20世纪60年代决策支持系统的发展作为“人工智能理性”的前身

Rolf F. Nohr
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引用次数: 0

摘要

给定游戏中的决策过程通常以二元形式组织,并以最终有限目标为导向。这种决定性的行动在形式和逻辑层面上塑造了游戏。然而,与此同时,计算机(或者更好地说,算法)也是一台决策机器:代码和程序的深度逻辑演算似乎不知道任何“也许”——系统(从字面上)根据“或”的逻辑工作,这代表了数字计算的核心要素之一。计算机的决策理性(电脑游戏的核心)的特点是简化、简化、符号编码,以及行动和反应的动态(在决策和结果的意义上)。这种关于基于游戏的AI的结果逻辑的观察不可避免地导致了一个大问题:谁是游戏中的主要决策者——玩家还是机器?
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Development of Decision Support Systems in the 1960s as Antecedent of “AI-Rationality”
The decision making process in a given game is usually organized in binary form and oriented toward a final and finite set of goals. This determinative action shapes the game on both formal and ludological levels. At the same time, however, the computer (or better, the algorithm) is also a decision making machine: the deeply logical calculus of the code and the program do not seem to know any 'perhaps'—the system works (literally) according to the logic of 'or', which represents one of the central elements of digital computing. The decision rationality of computers (at the heart of computer games) is characterized by simplification, reduction, symbolic coding, and also by a dynamic of action and reaction (in the sense of decision and consequence). Such observations about the consequential logic of game-based AI inevitably lead to one grand question: Who is the primary decision maker in games—the player or the machine?
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