Yes, you read the title right, from Rock, Paper, Shotgun's "Why People Are Making The AI Fight Itself in Civilisation":
A strange thing happened in the Civilization community r/civ on January 10, 2015. Inspired by similar, smaller-scale offerings by a Twitch.tv livestream and fellow redditor DarkLava (from whom he explicitly sought permission), user Jasper K., aka thenyanmaster, shared the first part of an experiment he was conducting wherein he put 42 computer-controlled civilisations in their real-life locations on a giant model of the Earth and left them to duke it out in a battle to the death, Highlander style (except instead of heads they need capital cities).
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AI-only Civilization games are the purest form of the Civilization concept: take the beginnings of recorded human history, tweak some variables, hit start, and marvel at how a series of interesting decisions leads to a radically-different present day.
TPangolin first explored the concept in 2014, a year after he began looking through the Official SDK for Civ V (a set of tools to help modders do their thing). He found that with a feature called FireTuner he could playtest the AI, sans human player, and began to setup games to run overnight – with the end goal of making a large, detailed political map of the world.
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CivFanatics forum goer Kjetil “Kjotleik” Hvattum has a similar approach, though his motivations are different and his playground is not Civilization V but rather its predecessor, Civ IV (with the Beyond the Sword expansion). Towards the middle of 2014 he found Kossin’s AI Tournament: Season Three post, which was the third rendition of an American-style league format devised by DMOC back in 2010. (Gandhi won the first two seasons; the third was never completed.) Inspired by this and Sulla’s Civ4 AI Survivor series, and driven by the desire to learn more about AI strategies in order to move beyond the Noble difficulty level, Hvattum began plotting his own AI-only tournament.
His AI Auto Play threads take a very different tone to those on Reddit. Campaigns are completed in advance, and the community is challenged with picking who will win from just the starting positions of each civilisation. “The participation has been good,” Hvattum tells me, “and the fact that at least one person has picked the correct AI in seven out of eight games thus far is a testimony to the knowledge the CivFanatics [community] has about [Civ IV].”
Is America's Police Problem a Gun Problem?
From "The Ferguson Protests: Guns, police, and the people" by M.S.:
If the problem of police brutality can be explained via America's obsession with guns, then what explains Eric Garner's death, surely an instance of police brutality. A choke hold, not guns, caused Mr. Carner's death, yet his death is apart of the same general phenomenon: The excessive willingness of American cops to use lethal force. By arguing that the problem of police brutality is simply a problem with America's attitudes towards guns, M.S. lets the larger issue, that the police tend to answer to no one but themselves and the district attorney's they help to elect, slip away.
Also, if M.S. actually understood video games, he would recognize that video game violence never actually solves real-world social conflicts. Violence can solve problems in science-fiction games like Halo, but when games approach actual social conflicts, violence only serves to beget more violence. Even the campaigns of the Call of Duty: Modern Warfare series serve to emphasize that little of what the protagonist is doing is actually solving social conflict. The entire genre of 'violent video games', if I may speak about such a genre, isn't about solving social conflicts. Blow back is everywhere in those games, and consciously so.
If one actually wants to solve social conflicts, as opposed to, say, pwning some n00bs, one needs to find games different from Halo or Call of Duty. Strategy games like Civilization V or Crusader Kings II are more about that, and they provide plenty of different paths other than the sword for solving problems, such as culture in Civ or dynastic politicing in Crusader Kings.
The truly violent video games, Bioshock and Dead Space being examples, with both exponentially more violent than the most shiny iteration of Call of Duty, aren't about solving social conflicts. They're about survival in a violent world. Doing what it takes to survive in horrible situations. The violence of the games being manifestations of those horrible situations. There's actually little social about them, and there isn't much conflict solving going about in either them. The violence also serves to emphasize the brutality of the situations which the protagonists find themselves in. The culmination of the second act of Bioshock wouldn't be nearly as shocking if it weren't so terribly violent.
Posted by Harrison Searles on 08/18/2014 at 01:29 AM in Commentary, Video Games, Violence | Permalink | Comments (0)
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