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====The interweaving of Game-AI and Academic AI====
====The interweaving of Game-AI and Academic AI====
According to Georgios N. Yannakakis, the Game-AI present in a game serves as an experimantation field for the Academic-AI research. For Game-AI, the focus has shifted towards the connection of game design an game technology. Game-AI should not be developed on its own, but instead be developed hand-in-hand with the overall developement of a game.
According to Georgios N. Yannakakis, the Game-AI present in a game serves as an experimantation field for the Academic-AI research. For Game-AI, the focus has shifted towards the connection of game design an game technology. Game-AI should not be developed on its own, but instead be developed hand-in-hand with the overall developement of a game.
<ref name=":0">Yannakakis,Georgios N./Togelius,Julian: ''Artificial Intelligence and Games,'' Springer 2018. </ref><blockquote>''"The focus has, instead, started to shift towards interweaving game design and game technology by viewing the role of AI holistically and integrating aspects of procedural content generation and player modelling within the very notion of game AI."''<ref name=":0" /></blockquote><br />
<ref name=":0">Yannakakis,Georgios N./Togelius,Julian: ''Artificial Intelligence and Games,'' Springer 2018. (S.15) </ref><blockquote>''"The focus has, instead, started to shift towards interweaving game design and game technology by viewing the role of AI holistically and integrating aspects of procedural content generation and player modelling within the very notion of game AI."''<ref name=":0" /></blockquote>Yannakakis also describes the ''"affective loop".''<ref>Yannakakis,Georgios N./Togelius,Julian: ''Artificial Intelligence and Games,'' Springer 2018. (S.18)</ref> The affective loop describes the reciprocal relation between the player and the game. In ''Nevermind'' this is created through the bio-feedback. The game gets progressively harder, if the pulse of the player gets higher. To master the game the player must keep his cool to steady his pulse otherwise he cannot beat the game.<br />
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Revision as of 17:52, 14 March 2020

Nevermind is an indie-horror game for Windows and IOS by the development studio Flying Mollusk. In the game, the human actor takes over the role of a neuro-prober and has to piece together fragments of (traumatizing) memories that belong to various patients, to complete each stage in the game.

The game supports the usage of bio-feedback through heartrate- or pulsemeasurement devices. You can play Nevermind with or without bio-feedback.

Related research approaches

The interweaving of Game-AI and Academic AI

According to Georgios N. Yannakakis, the Game-AI present in a game serves as an experimantation field for the Academic-AI research. For Game-AI, the focus has shifted towards the connection of game design an game technology. Game-AI should not be developed on its own, but instead be developed hand-in-hand with the overall developement of a game.

[1]

"The focus has, instead, started to shift towards interweaving game design and game technology by viewing the role of AI holistically and integrating aspects of procedural content generation and player modelling within the very notion of game AI."[1]

Yannakakis also describes the "affective loop".[2] The affective loop describes the reciprocal relation between the player and the game. In Nevermind this is created through the bio-feedback. The game gets progressively harder, if the pulse of the player gets higher. To master the game the player must keep his cool to steady his pulse otherwise he cannot beat the game.

  1. 1.0 1.1 Yannakakis,Georgios N./Togelius,Julian: Artificial Intelligence and Games, Springer 2018. (S.15)
  2. Yannakakis,Georgios N./Togelius,Julian: Artificial Intelligence and Games, Springer 2018. (S.18)
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