| Latest Articles: |
|
State
of Play: Man versus machine By Margaret Robertson Computers
playing computer games may sound odd, but it's an example of the ongoing
man versus machine debate. To
the outside observer, all games can seem pretty pointless. But even to
gamers who know they're not, there's a whole subset of pointlessness. To
some, it's investing in a subtle, taxing game like Virtua Fighter and
never doing more than bashing random buttons in the hope of a win. For
others it's buying a guide book to a Final Fantasy game and blindly
following its instructions as you play, rather than the story or your
own sense of adventure. These
ways of playing - staunchly defended by some - do seem to rob gaming of
nearly everything it has to offer. But
there is an even greater level of pointless play that baffles almost
everyone. These are the systems devised by people who are more
interested in getting machines to play for them than in playing
themselves. It's
a vibrant, but idiosyncratic, world, from the man who's hoping his
genetic algorithms will eventually evolve into Dr Mario masters, to the
frustrated Guitar Hero who built a bot - complete with a camera for eyes
and virtual fingers - to complete the hardest tracks for him. It's
a little surreal, but watching both of these systems play is strangely
compelling, and there's an odd sense of vindication to be found in their
triumphs. It's literally a case of seeing something beaten at its own
game. So
what's going on? Surely nothing could be more pointless than watching a
machine play a machine. The
reality is that it's not as alien an idea as it might at first sound.
Gamers are used to watching games try to beat themselves. Arcade
games have always traditionally had "attract modes" that
demonstrated how the game should be played, and ever since it's been
possible to see games play themselves. Even
stranger, most gamers are used to games which do their best to help you
win while they try all-out to beat you. Many
gun-based games have an auto-aim option, which means the game is busy
processing how best to swing your reticule over the target at exactly
the same time it's trying to process how to get enemies to pop up in
corners you didn't expect. Puzzle
games take a few precious cycles out from relentlessly crunching the
numbers on winning strategies to offer you helpful tips. And, we,
weirdly, are totally at ease with this schizophrenia. Why
on earth would we trust a machine that seems to be playing both sides
against the middle? Why
don't we ever wonder if the game is using a slightly dumber AI to
proffer tips than it is to guide its own moves? Can
we be sure the so-called auto-aim isn't doing the software equivalent of
jogging our elbow every time we shoot?
They
aren't machines determined to beat you, they're machines determined to
entertain you. And it's reasonable to put your trust in them, because
it's not them you're really trusting. It's
tempting to see games as the front-line of the great man versus machine
debate. As the quest to build computers than can outsmart humans marches
on, games remain the high-profile acid test. A
decade on from Kasparov's famous defeat by Deep Blue, computer programs
such as Rybka can routinely beat players at Grand Master level. Human
intelligence, refusing to be put on the back foot, is taking refuge in
creative ingenuity, inventing games like Arimaa, which are specifically
designed to be easy for humans but hard for artificial intelligence. But
for most people, and for most games, that sense of pitting the human
against the artificial isn't what you're aware of. When
you play, what you're doing is going up against the men behind the
machine. That's
why watching bots and algorithms get the best of a game is so
satisfying. For years, the machines that game developers build have been
getting the better of us. Now our machines can, if only occasionally,
get the better of them. But
at its best, gaming isn't about our machines or their machines. At
its best, the machine disappears, becoming instead an invisible conduit
between you and these dozens of men and women who've spent years bending
their immense imaginations and arcane skills to creating something
designed purely to make you happy. You
put your trust in their instincts, and in their sincerity in trying to
build an extraordinary, satisfying experience for you. It's
one of the ways in which game players have a much more intense
relationship with game creators than is true of consumers of most other
artforms. Directors,
writers or musicians can let you down, by making something you don't
like, but they can rarely betray your trust. Gamers
have to put their faith in their heroes every time they play. It's
perhaps part of what enables game companies to engender the kind of
fanatical loyalty that Nintendo does amongst its fans, and what accounts
for the viciousness of the vitriol that unpopular products can produce. Indeed,
when you read the kind of hate-mail some studios are subject to, you
have to wonder if they wouldn't prefer to be making games for bots and
genetic algorithms. You rather suspect they might have better manners. (news.bbc.co.uk) |
|
|
||
|