Thoughts on Bots
Thoughts on Bots
By Anthony Adrian Acker
I‘ve born witness to the internet’s golden age, braved the advent of smart phones and social media, and now finally I am embarking on an exhilarating expedition into the uncharted waters of Artificial Intelligence. As a computer gaming enthusiast, who has immersed himself for countless hours in the fascinating world of AI, I have explored and interacted with a multitude of complex systems and intriguing digital characters. As Sherry Turkle’s article “In Good Company” questions, as we develop more advanced simulated beings and experiences, what role will humans play and will we “sidestep encounters with friends and family”(7) for artificial experiences? People are connecting more than ever in computer and console video games, where AI is used to help create immersion and organic storytelling experiences. However, in the case of mobile games the addictive nature and use of AI algorithms to manipulate players’ psychological responses may further exacerbate social isolation and hinder real-world relationships. Far from relinquishing this passion, I cherish the hope that virtual experiences will continue to evolve, becoming nearly indistinguishable from reality itself. I am confident that I will find solace and contentment in my twilight years, as the virtual world delivers joy and comfort that equals, and perhaps exceeds, the offerings of the real world.
It was at the turn of the century, the impending doom of Y2K, which was a widespread fear of a computer system error shutting down society, was looming overhead. The internet was in more homes than ever, and online multiplayer First Person Shooter games were flying off the shelves; Quake 3, Unreal Tournament, and Counter-Strike were bringing hundreds of thousands of players together in online matches. The developers of these games still saw the immense value in creating an offline component to the games and introduced bots, which are CPU controlled combatants, that are sophisticated enough to put up a proper fight and play like an actual human competitor. These bots could be used as both opponents and team members, enabling large online games of Team Deathmatch or Capture The Flag with just one friend. Quake 3 even included a basic yet convincing chat bot algorithm that had personalities for each character and could interact in conversation with the player on top of doling out insults, taunts, and quips.
The focus of all this innovation was to create endless fun for gamers, whether they were alone or with a group of friends. Amazing and memorable experiences happen organically with NPC characters even at such a rudimentary level of artificial intelligence. Even so, the most fun comes from connecting with real players around the world and getting to know them. These bots, who currently lack the complexity and unpredictability of real human players, end up not taking the place of interactions with others, in fact quite the opposite, as they were sometimes able to facilitate a fun and meaningful experience with genuine human players, leading to long friendships and deep bonds.
Online gaming has become a truly global phenomenon, as evidenced by the hundreds of millions of players spanning countries and platforms, all coming together in games like Titanfall 2 or Enlisted, where they engage in epic battles on distant planets or storm the beaches of Omaha, fighting alongside and against legions of non-player characters. In Left4Dead, which is an asymmetrical cooperative game, a team of four players fights to survive against hordes of mindless zombies, as well as more complex AI controlled bosses. All the action is then guided by The Director, a system that controls the dramatics, pace, and difficulty of the experience. AI systems breath life into battlefields and zombie-filled streets, enriching players’ experiences. They form the foundation for organic and immersive storytelling with infinite possibilities. Looking ahead, AI could be programmed to engage in natural conversation with players, using banter and trash talk to foster competition and make the gaming experience more immersive. Digital characters could be designed to respond dynamically to player actions. This technology could break down barriers between players who have never met and create more inclusive gaming communities. As players engage with non-playable characters across multiple sessions, a deep sense of connection and companionship can develop, even though the bot is not a real human.
Conversely, while some AI enriches player experiences, games like Candy Crush, which are usually played on smart phones, rely on AI models and mechanics that keep players engaged and coming back for more, and are often solitary experiences where the goal is to achieve a high score. These games have been criticized for their addictive qualities and predatory monetization practices. AI algorithms track the players progress, skills, and habits, and use the information to tailor the experience to the player, create new challenges and rewards, and incentivize more engagement and spending. Virtual assistants and personalization create an emotional attachment and investment in the game, making it harder to disconnect. Similar games also use a matchmaking system, which pair players with opponents who are only slightly better that them, but not too difficult to beat, to drive dopamine levels up in the brain of the user. Other addictive algorithm mechanics are time-limited events, bonus rewards, and routinely added in-app purchases. These methods of engagement have become pervasive amongst the entirety of the gaming industry.
I can’t help but contemplate how my love of computer gaming and interactions with NPCs will continue to play a role in my life. As I grow ever closer to my evening of life, I can relate to Sherry Turkle’s concept of “fantasy of reciprocation.” With the rise of AI technology, it’s not hard to imagine a future where I could be gaming with or without my aging friends still blasting my way through battlefields more populated and realistic than ever. Maybe I’ll even form friendships with characters within VR games to stave off the loneliness. “With the belief that robots can understand them, people are, of course, more likely to warm to their company.”(4) Sherry Turkle touches on this idea when she discusses the potential for AI to provide companionship to the elderly. The idea of forming relationships with AI-controlled characters is not a new concept, but it’s becoming increasingly feasible as the tech advances. Turkle’s observation that “as we begin to care for robots, we want them to care for us” (4) speaks to the human desire for emotional connections. In the absence of visitors, perhaps I will find solace in forming meaningful relationships with the AI within my games.
The world of computer gaming has come a long way and continues to evolve at an explosive pace, presenting endless possibilities and opportunities for both entertainment and companionship. The question remains whether simulated beings will ever be able to replace the need for human interaction or merely supplement it. As the techno savvy gamer growing older, companionship technology will become an important source of interaction and support, but could also prevent me from experiencing the beauty life has to offer in every moment. Technologies to keep me engaged, and entertained will reduce my feelings of loneliness and isolation but could prevent meaningful connections offline. Ultimately the role of AI in the world is still evolving, and it will be exciting to see how this technology will continue to shape the future.
Turkle, Sherry. “In Good Company” Close Engagements with Artificial Companions, edited by Yorick Wilks, John Benjamin Publishing Company, 2010 pp. 3-10