Games and AI: Paths, Challenges, Critique

Mathias Fuchs, Andreas Sudmann
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Abstract

In 2006, the first-person shooter F.E.A.R. makes headlines in the gaming world. One feature in particular attracts much attention: the non-playable characters seem to behave intelligently to a degree yet unseen in computer games. From earlier productions like No One Lives Forever 1 & 2 (2000, 2002), players were already familiar with NPCs that are able to seek cover under fire and to leave it at random in order to shoot back at the player. In F.E.A.R. that happens too, but in a much more realistic manner. Computer-controlled enemies attack players in a coordinated way. If one member of the enemy team comes closer, he gets supportive fire by his team members. If the player attacks them, enemy forces remain in cover until they are immediately threatened.Ten years later, an AI system called AlphaGo beats the human world champion Kim Sung Yong in the ancient board game Go in five rounds—final score: 4-1. The global community of Go players is perplexed, almost shocked, even though the victory did not totally come out of the blue. Already in October 2015, an earlier version of AlphaGo was able to beat the European Go champion Fan Hui. However, Hui’s playing level was significantly lower than that of Kim Sung Yong (2-dan out of possible 9-dan levels).As these introductory examples illustrate, the relationship between artificial intelligence (AI) and games can basically be studied from two perspectives: The first is the implementation of AI technologies in games, in order to improve the game experience in one way or another, for example with the intention to make it more believable, more immersive, or simply more enjoyable. The second is the use of games as a benchmark, a learning or test environment to evaluate, but also demonstrate, the current state of AI technologies. Both perspectives have gained enormous importance in recent years—technically, but also culturally and economically.
游戏和AI:路径、挑战和批判
2006年,第一人称射击游戏《F.E.A.R.》登上了游戏界的头条。其中一个特别吸引眼球的功能是:不可玩的角色似乎表现得很聪明,这在电脑游戏中是看不到的。从早前的作品如《无人永生1》和《无人永生2》(2000年和2002年)中,玩家已经熟悉了能够在炮火下寻找掩体并随机离开以反击玩家的npc。在《F.E.A.R.》中也会出现这种情况,但是以一种更加现实的方式。电脑控制的敌人以协调的方式攻击玩家。如果一名敌方队员靠近,他会得到队友的火力支援。如果玩家攻击他们,敌人就会躲在掩体中,直到他们受到威胁。十年后,一个名为AlphaGo的人工智能系统在五轮比赛中击败了人类世界冠军金成勇,最终比分为4:1。全球围棋界感到困惑,几乎是震惊,尽管这场胜利并非完全出乎意料。早在2015年10月,早期版本的AlphaGo就击败了欧洲围棋冠军樊辉。然而,Hui的水平明显低于金成勇(9段中的2段)。正如这些介绍性的例子所说明的那样,我们可以从两个角度来研究人工智能(AI)与游戏之间的关系:首先是在游戏中执行AI技术,以便以某种方式改善游戏体验,例如让游戏变得更可信、更具沉浸感或更有趣。第二种是使用游戏作为基准,作为学习或测试环境来评估和展示AI技术的现状。近年来,这两种观点在技术上、文化上和经济上都变得极为重要。
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