TY - CHAP A1 - Pinchbeck, Dan T1 - Trigens can’t swim : intelligence and intentionality in first person game worlds N2 - This paper explores the role of the intentional stance in games, arguing that any question of artificial intelligence has as much to do with the co-option of the player’s interpretation of actions as intelligent as any actual fixed-state systems attached to agents. It demonstrates how simply using a few simple and, in system terms, cheap tricks, existing AI can be both supported and enhanced. This includes representational characteristics, importing behavioral expectations from real life, constraining these expectations using diegetic devices, and managing social interrelationships to create the illusion of a greater intelligence than is ever actually present. It is concluded that complex artificial intelligence is often of less importance to the experience of intelligent agents in play than the creation of a space where the intentional stance can be evoked and supported. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-27609 ER - TY - CHAP A1 - Müller, Petra A1 - Coppock, Patrick A1 - Liebe, Michael A1 - Mersch, Dieter A1 - Bogost, Ian A1 - Bartle, Richard A1 - Juul, Jesper A1 - Løvlie, Anders Sundnes A1 - Pohl, Kirsten A1 - Schrape, Niklas A1 - Hoffstadt, Christian A1 - Nagenborg, Michael A1 - Liboriussen, Bjarke A1 - Meldgaard, Betty Li A1 - Günzel, Stephan A1 - Ljungström, Mattias A1 - Jennett, Charlene A1 - Cox, Anna L. A1 - Cairns, Paul A1 - Mukherjee, Souvik A1 - Pinchbeck, Dan A1 - Glashüttner, Robert ED - Günzel, Stephan ED - Liebe, Michael ED - Mersch, Dieter T1 - Conference proceedings of The Philosophy of Computer Games 2008 N2 - This first volume of the DIGAREC Series holds the proceedings of the conference “The Philosophy of Computer Games”, held at the University of Potsdam from May 8-10, 2008. The contributions of the conference address three fields of computer game research that are philosophically relevant and, likewise, to which philosophical reflection is crucial. These are: ethics and politics, the action-space of games, and the magic circle. All three topics are interlinked and constitute the paradigmatic object of computer games: Whereas the first describes computer games on the outside, looking at the cultural effects of games as well as on moral practices acted out with them, the second describes computer games on the inside, i.e. how they are constituted as a medium. The latter finally discusses the way in which a border between these two realms, games and non-games, persists or is already transgressed in respect to a general performativity. T3 - DIGAREC Series - 01 Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-20072 SN - 978-3-940793-49-2 PB - Universitätsverlag Potsdam CY - Potsdam ER -