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AI in Gaming (a Poll) [+]
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<blockquote data-quote="Gradine" data-source="post: 9270319" data-attributes="member: 57112"><p>Procedural generation has been in video (and computer games) for decades, and adaptive concepts/behavior is what people have been calling "AI" in gaming for just as long (e.g; "wow, the enemy AI reacts to your footprints in the snow!" from the original MGS in '98). Adaptive technology is kind of what makes video games... more or less possible, at least to the extent of having other creatures/characters/bits and bobs to interact with, and procedural generation is what makes Rogue-likes... like... well, like Rogue. These are all programming and mechanics, built to create the interactive play experience, utilizing human-made assets to fill and create and motivate the world. There's nothing wrong there (although I know procedural generation is not every gamer's cup of tea).</p><p></p><p>In short, adaptive AI is what allows standalone gaming to have interaction at all, and procedural generation allows games to enhance replayability (albeit at the expense of more curated experience). Neither take a creative job away from a somebody; even Roguelikes have level designers, after all, they're just working more on interconnecting pieces than a curated whole, and adaptive dialogue is still being written by human writers, just with an algorithm in place to determine when the situation calls for it.</p><p></p><p>Where I draw the line then, personally, is when creative work <em>is </em>being taken from human creatives. Artists, writers, renderers, etc... automating their work takes the human spirit out of what they are producing, and no matter how how quality the imagery/text becomes it's never going to be able to replicate <em>that</em>. I'm not a "wooey"-type person, either; this isn't about the intractable strength of the human soul or whatever, at least not for me. But there is something distinctly <em>human </em>about the art we create (visual or written), and it's that quality that computer programming will never be able to replicate.</p></blockquote><p></p>
[QUOTE="Gradine, post: 9270319, member: 57112"] Procedural generation has been in video (and computer games) for decades, and adaptive concepts/behavior is what people have been calling "AI" in gaming for just as long (e.g; "wow, the enemy AI reacts to your footprints in the snow!" from the original MGS in '98). Adaptive technology is kind of what makes video games... more or less possible, at least to the extent of having other creatures/characters/bits and bobs to interact with, and procedural generation is what makes Rogue-likes... like... well, like Rogue. These are all programming and mechanics, built to create the interactive play experience, utilizing human-made assets to fill and create and motivate the world. There's nothing wrong there (although I know procedural generation is not every gamer's cup of tea). In short, adaptive AI is what allows standalone gaming to have interaction at all, and procedural generation allows games to enhance replayability (albeit at the expense of more curated experience). Neither take a creative job away from a somebody; even Roguelikes have level designers, after all, they're just working more on interconnecting pieces than a curated whole, and adaptive dialogue is still being written by human writers, just with an algorithm in place to determine when the situation calls for it. Where I draw the line then, personally, is when creative work [I]is [/I]being taken from human creatives. Artists, writers, renderers, etc... automating their work takes the human spirit out of what they are producing, and no matter how how quality the imagery/text becomes it's never going to be able to replicate [I]that[/I]. I'm not a "wooey"-type person, either; this isn't about the intractable strength of the human soul or whatever, at least not for me. But there is something distinctly [I]human [/I]about the art we create (visual or written), and it's that quality that computer programming will never be able to replicate. [/QUOTE]
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