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Source: Science
http://www.sciencemag.org/cgi/content/full/330/6000/30-b
IEEE International Conference On Computational Intelligence And Games:
Killer Bots Are Getting Human
The bot that won the third annual 2K BotPrize, a competition to create artificially intelligent game-playing agents that can fool a judge into believing they are human, represents a leap forward for game AI because the team used machine consciousness rather than just mimicking human behaviors.
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Action-based video games can offer an alternative Turing test. "They don't require speech, they provide a highly constrained environment but are still a challenge for AI," says Philip Hingston, the computer scientist at Edith Cowan University in Perth, Australia, who organized the contest. The rules are simple: Avatars controlled by humans and bots are dropped in a complex environment littered with weapons. It's kill or be killed. Each round, some of the human players—the judges—must decide which of their opponents are machine-controlled, based solely on their behavior. The team that designed the bot best at fooling the judges wins the $5000 prize and a trip to Australia, funded by the game company 2K.
This year's prize was scooped by Conscious Robots, a team of Spanish computer scientists. Its bot represents a leap forward for game AI, says Hingston, because the team used machine consciousness, a technique rarely applied because of its complexity. Rather than just mimicking human behaviors—such as using imperfect aim or introducing randomness into running routes—the team's bot was designed to think like a human. "In our approach, we try to effectively integrate several cognitive skills, like attention and learning," says Raúl Arrabales Moreno, a computer scientist at the University Carlos III of Madrid. The bot has a set of innate behaviors that are regulated by a higher control system, similar to the role of a conscious mind. It was incorrectly identified as human by the judges 32% of the time. By comparison, one human player was incorrectly identified as a machine 35% of the time. "There is only a slender gap between the humans and bots now," says Hingston.
"There has been significant progress since the 2009 competition," says Simon Lucas, a computer scientist at the University of Essex in the United Kingdom and one of the human players in the contest. Besides creating more engaging computer-controlled opponents for mass-market video games, the goal is to create better AI agents for "serious games" that simulate natural disasters and other complex problems (see above). Lucas predicts that a bot will be fully indistinguishable from human players "within the next 2 years."
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