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Approaching Artificial Intelligence for Games – the Turing Test revisited
Author(s) -
Jenny Eriksson Lundström,
Stefan Karlsson
Publication year - 1970
Publication title -
triplec communication capitalism and critique open access journal for a global sustainable information society
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.564
H-Index - 21
ISSN - 1726-670X
DOI - 10.31269/triplec.v4i2.32
Subject(s) - turing test , computer science , turing , artificial intelligence , applications of artificial intelligence , test (biology) , context (archaeology) , computer game , empirical research , artificial intelligence, situated approach , human–computer interaction , multimedia , paleontology , philosophy , epistemology , biology , programming language
Today's powerful computers have increasingly more resources available, which can be used for incorporating more sophisticated AI into home applications like computer games. The perhaps obvious way of using AI to enhance the experience of a game is to make the player perceive the computer-controlled entities as intelligent. The traditional idea of how to determine whether a machine can pass as intelligent is the Turing Test. In this paper we show that it is possible and useful to conduct a test adhering to the intention of the original Turing test. We present an empirical study exploring human discrimination of artificial intelligence from the behaviour of a computer-controlled entity used in its specific context and how the behaviour responds to the user's expectations. In our empirical study the context is a real-time strategy computer game and the purpose of the AI is merely to pass as an acceptable opponent. We discuss the results of the empirical study and its implications for AI in computer applications.

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