Computer game bot Turing Test


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 game bots, both interacting with the same virtual world. This variant was first proposed in 2008 by Associate Professor Philip Hingston of Edith Cowan University, and implemented through a tournament called the 2K BotPrize.

History

The Computer Game Bot Turing Test was proposed to advance the fields of Artificial Intelligence 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."
Emphasis is placed on a game bot that interacts with other players in a 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.

Implementation

The Computer Game Bot Turing Test was designed to test a bot's ability to interact with a game environment in comparison with a human player, simply 'winning' was insufficient. This evolved into a contest with a few important goals in mind:
In 2008, the first 2K BotPrize tournament took place. The contest was held with the game Unreal Tournament 2004 as the platform. Contestants created their bots in advance using the GameBots interface. GameBots had some modifications made so as to adhere to the above conditions, such as removing data about vantage points or weapon damage that unfairly informed the bots of relevant strengths/weakness that a human would otherwise need to learn.

Tournament

The first BotPrize Tournament was held in Perth, Australia, on 17 December 2008, as part of the 2008 IEEE Symposium on Computational Intelligence and Games. Each competing team was given time to set up and adjust their bots to the modified game client, although no coding changes were allowed at that point. The tournament was run in rounds, each a 10-minute death match. Judges were the last to join the server and every judge observed every player and every bot exactly once, although the pairing of players and bots did change. When the tournament ended, no bot was rated as more human than any player.
In subsequent tournaments, run during 2009–2011, bots achieved scores that were increasingly human-like, but no contestant had won the BotPrize in any of these contests.
In 2012, the annual 2K BotPrize was held once again, and two teams programmed bots that achieved scores greater than those of human players.

Successful bots

To date, there have been two successfully programmed bots that passed the Computer Game Bot Turing Test:
Comments from the winners can be found in detail at the BotPrize website. 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%. This showcases some limits of this Turing Test, since the results demonstrate that human behaviour is more complicated and quantitative than was accounted for. In light of this, the BotPrize competition organizers will increase the difficulty in upcoming years with new challenges, forcing competitors to improve their bots.
It is also believed that methods and techniques developed for the Computer Game Bot Turing Test will be useful in fields other than video games, such as virtual training environments and in improving robot-human interaction.

Contrasts to the Turing Test

The Computer Game Bot Turing test differs from the traditional or generic Turing test in a number of ways: