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Grasping AI in Videogames Distinguishing Human-Computer-Interaction from Human-Human-Interaction
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作者 Matteo Riatti 《Journalism and Mass Communication》 2014年第7期411-421,共11页
Videogames feature non-player-characters. Such ingame entities are controlled by artificial intelligence that is sought to match the user's skill. Defining and understanding the given human-computer-interaction video... Videogames feature non-player-characters. Such ingame entities are controlled by artificial intelligence that is sought to match the user's skill. Defining and understanding the given human-computer-interaction videogame genres can be differentiated in either competitive matches or coherent plays. While artificial intelligence answers in responsive patterns only, natural intelligence holds creative qualities. A match is a game that creates suspense over the question of who is going to prevail. It can thus only be a game that features competing human players, since a computerized opponent is unaware of the game's significance. The nature of the match lies within the interactive trial. In a play, however, there is no battle but only cooperation. The aesthetics of such a play unfold to the audience, its purpose is showing rather than experiencing and/or competitively interacting. Artificial intelligence is then a surrogate that is often used in videogames to create an illusion of competition or battle. Its actual purpose is not to feature a worthy opponent, but to be a programmatic loser. In narrative and linear videogames, such as AI takes the role of a supporting actor whose function in the plot is, to signalize the player's dominance. 展开更多
关键词 HCI-human computer interaction artificial intelligence VIDEOGAMES interactive storytelling interactivity LUDOLOGY
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