УДК 7.08

ARTIFICIAL INTELLIGENCE AS TECHNIC: METHODOLOGICAL AND THEORETICAL APPROACH FOR VIDEO GAME ARTIFICIAL INTELLIOGENCE STUDY

Tikhon K. Ermakov

Siberian Federal University, Krasnoyarsk, Russia

erm-tihon@mail.ru, https://orcid.org/ 0000-0002-6967-8720

AbstractGame Studies is a fairly young and rapidly developing discipline. Video game research draws on many individual methods and theories that come into the growing field from a wide variety of branches of contemporary humanities. Artificial intelligence is also attracting more and more attention from specialists in the humanities, who turn to its research both as an independent object and as a way to consider other issues traditional for the humanities (for example, the analysis of the concept of freedom or intelligence and reason in general). In this article, we consider a possible line of analysis of a video game from the perspective of the elements included in it, controlled by artificial intelligence. To do this, we propose to consider the space of possibilities of these elements within the system, in comparison with the space of possibilities of other game elements (first of all, with the space of the player’s possibilities). As a result, we get an idea of the agentivity of artificial intelligence, which allows the player to draw conclusions about the intelligence of a particular system. Based on the analysis of a number of games from the 1970s and 1980s, we can tentatively conclude that artificial intelligence exists in a video game as part of the gaming experience, at the moment when its individual agents coincide in such a way as to create the same feeling of interaction with the intellectual system for the player. . Different games achieve this effect by different means, the choice of which cannot be explained solely by current technological developments. Further development of the proposed method will allow not only to better understand the features of designing gaming experience, but also to understand the essence of artificial intelligence itself as a new field of computer technology and human culture.

KeyowordsArtificial intelligence, video games, agency, game experience

For citation: Ermakov, T. K. Artificial intelligence as technic: methodological and theoretical approach for video game artificial intelliogence study // Sociology of artificial intelligence, 2023, 4 (3), 56-63. – EDN: EJPQEZ

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