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Trigens can't swim: intelligence and intentionality in first person game worlds

Research output: Chapter in Book/Report/Conference proceedingChapter (peer-reviewed)peer-review

Standard

Trigens can't swim: intelligence and intentionality in first person game worlds. / Pinchbeck, Dan.

Proceedings of The Philosophy of Computer Games 2008. ed. / S. Gunzel; M. Liebe; D. Mersch. Potsdam : Potsdam University Press, 2008. p. 242-260.

Research output: Chapter in Book/Report/Conference proceedingChapter (peer-reviewed)peer-review

Harvard

Pinchbeck, D 2008, Trigens can't swim: intelligence and intentionality in first person game worlds. in S Gunzel, M Liebe & D Mersch (eds), Proceedings of The Philosophy of Computer Games 2008. Potsdam University Press, Potsdam, pp. 242-260. <http://opus.kobv.de/ubp/volltexte/2008/2007/pdf/digarec01.pdf>

APA

Pinchbeck, D. (2008). Trigens can't swim: intelligence and intentionality in first person game worlds. In S. Gunzel, M. Liebe, & D. Mersch (Eds.), Proceedings of The Philosophy of Computer Games 2008 (pp. 242-260). Potsdam University Press. http://opus.kobv.de/ubp/volltexte/2008/2007/pdf/digarec01.pdf

Vancouver

Pinchbeck D. Trigens can't swim: intelligence and intentionality in first person game worlds. In Gunzel S, Liebe M, Mersch D, editors, Proceedings of The Philosophy of Computer Games 2008. Potsdam: Potsdam University Press. 2008. p. 242-260

Author

Pinchbeck, Dan. / Trigens can't swim: intelligence and intentionality in first person game worlds. Proceedings of The Philosophy of Computer Games 2008. editor / S. Gunzel ; M. Liebe ; D. Mersch. Potsdam : Potsdam University Press, 2008. pp. 242-260

Bibtex

@inbook{198f0cd958d64e5d84145fc458150d61,
title = "Trigens can't swim: intelligence and intentionality in first person game worlds",
abstract = "This paper explores the role of the intentional stance in games,arguing that any question of artificial intelligence has as much to do with the co-option of the player{\textquoteright}s interpretation of actions as intelligent as any actual fixed-state systems attached to agents. It demonstrates how simply using a few simple and, in system terms, cheap tricks, existing AI can be both supported and enhanced. This includes representational characteristics, importing behavioral expectations from real life, constraining these expectations using diegetic devices, and managing social interrelationships to create the illusion of a greater intelligence than is ever actually present. It is concluded that complex artificial intelligence is often of less importance to the experience of intelligent agents in play than the creation of a space where the intentional stance can be evoked and supported.",
author = "Dan Pinchbeck",
year = "2008",
language = "English",
isbn = "9783940793492",
pages = "242--260",
editor = "S. Gunzel and M. Liebe and D. Mersch",
booktitle = "Proceedings of The Philosophy of Computer Games 2008",
publisher = "Potsdam University Press",

}

RIS

TY - CHAP

T1 - Trigens can't swim: intelligence and intentionality in first person game worlds

AU - Pinchbeck, Dan

PY - 2008

Y1 - 2008

N2 - This paper explores the role of the intentional stance in games,arguing that any question of artificial intelligence has as much to do with the co-option of the player’s interpretation of actions as intelligent as any actual fixed-state systems attached to agents. It demonstrates how simply using a few simple and, in system terms, cheap tricks, existing AI can be both supported and enhanced. This includes representational characteristics, importing behavioral expectations from real life, constraining these expectations using diegetic devices, and managing social interrelationships to create the illusion of a greater intelligence than is ever actually present. It is concluded that complex artificial intelligence is often of less importance to the experience of intelligent agents in play than the creation of a space where the intentional stance can be evoked and supported.

AB - This paper explores the role of the intentional stance in games,arguing that any question of artificial intelligence has as much to do with the co-option of the player’s interpretation of actions as intelligent as any actual fixed-state systems attached to agents. It demonstrates how simply using a few simple and, in system terms, cheap tricks, existing AI can be both supported and enhanced. This includes representational characteristics, importing behavioral expectations from real life, constraining these expectations using diegetic devices, and managing social interrelationships to create the illusion of a greater intelligence than is ever actually present. It is concluded that complex artificial intelligence is often of less importance to the experience of intelligent agents in play than the creation of a space where the intentional stance can be evoked and supported.

M3 - Chapter (peer-reviewed)

SN - 9783940793492

SP - 242

EP - 260

BT - Proceedings of The Philosophy of Computer Games 2008

A2 - Gunzel, S.

A2 - Liebe, M.

A2 - Mersch, D.

PB - Potsdam University Press

CY - Potsdam

ER -

ID: 74630