Content deleted Content added
m Dots to colons |
Undid revision 1248895139 by QuantumFoam66 (talk) |
||
(29 intermediate revisions by 18 users not shown) | |||
Line 1:
{{short description|Variant of the Turing test}}
The [[Video game bot|Computer Game Bot]] Turing Test is a variant of the [[Turing Test]], where a human judge viewing and interacting with a [[virtual world]] must distinguish between other humans interacting with the world and game bots that interact with the world. This variant was first proposed in 2008 by Associate Professor Philip Hingston<ref>http://philiphingston.com/Homepage/Homepage.html</ref><ref name="turing">{{Cite journal|last=Hingston | publisher=IEEE Transactions on Computational Intelligence and AI in Games|first=Philip | title=A Turing Test for Game Bots | date=September 2009|url=http://www.cs.ucf.edu/~gitars/cap6671-2010/Presentations/turing.pdf}}</ref> of [[Edith Cowan University]], and implemented through a tournament called the 2K BotPrize.<ref name="BotPrize">http://botprize.org</ref>▼
{{primary sources|date=August 2017}}
[[File:UT^2 bot combats an opponent in the BotPrize.jpg|thumb|alt=The UT^2 bot combats an opponent in the BotPrize.|A bot combats a human opponent in the game [[Unreal Tournament 2004]]]]▼
▲The
▲[[File:UT^2 bot combats an opponent in the BotPrize.jpg|thumb|alt=The UT^2 bot combats an opponent in the BotPrize.|A bot combats a human opponent in the game ''[[Unreal Tournament 2004]]''.]]
==History==
The
Emphasis is placed on a game bot that interacts with other players in a [[Multiplayer video game|multiplayer]] environment. Unlike a bot that simply needs to make optimal human-like decisions to play or beat a game, this bot must make the same decisions while also convincing another in-game player of its human-likeness.{{cn|date=February 2023}}
==Implementation==
The
* There are three participants: a human player, a computer-game bot, and a judge.
Line 17 ⟶ 20:
* Human participants were of a moderate skill range, with no participant either ignorant to the game or capable of playing at a professional level.
In 2008, the first 2K BotPrize tournament took place.<ref name="BotPrize 2008">{{Cite web |url=http://botprize.org/2008.html |title=Botprize : 2008 |access-date=2013-02-03 |archive-url=https://web.archive.org/web/20130225095014/http://botprize.org/2008.html |archive-date=2013-02-25 |url-status=dead }}</ref> The contest was held with the game ''[[Unreal Tournament 2004]]'' as the platform. Contestants created their bots in advance using the GameBots
==Tournament==
The first BotPrize Tournament was held
In subsequent tournaments, run during 2009–2011,<ref>{{Cite web |url=http://botprize.org/2009.html |title=Botprize : 2008 |access-date=2013-02-03 |archive-url=https://web.archive.org/web/20130226091236/http://botprize.org/2009.html |archive-date=2013-02-26 |url-status=dead }}</ref><ref>{{Cite web |url=http://botprize.org/2010.html |title=Botprize : 2010 |access-date=2013-02-03 |archive-url=https://web.archive.org/web/20121230045906/http://botprize.org/2010.html |archive-date=2012-12-30 |url-status=dead }}</ref><ref>{{Cite web |url=http://botprize.org/2011.html |title=Botprize : 2011 |access-date=2013-02-03 |archive-url=https://web.archive.org/web/20121229083121/http://www.botprize.org/2011.html |archive-date=2012-12-29 |url-status=dead }}</ref> bots achieved scores that were increasingly human-like, but no contestant had won the BotPrize in any of these contests.
In 2012, the
==Successful bots==
To date, there have been two successfully programmed bots that passed the
* UT^2, a team from the [[University of Texas at Austin]], emphasized a bot that adjusted its behaviour based on previously observed human behaviour and [[neuroevolution]]. The team has made their bot available,<ref>{{Cite web|url=http://nn.cs.utexas.edu/?ut2|title = NNRG Software - UT^2: Winning Botprize 2012 Entry}}</ref> although a copy of ''[[Unreal Tournament 2004]]'' is required.<ref>Archived
* Mihai Polceanu, a doctoral student from [[Romania]], focused on creating a bot that would mimic opponent reactions, in a sense 'borrowing' the human-like nature of the opponent.<ref name="BotPrize"/> These victors succeeded in the year 2012, [[Alan Turing]]'s centenary year.
==Aftermath==
The outcome of a bot that appears more human-like than a human player is possibly overstated, since in the tournament in which the bots succeeded, the average 'humanness' rating of the human players was only 41.4%.<ref>{{Cite web |url=http://botprize.org/result.html |title=Botprize 2012 : Result |access-date=2013-02-04 |archive-url=https://web.archive.org/web/20130225095906/http://botprize.org/result.html |archive-date=2013-02-25 |url-status=dead }}</ref> This showcases some limits of this Turing
It is also believed that methods and techniques developed for the
==Contrasts to the Turing
The
* Unlike the traditional Turing
* Judges are not restricted to awarding only one participant in a match as the 'human' and the other as the 'non-human.' This emphasizes more
* With regards to a successful
* The game ''[[Unreal Tournament 2004]]'' was chosen for its commercial availability and its interface for creating bots, GameBots. This limitation on medium is a sharp contrast to the Turing
* The available information to the participants, humans and bots, is not equal. Humans interact through vision and sound, whereas bots interact with data and events.
* The judges cannot introduce new events (e.g., a lava pit) to aid in differentiating between human and bot, whereas in a Chatterbot designed system, judges may theoretically ask any question in any manner.
Line 52 ⟶ 54:
* [[Virtual reality]]
* [[Turing test]]
* [[Graphics Turing
* The [[Loebner Prize]], a contest that implements the 'traditional' Turing Test
* [[Rog-O-Matic]], a 1984 bot that plays the 1980s dungeon crawler ''[[Rogue (video game)|Rogue]]''
==References==
{{reflist}}
[[Category:
[[Category:Turing tests]]
|