AI-Based Game Design FAQ
What is AI-Based Game Design?
It is the practice of creating games where the AI is an intrinsic part of the game design, intertwined in the game mechanics.
What do you mean by AI?
When we talk about AI in games we approach it not only as a set of techniques, such as BDI architectures or path planners, but from a more philosophical perspective: the AI in AI based game design refers to when computational processes are designed and implemented to create the impression of something that acts with intentionality. This ‘something’ can be an agent, such as a non-player character, but it can also be a process that creates content for the game, such as quests, or new levels in a game.
What do you mean by game design?
Game design is a subset of game development, the often iterative process of designing the core mechanics of a game. The `core' of a game is what the game play is about.
How does AI-Based Game Design relate to Expressive AI?
AI-Based Game Design exists within the domain of Expressive AI, which is an interdisciplinary research agenda where AI-based art and entertainment link together game studies, design practice and technical research.
AI-Based Game Design pushes forward the Expressive AI agenda; by tightly coupling game design and AI, it has the capability of increasing the expressivity of the system.
Why do we need to talk about AI-Based Game Design?
AI-Based game design presents a methodology that supports exploring uncharted territories of the game design space.
In the space of of AI based game design, established AI technologies are used for innovative game design, and the needs emerging from game designs push forward the innovation of AI technologies.
A commonly held view regarding AI and games is that it is enough to create the impression of intelligence, the "smoke and mirrors", by choosing the right cues that makes players use their mental models of a representation, relying on players' immersion and imagination. We do not argue against this, however, we do not see this as a reason to not create something which is something beyond smoke and mirrors. By operating in this design space we have the opportunity to take steps towards towards creating real magic.
By the keyboard: Mirjam P Eladhari.
The keyboard was located in Santa Cruz, and was typed upon the 19th of April 2011, while I (Mirjam) for each sentence shouted, to Gillian Smith, Anne Sullivan, and Josh McCoy something along the lines of “Hey, this is what we think, right?”, and went on typing and changing as comments were trumpeted from other cubicles.