“Exploring the presence of Artificial Intelligence in video games”
A couple of weeks ago I began embarking on the challenge and task of exploring artificial intelligence (AI) in video games such as Mario Kart, Fortnite and Call of Duty. These were to be published as three separate blog posts on the platform, ‘WordPress’ and then posted to twitter, reddit as well messenger where by friends outside of the BCM215 cohort, would be able to engage with my content and provide feedback. As stated in my pitch, these were to be presented as three separate blog posts each exploring a different video game.
My third and potential fourth blog post, as specified in my beta video will include a blog post and podcast of an interview conducted with a female twitch streamer and her experiences with AI whilst streaming. If time management skills develop, I will include a blog about the future of AI and its potential development in video games to come.
By following the specified analytical framework I will be able to develop and curate my information in a much clearer manner than I had done in the previous posts.
- There are a variety of articles and scholarly texts which are thought provoking around the concept of artificial intelligence in video games. These articles overall helped me learn more about AI as a whole and less on AI in the specific video games I originally researched.
- In my pitch I highlighted this text; Artificial Intelligence in Video Games: Towards a Unified Framework . This article explores the concept that video games are designed for human beings and that the more monetisation, income and complex a game gets the more skills, techniques and abilities are required by the human to complete the game. In hand with the increasing complexity in video games, Safafi, Fonteneau and Ernst (2014) remark on how AI is thus independently designed to suit the difficulty of different video games. The article also primarily explores “the numerous similarities that exist between video games not only of the same genre, but of different genres too, resulting in a difficulty to handle the many aspects of a complex environment independently for each video game” (Ernst, Fonteneau, & Safadi, 2014) .
- This article will also help in the context of the interview if the streamer is aware of any of these similarities.
- Cultural historian of video games and computing, Laine Nooney wrote , ‘A Pedestal, A Table, A Love Letter: Archaeologies of Gender in Videogame History’ which will undeniably be a key focus text as the streamer I intend to interview is a female gamer. Nooney’s text explores the historical views of womens role and participation in video game infrastructure. She addresses and explores the questions from “Where are women in game history?” to “Why are they there in the way that they are?” (Nooney, 2013) . Although these questions are not the main focus of my final blog but they are thought provoking and provide cultural context into the gaming history of females and their minimal role in video games.
- Furthermore, background research specifies that gaming is a predominantly a male dominated entertainment platform. Muchneed.com (2019) highlighted that 81.5% of streamers being male and 18.5% female population.
- These statistics will allow me to determine background questions into her experiences on twitch.
- To understand the AI and player engagement, it is viable that we understand the video game, including the narrative as Gonzalo Frasca labels in his article ‘Simulation versus Narrative: Introduction to Ludology “consider video games as extensions of drama and narrative”(Frasca, 2003).
- Further paying clear attention to the analytical framework, to explore the idea of video games is highly relevant to my previous blog posts and future blog posts. By using Frascas text above allows me to explore the concept of ‘Ludology’, which can be “defined as a discipline that studies games in general, and video games in particular” (Frasca, 2003).
- The story line of video games was briefly addressed in my questions to Fortnite of what people thought of Fortnite, to which many peoples response was “what story line” (Reddit, 2019).
After engaging with content from the lectures, and weekly readings, I believed that my topic had potential to “engage further in the scholarly materials to help make the topic of A.I in games clearer” (Christopher Moore, 2019). With this in mind and researching the weekly readings I decided to focus on individual experiences with AI, specifically streamers.
Overall, these concept seems undeniably complex, although, through iterations and remediations of feedback from my current blog posts I believe that there is a clear platform to explore the concept of AI in video games in more depth rather than focusing on such a big topic.
N.B: All feedback is appreciated and welcomed with open arms. Would also be great to get some feedback on my analytical framework concept.
Ernst, D, Fonteneau, R, & Safadi, F, 2014, ‘Artificial Intelligence in Video Games: Towards a Unified Framework’, Internation Journal of Computer Games Technology, vol (2015), pp (1-30)
Frasca, G. (2003). Simulation versus narrative: Introduction to Ludology. In M. J. P. Wolf & B. Perron (Eds.), The video game theory reader. New York: Routledge
L. Nooney 2013, ‘A Pedestal, A Table, A Love Letter: Archaeologies of Gender in Videogame History’ The international journal of computer game research, vol.13 No. 2, accessed 8 September 2019, <http://gamestudies.org/1302/articles/nooney>