Human Computation in Digital Entertainment and Artificial Intelligence for Serious Games
Papers from the 2012 Joint AIIDE Workshop
Reid Swanson, James Niehaus, Workshop Cochairs
Technical Report WS-12-17
78 pp., $30.00
ISBN 978-1-57735-588-5
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This joint workshop included a session on Human Computation in Digital Entertainment and a session on Artificial Intelligence for Serious Games. In the Human Computation in Digital Entertainment portion of the workshop, the relationship between human-computation and entertainment was explored, particularly in how digital entertainment is being used to encourage human computation and also how human computation is contributing to entertainment. In the Artificial Intelligence for Serious Games session, the workshop explored the unique problems, methods, and solutions in serious game AI, both in current research and existing serious games, and used this exploration to identify and define promising research pathways and needs. For example, traditional game AI is often confined within the game world, however, serious game AI, such as in training games, behavior change games, and marketing games, attempt to produce effects outside of the game world—teaching, guiding, or influencing the players. Conversely, changes in the real world can influence the requirements for a serious game, as when new training or learning needs are created to address new real world demands. Such AI systems must act with respect to both the game world and real world ramifications.