to simulate perfection human reasoning. Nowadays the most conservative expectations are that artificial intelligence will completely overcome the Turing Test in the middle of 2030, equaling our reasoning ability and from then on surpassing it. This will provoke an exponential curve of technological development, since the "creature" will surpass the "creator" and from then on it will be difficult to predict the advances that will be possible, as well as how the notion of time / technological development will be different.
2 The last strategy to overcome the Turing Test by Artificial Intelligence
In order for such an evolution in artificial intelligence to be possible, besides a formidable investment in computational programming, another human effort is also necessary for its improvement, which consists in teaching machines not only by computer programming previously inserted by means of codes, but the insertion of large and voluminous databases with real processes of human decision making in the face of problems to which the machines can be exposed in the day to day. Such databases have been created since the end of the 20th century and their development is being increasingly spread by large corporations as the race for absolute overcoming of the Turing Test intensifies .
As one might imagine, the creation of such extremely voluminous databases of human decision-making processes are very expensive projects, as they involve large logistical flows, many individuals involved, a lot of technology to capture data related to human decisions, problems or situations, among others. But many network companies have been accused of using their services already known and used by millions of users around the world to generate for themselves such databases that are being used to shape their artificial intelligence prototypes. This is the case of the giants, GOOGLE, UBER and FACEBOOK for example.
The google through its CAPTCHA or No-CAPTCHA software, which is a program used by the search giant to avoid hacker attacks on accounts and personal of its members information, is accused of generating a huge database to improve the differentiation process of common objects of their artificial intelligence prototypes, because one of the verification mechanisms of CAPTCHA or No-CAPTCHA is the request that users, after being exposed to several images of common objects, differentiate those that have certain similar characteristics previously indicated , perfecting the same process of differentiation of the artificial intelligence of GOOGLE.
The FACEBOOK would be forming its database through the facial recognition system implemented in the social network for a few years, whereby users mark the faces of the acquaintances in several different photographs, including of different years, generating a database capable of providing information to the artificial intelligences of FACEBOOK that would enable a significant advance in their ability to identify people by facial patterns, as well as identify the same person based on an old photograph, that is, to enable an artificial intelligence the ability to recognize someone even with the passage of time and with changes in facial features.
UBER, with its success in many parts of the world of automotive vehicles, has been accused of generating a large database through the work of its human drivers, which will make it much easier for the toll of its smart cars in the near future. 10 years or 12 years worldwide. The information that the application has been registering about the flow of passengers in every city in the world, busiest times, locations with higher and lower demands, specific information about the traffic in each country and city that operates, accidents, evaluations and types of passenger requirements iros, all this can be used to improve the artificial intelligence that will guide all the company's vehicles in an integrated way in about 10 years. Making human drivers obsolete, but not before getting these valuable data set that will make such a revolution possible, without even the majority of them knowing that they are contributing to the creation of such a business model.
3 Computer games and artificial intelligence
Starting from the logic of "teaching" the machines through the insertion of human knowledge accumulated in their codes (Obtained through the capture of data and information generated as a result of human decision-making processes, as well as information generated by experiences experienced by humans ) would be an interesting exercise to modify somewhat the questioning launched by the expensive professor Dariusz , where instead of questioning what the effects of artificial intelligence may be for computer games, we could reverse the question and ask what the implications for artificial intelligence of their implementation in games in computer games?
In this context, from the race towards the absolute surpassing of the Turing Test , and from the strategy of "teaching" the artificial intelligences by means of patterns generated from databases of experiences of human responses in given situations, we can conceive the environment of the computer games as one of the richest means of capturing human responses to different experiences with a view tothe formation of free databases, which can be used to support various decision-making processes of artificial intelligence when faced with similar situations the confronted by based on algorithms that seek to give the most naturalness possible, the human response to that situation, which will be possible thanks to the great volume of different responses, given to the same stimulus, by the various game users, coming from all parts of the world.
Taking into consideration the extreme diversity of decision situations that computer game users encounter over specific gameplay, and the existence of a multitude of games with different contexts, goals, and possibilities, as well as that these games mostly are online, that is, they are played on servers, and can be accessed by companies that can capture users' responses to any stimulus that exists during matches, it is difficult to imagine other such fertile, affordable and inexpensive means of generating banks data needed for the final push needed to enable the full overcoming the Turing Test by the first artificial intelligences.
That is, the computer games that were only possible after we created the first self-executing codes, from which we create simulations capable of challenging human reasoning in pursuit of certain objectives, will now serve to capture our intelligence, refine it, and turn it into the basis of a true artificial intelligence atomata.
4 Artificial Intelligence and the implications of its implementation in electronic games
In the sense of actually answering the question of dear professor Dariusz , I believe that after the improvements that artificial intelligence has been adding over the last few years, many resulting from improvements in their programming, and many from the capture and use of databases of "stored human intelligence," as well as the continuation, over the next few years , of these improvements, which will be the impacts of the insertion of artificial intelligence in computer games. For games that once provided us challenges based on simple programming will now rely on decision-making simulators based on databases of human experiences, and in the near future, simulators of reasoning indistinguishable from human reasoning, making it not necessarily more difficult the gameplay of such games, but more similar to the experience of facing another human in a game, when in fact one is playing against a machine.
The world of computer games promises an exponential revolution in the coming years, not only by the insertion of artificial intelligence in its platforms, but also by adherence to the concept of augmentedreality and virtual reality.
The meeting of such new technologies, one of processing, artificial intelligence, and two of experimentation, augmented reality and virtual reality in the already charming world of games promises two things.
On the one hand, it will certainly bring about a greater immersion of the new generations in the digital world, in search of escape from the real world problems and of the many different and unusual possibilities of sensorial and logically challenging experiences available in this new universe.
On the other hand, these same new possibilities, such as the simulation of environments such as laboratories, exotic places, historical sites, mass interaction with other users of multiple cultures, and contact with an artificial intelligence that can share with anyone about any subject within the vast range of cataloged human knowledge, will certainly propitiate an unimaginable revolution in education.
Another, and perhaps one of the biggest, changes that the junction of artificial intelligence, virtual reality, augmented reality, mixed reality and computer games will bring to education is the end of the need to learn "only with the error of others "That is, the end of purely historical learning, through realistic simulations of the most diverse possible individuals, assisted by the artificial intelligences can putinto practice learned theories, and experience the effects of their actions in the simulated environment. A management student will be able to simulate with extreme reality the moment that he will have to lay off 20% of the workforce of his company. Being that this workmanship is composed of artificial intelligence, which simulates all possible emotions and variables of human beings going through such a situation, and virtual reality, augmented and mixed give the final touch of drama to the situation, concluding the painting of the scene .
Obviously ethical questions will be raised when overcoming the Turing Test by machines, for at the beginning of the debates on the attainment of the condition of cognoscence of artificial intelligencediscussions about how they are handled will certainly intensify . Whether or not it would be correct, for example, to imprison a form of intelligence c ognoscent in a learning platform forever, only for the purpose of being dismissed time after time, to enable the enrichment of the managerial experience of management students. As in the case of the above example.
Obviously such ethical discussions would vary according to the level of artificial intelligence being debated and considered, whether weak or strong. Particularly the concerns expressed in this reflection would only make sense starting from the understanding of the development of a strong artificial intelligence or automaton.
Answer to the interesting questioning proposed by professor Dariusz: What can be the effects of artificial intelligence implemented for computer games?
prof. Dariusz , I am still owed you a return of a pertinent concern raised by you on an issue that I proposed here last year that dealt with the main factors influencing sustainable consumption.Unfortunately here in Brazil, day-to-day university bureaucracies still take up too much of our time for enriching dialogues like these. But I intend to answer it soon on that topic.
However, faced with the very provocative provocation you have made regarding the implications of the insertion of artificial intelligence into electronic games, and the possibilities of such insertion into the field of education, I could not resist and would like to make a small comment immediately.
1 Gradual evolution of artificial intelligence
As we well know, in 1997 it was the first time that an artificial intelligence won a chess world champion (Human) in a digital chess game. Before that, even with all the technological development obtained so far, similar feat had never been achieved.
About 2 years ago another artificial intelligence took a much bigger leap than 1997, as it has been proven to be at least 1/3 of the well-known Turing Test, a test that measures the ability of an artificial intelligence to simulate perfection human reasoning. Nowadays the most conservative expectations are that artificial intelligence will completely overcome the Turing Test in the middle of 2030, equaling our reasoning ability and from then on surpassing it. This will provoke an exponential curve of technological development, since the "creature" will surpass the "creator" and from then on it will be difficult to predict the advances that will be possible, as well as how the notion of time / technological development will be different.
2 The last strategy to overcome the Turing Test by Artificial Intelligence
In order for such an evolution in artificial intelligence to be possible, besides a formidable investment in computational programming, another human effort is also necessary for its improvement, which consists in teaching machines not only by computer programming previously inserted by means of codes, but the insertion of large and voluminous databases with real processes of human decision making in the face of problems to which the machines can be exposed in the day to day. Such databases have been created since the end of the 20th century and their development is being increasingly spread by large corporations as the race for absolute overcoming of the Turing Test intensifies .
As one might imagine, the creation of such extremely voluminous databases of human decision-making processes are very expensive projects, as they involve large logistical flows, many individuals involved, a lot of technology to capture data related to human decisions, problems or situations, among others. But many network companies have been accused of using their services already known and used by millions of users around the world to generate for themselves such databases that are being used to shape their artificial intelligence prototypes. This is the case of the giants, GOOGLE, UBER and FACEBOOK for example.
The google through its CAPTCHA or No-CAPTCHA software, which is a program used by the search giant to avoid hacker attacks on accounts and personal of its members information, is accused of generating a huge database to improve the differentiation process of common objects of their artificial intelligence prototypes, because one of the verification mechanisms of CAPTCHA or No-CAPTCHA is the request that users, after being exposed to several images of common objects, differentiate those that have certain similar characteristics previously indicated , perfecting the same process of differentiation of the artificial intelligence of GOOGLE.
The FACEBOOK would be forming its database through the facial recognition system implemented in the social network for a few years, whereby users mark the faces of the acquaintances in several different photographs, including of different years, generating a database capable of providing information to the artificial intelligences of FACEBOOK that would enable a significant advance in their ability to identify people by facial patterns, as well as identify the same person based on an old photograph, that is, to enable an artificial intelligence the ability to recognize someone even with the passage of time and with changes in facial features.
UBER, with its success in many parts of the world of automotive vehicles, has been accused of generating a large database through the work of its human drivers, which will make it much easier for the toll of its smart cars in the near future. 10 years or 12 years worldwide. The information that the application has been registering about the flow of passengers in every city in the world, busiest times, locations with higher and lower demands, specific information about the traffic in each country and city that operates, accidents, evaluations and types of passenger requirements iros, all this can be used to improve the artificial intelligence that will guide all the company's vehicles in an integrated way in about 10 years. Making human drivers obsolete, but not before getting these valuable data set that will make such a revolution possible, without even the majority of them knowing that they are contributing to the creation of such a business model.
3 Computer games and artificial intelligence
Starting from the logic of "teaching" the machines through the insertion of human knowledge accumulated in their codes (Obtained through the capture of data and information generated as a result of human decision-making processes, as well as information generated by experiences experienced by humans ) would be an interesting exercise to modify somewhat the questioning launched by the expensive professor Dariusz , where instead of questioning what the effects of artificial intelligence may be for computer games, we could reverse the question and ask what the implications for artificial intelligence of their implementation in games in computer games?
In this context, from the race towards the absolute surpassing of the Turing Test , and from the strategy of "teaching" the artificial intelligences by means of patterns generated from databases of experiences of human responses in given situations, we can conceive the environment of the computer games as one of the richest means of capturing human responses to different experiences with a view tothe formation of free databases, which can be used to support various decision-making processes of artificial intelligence when faced with similar situations the confronted by based on algorithms that seek to give the most naturalness possible, the human response to that situation, which will be possible thanks to the great volume of different responses, given to the same stimulus, by the various game users, coming from all parts of the world.
Taking into consideration the extreme diversity of decision situations that computer game users encounter over specific gameplay, and the existence of a multitude of games with different contexts, goals, and possibilities, as well as that these games mostly are online, that is, they are played on servers, and can be accessed by companies that can capture users' responses to any stimulus that exists during matches, it is difficult to imagine other such fertile, affordable and inexpensive means of generating banks data needed for the final push needed to enable the full overcoming the Turing Test by the first artificial intelligences.
That is, the computer games that were only possible after we created the first self-executing codes, from which we create simulations capable of challenging human reasoning in pursuit of certain objectives, will now serve to capture our intelligence, refine it, and turn it into the basis of a true artificial intelligence atomata.
4 Artificial Intelligence and the implications of its implementation in electronic games
In the sense of actually answering the question of dear professor Dariusz , I believe that after the improvements that artificial intelligence has been adding over the last few years, many resulting from improvements in their programming, and many from the capture and use of databases of "stored human intelligence," as well as the continuation, over the next few years , of these improvements, which will be the impacts of the insertion of artificial intelligence in computer games. For games that once provided us challenges based on simple programming will now rely on decision-making simulators based on databases of human experiences, and in the near future, simulators of reasoning indistinguishable from human reasoning, making it not necessarily more difficult the gameplay of such games, but more similar to the experience of facing another human in a game, when in fact one is playing against a machine.
The world of computer games promises an exponential revolution in the coming years, not only by the insertion of artificial intelligence in its platforms, but also by adherence to the concept of augmentedreality and virtual reality.
The meeting of such new technologies, one of processing, artificial intelligence, and two of experimentation, augmented reality and virtual reality in the already charming world of games promises two things.
On the one hand, it will certainly bring about a greater immersion of the new generations in the digital world, in search of escape from the real world problems and of the many different and unusual possibilities of sensorial and logically challenging experiences available in this new universe.
On the other hand, these same new possibilities, such as the simulation of environments such as laboratories, exotic places, historical sites, mass interaction with other users of multiple cultures, and contact with an artificial intelligence that can share with anyone about any subject within the vast range of cataloged human knowledge, will certainly propitiate an unimaginable revolution in education.
Another, and perhaps one of the biggest, changes that the junction of artificial intelligence, virtual reality, augmented reality, mixed reality and computer games will bring to education is the end of the need to learn "only with the error of others "That is, the end of purely historical learning, through realistic simulations of the most diverse possible individuals, assisted by the artificial intelligences can putinto practice learned theories, and experience the effects of their actions in the simulated environment. A management student will be able to simulate with extreme reality the moment that he will have to lay off 20% of the workforce of his company. Being that this workmanship is composed of artificial intelligence, which simulates all possible emotions and variables of human beings going through such a situation, and virtual reality, augmented and mixed give the final touch of drama to the situation, concluding the painting of the scene .
Obviously ethical questions will be raised when overcoming the Turing Test by machines, for at the beginning of the debates on the attainment of the condition of cognoscence of artificial intelligencediscussions about how they are handled will certainly intensify . Whether or not it would be correct, for example, to imprison a form of intelligence c ognoscent in a learning platform forever, only for the purpose of being dismissed time after time, to enable the enrichment of the managerial experience of management students. As in the case of the above example.
Obviously such ethical discussions would vary according to the level of artificial intelligence being debated and considered, whether weak or strong. Particularly the concerns expressed in this reflection would only make sense starting from the understanding of the development of a strong artificial intelligence or automaton.
The very realistic video games that are commonplace today and the flexibility they provide make them an ideal training ground for AI algorithms that require abundant data to learn from. Next time you’re ready to dismiss the credibility of video games, think twice. They are proving very worthwhile in AI training.