Video games where people matter? The strange future of emotional AI

#artificialintelligence 

If you're a video game fan of a certain age, you may remember Edge magazine's controversial review of the bloody sci-fi shooting game, Doom. Perhaps you enjoyed a good laugh, as many first-person shooter fans have, at the writer's much-mocked assertion: "if only you could talk to these creatures, then perhaps you could try and make friends with them, form alliances ... Now that would be interesting." Of course, we all know what happened. There would be no room in the Doom series, nor any subsequent first-person blast-'em-up, for such socio-psychological niceties. Instead, we enjoyed 20 years of shooting, bludgeoning and stabbing, the ludicrous idea of diplomacy cast roughly aside. But during this era, something else was happening in game design, and in academic thinking around video games and artificial intelligence. Buoyed by advances in AI research and aided by increasingly powerful computer processors, developers were beginning to think about the possibilities of non-player characters (NPCs) who could think and act in a more complex and human way – who could provide the emotional feedback that the Edge reviewer was thinking about.

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