• No results found

The games industry in 2013 was worth an estimated $93 billion USD and was predicted to

grow to $111 billion USD in 2015 [61]. This industry represents world interest in receiving

entertainment through interactive game play, and indicates the importance of entertainment

industries. A similar increase of interest in entertainment is occurring in research, as shown

by the founding of new research groups (DC Labs1) and PhD programs (IGGI2).

2.6.1

Making more human-like moves

There has been a limited amount of research into creating human-like players for a number

of games, and a number of competitions awarding a cash prize exist for success. These com-

petitions include a tournament evaluating the “naturalness” of moves in Go [77], a second

Go tournament which evaluates the “humanity” of moves [78], and a Super Mario Bros.

tournament evaluating the “human-like” natural of an players moves [125].

The original test of the “humanness” is the famous Turing test, which has been one of

the most disputed topics in artificial intelligence since its statement in 1950 [117, 140]. The

original proposal is that a artificial agent would pass the test if it could be mistaken for

a human after 5 minutes of conversing in natural language (the original specification stated

that a 70% success rate is sufficient to pass.) One of the notable weaknesses of the Turing test

however, is that some human behaviours and unintelligent, and some intelligent behaviour

is inhuman. This explains some of inhuman from strong AI players, and also leaves us in

the realisation that simulation of human play is likely significantly different from simulation

of strong play, and also significantly different from simulation of entertaining play (i.e. play

designed to entertain a human opponent.) There have been promising attempts at passing 1http://digitalcreativity.ac.uk/

the Turing test within specific gaming environments, however it is important to note that

these attempts are often using variations of the Turing test as they are normally directed at

gameplay rather than natural language [69].

Making human-like moves is a very challenging and complex concept, because defining

the human-like qualities of a move is very difficult [139]. There are currently no established

parameters to measure the human-like nature of a game move [59]. One key area in which

AI fails is in an attempt to be “believably weak”. A common route to making an AI weaker

is to reduce its time budget to make decisions, however this often has the side-effect that

it frequently misses selecting moves which would be obvious to even the weakest human

players. Effectively it fails to be believably weak, which makes it appear non-human. Rather

than simply reducing time budget to create a weaker AI, the budget should instead be used to

select a believably weak move. This further requires some categorisation of what qualifies

as a believably weak move, and how a search can be tuned to generate these moves.

2.6.2

Entertaining Play

In this context, “entertaining” refers to a combination of fun, creativity and interest in a

move. Simulating this experience in general has long been the subject of research [48].

Schmidhuber has defined a formal definition of creativity and fun [120]. Schmidhuber’s

theory is that the interest or fun associated with a given piece of information is related to

the compressibility of that information. If the information is very easy to compress, then it

appears simplistic and uninteresting, if it’s too complex, then it appears confusing and is dif-

ficult to understand or remember. Information that is in the correct range of compressibility

is both easy to remember (and possibly difficult to forget), and also challenging enough to

Model in an attempt to better model the enjoyment a player experiences when playing a

game [135]. The model contains eight different elements, each of which provide a set of

criteria for classifying the effectiveness of a specific game. While useful in categorising and

clarifying the concepts that contribute towards play experiences, it is unclear whether any

direct benefit was obtained, as the work experienced difficulty in achieving practical results,

and was limited to providing guidelines for further work.

There is also research on using heuristics to evaluate the utility of a game design [51],

however it is worth noting that these techniques all apply to classifying the player experience

due to the game design, and not specifically the opponent play.

It is also worth considering whether an agent which maintains a constant 50% win

rate against a human player is operating as an entertaining agent. If we remove all other

concerns, the it could be seen as the agent providing a competent challenge which is well

matched to the human player. However, depending on the style of play or the human player’s

understanding of the agent’s actions, it could actually be seen to be antagonising the human

player. An agent which you can never truly improve against, and always maintain an even

win rate is possibly highly annoying over a long period of time, as the human player may

see no long term improvement in their record.

2.6.3

Human-like play

Complex play from artificial agents has lead to research into how they can be made to

appear more human in their play [59, 15], largely due to the assumption that human-like

play is desirable from an opponent. As discussed in section 2.6.1, we recognise a distinction

between human-like play and optimal play, as some non-optimal play is human-like. It

is likely that in specific scenarios we desire unintelligent play from our opponents most

desirable, but rather that we would like to experience play that meets our own expectations

of intelligence and human-like behaviour.

Ikeda & Viennot recently studied Go with intent to create a more human player [76].

They had an excellent approach to dissecting the game play, starting with building an oppo-

nent model to assess not only opponent strength, but also the opponent’s expectation from

the game (i.e. what that opponent would find entertaining). They also discuss playing Gen-

tle Moveswhen facing a less skilled opponent, which is a suboptimal move chosen to avoid

a devastating defeat of an opponent. Their Gentle play variant showed promising results

when compared against a simple reduction of thinking time. We can understand a clear link

between gentle moves and human-like behaviour by considering a benevolent teacher play-

ing against a student. The teacher may make gentle moves specifically to coach the student

through the initial stages of gameplay, and thus this experience, if recognised by the human

opponent, may appear human-like, however it is dangerous to assume such recognition, as

it may be mistaken instead for unintelligent play.

More recently, Devlin et al. demonstrated combining gameplay data with MCTS to

emulate human play [52]. The research focused on collected gameplay data from the top

rated Spades game in the Google Play store (AI Factory Spades3). Previous research had

shown that the adversarial agents in AI Factory Spades behaved substantially differently to

the human players [142, 43], and work be Devlin et al. has shown a successful technique

for biasing towards human-like behaviour.

2.6.4

The importance of challenge to an entertaining experience

Level of challenge is an important part of deriving enjoyment from a game, as players gener-

While different players find different levels of challenge enjoyable due to different skill lev-

els and different tastes, it is fair to say that a complete lack of challenge or an unbeatable

challenge are undesirable scenarios for the majority of players [84, 75]. Achieving a bal-

ance when directly manipulating win rate can be challenging however, as the player can feel

like they are receiving a diminished play experience due to artificial constraints on win rates

forcing AI losses [49, 43].