Skip to main content

The Achievement of Animals: An Ethology of AI in Video Games

  • Chapter
  • First Online:
Einspielungen

Part of the book series: Neue Perspektiven der Medienästhetik ((NPM))

Zusammenfassung

Amidst the excitement, predictions, investment and fear that have attended the development and application of artificial intelligence in recent decades, an important factor has been largely overlooked. Since the late 1970s, popular media culture and its lived experience have brought AI into the everyday spaces of commercial and domestic leisure. Software agents, figured as monsters, aliens and racing cars have tracked A* algorithmic paths across arcade screens, finite state machines sensing and responding to their players’ movements and actions. And, with less graphical flair, conversational agents played out a million ludic Turing tests, parsing simple commands in the navigation of text-based adventures, tracking through dialogue trees, and conducting talking therapy as simulated psychotherapists.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 49.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    I’m using the term ‘postnatural’ in a way analogous to the ‘posthuman’ of critical posthumanism. That is, it does not assume the end of the biosphere, rather it signals an emerging environment of biotechnology, climate change and (as in this chapter) prevalent artificial systems and entities that are natural-like in their affectual and experiential dimensions and that fundamentally challenge established distinctions between the natural and the artificial. On the other hand it acknowledges that human existence has always been predicated on the technical manipulation of the natural environment and, for at least 28,500 years, on the domestication, and hence transformation of animals. We have never—to coin a phrase—been natural.

  2. 2.

    See Boden 2018 for a clear, skeptical take on these assumptions.

  3. 3.

    Currently, the ways in which computers can outperform the human brain lie within a very narrow band of mathematical calculation, high-volume and high-speed data handling and analysis, and the calculation and prediction of moves in abstract board games. Full AGI, it is generally assumed, is predicated on symbolic processing, a phenomenon that has proved stubbornly resistant to simulation regardless of exponential increases in computer speeds and neural net complexity since it was first mooted in the 1960s.

  4. 4.

    Although the world is also populated with monsters that combine animality with human physical and cognitive abilities.

  5. 5.

    This achievement of dynamic and ludically balanced complexity from the interplay of game antagonists coded with very simple but complementary behaviors bears a marked similarity with some of the earliest game AI, notably the ghosts of Pac-Man (Namco 1980). The experience of being hunted by the ghosts feels dynamic and responsive in the flow of play, yet their collective behavior is the product of very simple individual actions: one chases Pac-Man directly, one is directed to a point immediately in front of Pac-Man, one moves at random, and so on (Mateas 2003).

  6. 6.

    For Deleuze and Guattari, drawing on Spinoza, this mode of description is ethological. I have applied this to the behavior of software agents in everyday environments (Giddings 2009, 2014, and see also Parikka 2010b). In this chapter I am playing with the mainstream notion of ethology as the study of animal behavior and character in particular.

  7. 7.

    I would resist any straightforward mapping of virtual/ludic behavior onto actual world behavior and ethics. Games are profoundly ambiguous and topsy-turvy: playful combat can be a hilarious and socially-enriching experience, cooperation can be rigid and hierarchical (see Giddings 2014, pp. 145–157).

References

  • Aarseth, E. (1997). Cybertext: Perspectives on ergodic literature. Baltimore: Johns Hopkins UP.

    Google Scholar 

  • Apperley, T., & Heber, N. (2015). Capitalizing on emotions: Digital pets and the natural user interface. In J. Enevold & E. Macallum-Stewart (Hrsg.), Game love: Essays on play and affection (S. 149–161). Jefferson: McFarland & Co.

    Google Scholar 

  • Bateson, G. (1972). Steps to an ecology of mind: A revolutionary approach to man’s understanding of himself. New York: Ballantine Books.

    Google Scholar 

  • Boden, M. A. (2018). Artificial Intelligence: A very short introduction. Oxford: Oxford UP.

    Book  Google Scholar 

  • Braidotti, R. (2009). Animals, anomalies, and inorganic others. PMLA, 124(2), 526–532.

    Article  Google Scholar 

  • Deleuze, G., & Guattari, F. (2004). A thousand plateaus. London: Continuum.

    Google Scholar 

  • Fizek, S. (2018). Interpassivity and the joy of delegated play in idle games. Transactions of the Digital Games Research Association, 3(3) https://todigra.org/index.php/todigra/article/view/81. Accessed: 15. March 2020.

  • Giddings, S. (2007). Playing with nonhumans: Digital games as technocultural form. In S. de Castell & J. Jenson (Hrsg.), Worlds in play: International perspectives on digital games research (S. 115–129). Bern: Lang.

    Google Scholar 

  • Giddings, S. (2009). Events and collusions. A glossary for the microethnography of videogame play. Games and Culture, 4(2), 144–157.

    Article  Google Scholar 

  • Giddings, S. (2014). Gameworlds: Virtual media and children’s everyday play. New York: Bloomsbury.

    Google Scholar 

  • Giddings, S., & Kennedy, H. W. (2008). Little Jesuses and fuck-off robots. On aesthetics, cybernetics and not being very good at LEGO Star Wars. In M. Swalwell & J. Wilson (Hrsg.), The pleasures of computer games. Essays on cultural history, theory and aesthetics (S. 13–32). Jefferson: McFarland & Co.

    Google Scholar 

  • Haraway, D. (1991). A cyborg manifesto. Science, technology, and socialist-feminism in the late twentieth century. In Internet archive. Wayback machine. https://web.archive.org/web/20120214194015/ http://www.stanford.edu/dept/HPS/Haraway/CyborgManifesto.html. Accessed: 15. March 2020.

  • Haraway, D. (2003). The companion species manifesto. Dogs, people, and significant otherness. Chicago: Prickly Paradigm Press.

    Google Scholar 

  • Haraway, D. (2008). When species meet. Minneapolis: Minnesota UP.

    Google Scholar 

  • Hayles, N. K. (1999). How we became posthuman. Virtual bodies in cybernetics, literature and informatics. Chicago: Chicago UP.

    Book  Google Scholar 

  • Kember, S. (2003). Cyberfeminism and artificiallLife. London: Routledge.

    Book  Google Scholar 

  • Johnson, R. (2014). Artificial intelligence. In M. J. P. Wolf (Hrsg.), The Routledge handbook to video game studies (S. 10–18). New York: Routledge.

    Google Scholar 

  • Mateas, M. (2003). Expressive AI: Games and artificial intelligence. Proceedings of the 2003 digra international conference: Level up. https://www.digra.org/digital-library/publications/expressive-ai-games-and-artificial-intelligence/. Accessed: 15. March 2020.

  • Parikka, J. (2010a). Insect media: An archaeology of animals and technology. Minneapolis: Minnesota UP.

    Google Scholar 

  • Parikka, J. (2010b). Ethologies of software art. What can a digital body of code do? In S. Zepke & S. O’Sullivan (Hrsg.), Deleuze and contemporary art (S. 103–118). Edinburgh: Edinburgh UP.

    Google Scholar 

  • Ruffino, P. (2019). The end of capitalism. Disengaging from the economic imaginary of incremental games. Games and Culture. https://doi.org/10.1177/1555412019886242.

  • Sandry, E. (2015). Robots and communication. New York: Palgrave Macmillan.

    Book  Google Scholar 

  • Suchman, L. (2007). Human-machine reconfigurations. Plans and situated actions (2. Aufl.). Cambridge: Cambridge UP.

    Google Scholar 

  • Tyler, T. (2014). A singular of boars. Antennae: The Journal of Nature in Visual Culture, 30, 35–38.

    Google Scholar 

  • Wolfe, C. (Hrsg.). (2003). Zoontologies. The question of the animal. Minneapolis: Minnesota UP.

    Google Scholar 

  • Wrye, J. (2009). Beyond pets. Exploring relational perspectives of petness. Canadian Journal of Sociology, 34(4), 1033–1062.

    Article  Google Scholar 

Gameography

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Seth Giddings .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Fachmedien Wiesbaden GmbH, ein Teil von Springer Nature

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Giddings, S. (2020). The Achievement of Animals: An Ethology of AI in Video Games. In: Spöhrer, M., Waldrich, H. (eds) Einspielungen. Neue Perspektiven der Medienästhetik. Springer VS, Wiesbaden. https://doi.org/10.1007/978-3-658-30721-9_6

Download citation

  • DOI: https://doi.org/10.1007/978-3-658-30721-9_6

  • Published:

  • Publisher Name: Springer VS, Wiesbaden

  • Print ISBN: 978-3-658-30720-2

  • Online ISBN: 978-3-658-30721-9

  • eBook Packages: Social Science and Law (German Language)

Publish with us

Policies and ethics