Term Paper: AI and its Affect on Competitive Games Mount Royal University GNED-1203: Nature and Ideas Domenico Rosi December 11, 2023 Introduction AI has made very large advancements over the past few decades. As AI technology advances to a point where it can beat top level professionals in various strategy games such as Go, is it possible to recognize when an AI has acted in a way that could be considered an error or mistake? Will AI get to a point where it will never make any mistakes? Is it ever truly possible to know whether any given AI has made a mistake? Reverse engineering AI to that degree makes it quite difficult to be able to discern whether what the AI is doing is optimal or not, and so it is hard to be able to comprehend its full potential. Is no AI calculation a mistake? Is everything truly just a formula? These questions are intriguing and yet terrifying because they make us feel as though we are insignificant. That the means in which we think and make decisions in the games we play are not individualized, rather each action and reaction can be made into a cold, hard, calculation and that every single move on a chessboard or Go board, every second on the football field, every frame of data in a fighting game can be made into data that can then be solved. Therefore, does this also mean that players do not have playstyles that are distinct? Are they simply just flawed in different distinct areas and concepts? If a Go player is considered an aggressive player, are they simply flawed in that they aren’t defensive enough? AI relies on analyzing and interpreting data, and in the context of playing a game, this means finding the most efficient means of making a move within a given set of parameters and permutations. This also means that the more processing power an AI has, the more permutations and variations it can analyze and solve. So, if an AI had enough processing power to analyze every single permutation, does that mean that an AI could achieve perfection in any given game, or even scarier, any given medium? How about games that have entirely different characters and playstyles? Classic competitive games like Super Smash Brothers Melee, which have had a competitive scene for decades now, are still yet to have developed a stagnant meta. In competitive games, the meta or metagame is the current trends that define what characters, strategies, and playstyles are considered optimal. But in the context of Melee, over the twenty years in which individual players have been competing for the title of “best in the world”, what has been considered the meta has been constantly changing. Five years ago, for example, Yoshi was considered a very bad character, as he lacks movement and defensive options that most other characters have. However, in what was considered a highlight underdog story in these competitive circles, a Japanese Yoshi player named Masaya “aMSa” Chikamoto, who has been competing in America since 2013, won The Big House 10, which was considered the most stacked tournament in Melee history. A bracket that had what many considered the largest turnout of top-level talent to have ever competed in one event, during the weekend of October 7th to the 9th. This win also made him the first person ever to win a major with Yoshi. He was and still is the only top 100 player in the world who plays Yoshi, and only Yoshi. He then went on to continue to win multiple different majors after, ranking as the 2nd highest player in the world during the annual ranking for 2022. Does A.I. see what we cannot? If it took twenty years for a player to discover the viability of a certain character, theoretically, an AI that can calculate all the permutations and combinations that could ever possibly exist would also be able to recognize the hidden potential of characters that many others have overlooked. Twenty years of a developing meta, simply analyzed and recognized in seconds due to the sheer processing capability of such an AI. Of course, this is not possible in the modern day or in the far-off future. The sheer amount of energy required to power such an AI would require quantum computing and even then, would require too much energy to be feasible. However, it is worth considering that AlphaGo, which beat top level players Ke Jie and Lee Sedol in the classic game of Go, have been described as making very unorthodox opening moves (Chan, 2017). Yet these moves, as incomprehensible as they may seem, have then been copied reused by other professional Go players, albeit to less consistent results (Chan, 2017). If AI can commit to game strategies that top level Go players cannot even conceive, this potentially means that AI can create entirely new strategies and playstyles that we have yet to observe. No one understood why aMSa chose Yoshi (outside of sheer love for the character), until they observed how he utilized the hidden strengths of Yoshi through a combination of aMSa’s high level of technical understanding of the character and his insane reaction skills. Just as he developed a new strategic playstyle out of thin air, so too does AI. It isn’t necessarily impossible to find these new strategies on our own, but AI can find those solutions because it can predict different and specific outcomes by calculating different permutations and combinations. How does AI achieve epistemological understanding in games, and how do we affect that? The way AI achieves understanding cannot be generalized in one singular way, as different AI are built to achieve different things and as such are programmed and adapt in different ways. When DeepMind set out to program AI to be able to play and the entirety of the Atari 2600 library, they developed an AI software called Deep Q Networks (Christian, 2022). This AI was able to outscore professional game testers by huge margins, sometimes scoring up to twenty to thirty times better than their human counterparts. However, there was one game that this AI struggled with, that being a puzzle adventure game, Montezuma's Revenge. In this game, the player must collect keys and avoid pitfalls to collect points. Much unlike other Atari games, the way in which you score points in the game is not linear and requires many different steps. Because of this, Deep Q failed to get past the first screen because it was not able to recognize what it was doing wrong, since the entire incentive structure was based on scoring points. Rather than collecting the key and collecting points, it kept trying random actions and dying. It was only after the programmers added another new incentive structure to the AI that it was able to progress. Novel experiences (Christian, 2022). Just as babies are more prone to look a novel objects, experiences, and ideas, the AI needed to be able to do the same. By giving the AI a preference towards new and different screens and outcomes, the AI was able to finally score points by grabbing the key, and with this new incentive parameter, was able to continue exploring a large portion of the game (Christian, 2022). It is reasonable to say then, that AI learns through the means in which we learn. The difference being in that AI has more processing power to be able to predict outcomes in comparison to humans. However, the parameters we give AI leave it prone to failure. While human beings are prebuilt with the capacity for curiosity and ingenuity, AI can only work in the parameters we allow them to. This is indeed a strange dichotomy. The fact that, when given the parameters and information necessary to learn a complex game, AI can absolutely overtake and beat top level players, yet simultaneously they only can do so because we as humans gave them a set number of parameters to use as incentives or dissuasion. AI learns what we want AI to learn. AI does not act on its own, it is entirely influenced by what we want out of any given AI. Everything done by an AI is a calculation. This statement is true. This may be terrifying to those who see AI as infallible, but this could not be further from the truth. When given the proper parameters to be able to achieve the task a given AI is set to carry out, AI is indeed more efficient than humans. However, the calculations that an AI undertakes are not impervious to human failure. Because ultimately, the calculations that an AI undertakes are bound by human parameters. As such, if the parameters that we give an AI are not sufficient, the AI will falter in its ability complete its task. However, this understanding leads to another interesting realization. If AI is entirely built on parameters prone to human failure, then the prospect of a “perfect AI” must be impossible, or at least extremely unlikely. Because AI are, in essence, human ideas turned into code and data processing algorithms, for an AI to “solve” a complex strategy game like Go means that the human programmers behind the program must have considered every single parameter that can affect the outcome of a game. The problem then becomes that… …modern AI can solve our definition of a game, but not the game itself. This applies to all aspects of any AI, whether it is playing a game, writing news articles, creating prompts for students, or programming blocks of code. AI can solve our own definition of a problem, but it cannot solve the very essence of a given problem. The flaw lies not in the processing of the calculation, but the definition of what an acceptable “calculation” is. As AI can calculate what we wish for it, we are not able to fully confirm whether our own parameters are perfect. The mistakes the AI makes, in Go, or Chess, or in scraping data off the internet, is not that the AI itself makes the mistake. What AI may consider an acceptable answer to a question is one that is not dictated by itself, but what we dictate the AI need consider acceptable. This definition is entirely mathematical, but outside of the realm of mathematics, this isn’t enough. Acceptable artistic expression, and plagiarism. To highlight how these parameters we give to AI are not sufficient to consider them perfect, we need look no further than the sheer amount of plagiarised content AI tends to use. Artist Kelly McKernan noticed in 2022 that her name was being used in image prompts for Midjourney, an image generation AI (Chayka, 2023). A year later, she filed class action lawsuits against three different AI image generators; Midjourney, StableDiffusion, and DreamUp. All three generators use laion-5B, a non-profit internet database that logs between five and six billion images from the internet, including that of artists (Chayka, 2023). Though this lawsuit is still pending, and therefore the legal consequences of the lawsuit are yet to be put on display, the moral consequences of unchecked generative AI are made clear. Plagiarising the work of other artists to feed data algorithms. What caused this of course was the parameters that AI acted under (or lack thereof). There were no parameters that allowed for the AI to check any given piece of media for royalties. The images themselves are beautiful. Canvases of artistic work that look more and more like human artists every single day. The definition of what we consider a beautiful painting, in this way, has been fulfilled. However, the error again lies in the parameters. Sure, the paintings are indeed beautiful, but from whom did the AI pull from to create a convincing work of art? But does this same logic apply to games? AI does not have the processing power to calculate every single permutation and combination possible in any given game. This means that the AI must not only consider a limited number of permutations and combinations, but it needs to calculate which permutations and combinations it should process. With this limited amount of information, the AlphaGo AI may be able to consider many more permutations and combinations than the greatest players, but not all of them. The AI must calculate which permutations to consider before it then processes the data. But this of course assumes that the AI does not have infinite processing power. If an AI has infinite processing power, is it capable of “solving” a game? Games are entirely mathematical. Games are indeed entirely mathematical, because like AI, they are restricted by set parameters and means of interaction. If every single outcome can be interpreted and calculated, and there is a way to play these games in a way with no errors or mistakes, then yes. An AI with infinite processing power should be able to theoretically beat everyone and anyone it encounters with this perfect formula for the game, whether it be human or a lesser AI. It is here we can make a clear distinction between a mathematical process like a game and artistic means of expression like a painting. If the medium has set parameters, such as moves on a board, frame data and positions in a Smash Bros Game, or the probability of a deck of cards, then because epistemologically, AI can only understand and act within a set range of parameters, there is indeed a perfect way for a game to be solved. However, when it comes to an artistic mode of expression, then no. There is no such thing as an “incorrect” or “erroneous” artistic piece. AI may be able to replicate art, but there is no such thing as a calculation for a beautiful painting because art is subjective. It is not limited by set parameters. Art has infinite possibilities, and therefore cannot be perfected by an infinite amount of processing power. But what else could be calculated by an AI with infinite processing power? The universe is not subjective, it too can be calculated. If an AI with infinite processing power can solve any sort of problem that falls under entirely mathematical parameters, then by this logic, the Theory of Everything could potentially be calculated by an AI. This far off idea is one that scientists are still considering right now. At the Institute for Artificial Intelligence and Fundamental Interactions, headed by Dr. Max Tegmark, an experiment was conducted using AI, in which the researchers present fed a neural network data which involved multiple rockets flying. The neural network was then able to calculate the essential formulas for the laws of motion (Overbye, 2020). However, these advancement are still far off from calculating the universe itself. Even with the advancements made in quantum computing, Dr Tegmark himself admits that there is still much to be done; AI has yet to calculate advanced concepts like quantum mechanics and relativity. Even the game of life can be calculated. Does AI ruin competitive games? For players like aMSa, who have discovered new and intuitive ways to play old video games, will the rise of AI kill the potential for new and exciting playstyles to develop? In the case of chess, Vladimir Kramnik, who is a former competitive chess player, he agrees. Because of AI, he believes, the potential for new strategies and openings has been dulled and are often played from just memory rather than logic and intuition. “You don’t even play your own preparation; you play your computer’s preparation (Simonite, 2023).” However, all is not lost. Kramnik also believes that by altering the rules of the game itself, AI and mankind can work hand and hand to find new and exciting strategies in new formats of the original game (Simonite, 2023). By altering the rules of chess, for example by making it so that castling is illegal, or by making it so that players are allowed to capture their own pieces, new, exciting ways of rediscovering the game can be learned and appreciated. For Kramnik, changing the parameters of the game, and learning the new ways in which this new game can be played adds a huge amount of depth and strategy in a game that was long considered solved at a human level by AI (Simonite, 2023). If the parameters of the game make the game so boring and restrictive as strategies become memorized and optimized to the point of mundanity, change the parameters themselves, and a whole new game has now been created to be explored and analyzed. Conclusion The epistemological effect that AI has on competitive gaming cannot be understated here. AI has the potential to make some of the complex and interesting strategy games out there boring and mundane for those who already compete. Every move, every action, becomes data to be calculated and processed, rather than human plays, that which are more individualized. However, AI itself is both restricted by the parameters of its own code and the games it plays. By changing the parameters of which games are played, AI can create infinite new possibilities in the way games can be played and appreciated. In the case of players like aMSa, who have singlehandedly developed the meta of an entire character on their own without any help from AI, their craft will never truly die. AI will never truly replace the triumphant feeling of winning against a real-life human opponent in a game of merit. Though AI may take the humanity away from optimizing a strategy, playstyle, or character, it can never take away the adrenaline and excitement that comes with competition between human competitors. AI may directly affect the optimization and skill curve that goes into developing a competitive meta, but it will never be able to take away the competitive spirit of those who play the game. If aMSa was able to singlehandedly change the metagame of his favorite video game, twenty years after competitions began, then human ingenuity will always exist in these competitive environments. If not in the game itself, then in the parameters of which the game is played. References Chan, D. (2017). The AI That Has Nothing to Learn from Humans. The Atlantic. https://www.theatlantic.com/technology/archive/2017/10/alphago-zero-the-ai-that-taughtitself-go/543450/ Christian, B. (2022). Teaching an AI to Beat Video Games Still Takes Human Imagination. Aeon. https://aeon.co/videos/teaching-an-ai-to-beat-video-games-still-takes-human-imagination Chayka, K. (2023). Is A.I. Art Stealing from Artists? The New Yorker. https://www.newyorker.com/culture/infinite-scroll/is-ai-art-stealing-from-artists Overbye, D. Can a Computer Devise a Theory of Everything? (2020). The New York Times. https://www.nytimes.com/2020/11/23/science/artificial-intelligence-ai-physicstheory.html Simonite, T. (2020). AI Ruined Chess. Now, It’s Making the Game Beautiful Again. https://www.wired.com/story/ai-ruined-chess-now-making-game-beautiful/