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Typus
KomplettPlagiat
Bearbeiter
Johnqw
Gesichtet
No
Untersuchte Arbeit:
Seite: 56, Zeilen: 21-22
Quelle: Wortham 2017
Seite(n): 3, Zeilen: 10-11
If we are able to understand the workings of the intelligence, does it inherently appear

to become less intelligent and less interesting to interact with? If we consider video games, an application domain where AI is frequently used, transparency is at variance with deception. In games we actively aim to deceive the user, by presenting our agents as far more intelligent than they often are. As discussed earlier, games use audiovisual cues, conceal the decision making mechanisms of their agents, and even use an element of randomness the agents' decision making to deceive the user to increase the illusion of complex AI. Furthermore, in games where immersion and storytelling are fundamental elements of their experiences, we try to present our agents as believable characters, which inhabit their virtual words and the player can interact with. Game developers often script events and actions performed by the agents, reducing the autonomy of the agents they develop, to make sure they will �t their intended role within the game.

Our sense of companionship is related to the measure of agency we project onto the robot. If we are able to understand the workings of the intelligence does it inherently appear to become less intelligent in the folk sense, such that we then project less agency, and as a result experience less benefit from the robot? We might compare this with television. We know it has no agency, but its presence in the corner of our sitting room does provide companion like benefits. Maybe this has to do with the conscious suspension of disbelief, or maybe we have an unconscious agency detector which is more easily fooled by technology.
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