Computer game bot Turing test: Difference between revisions

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The '''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 and [[video game bot]]s, both interacting with the same virtual world. This variant was first proposed in 2008 by Associate Professor Philip Hingston<ref>{{Cite web|url=http://philiphingston.com/Homepage/Homepage.html|title=Philip Hingston &#124; Home}}</ref><ref name="turing">{{Cite journal|last=Hingston | publisherjournal=IEEE Transactions on Computational Intelligence and AI in Games|first=Philip | last=Hingston|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>
[[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]]''.]]
 
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The computer game bot Turing test was proposed to advance the fields of [[artificial intelligence]] (AI) and [[computational intelligence]] with respect to video games. It was considered that a poorly implemented bot implied a subpar game, so a bot that would be capable of passing this test, and therefore might be indistinguishable from a human player, would directly improve the quality of a game. It also served to debunk a flawed notion that "game AI is a solved problem."<ref name="turing"/>
 
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}}
 
==Implementation==