[IxDA Discuss] Final Fantasy XII Gambits (Semi-Autonomous Processes)
Tom Corbett
corbettt at dcn.davis.ca.us
Tue Nov 21 12:27:37 PST 2006
Mark,
A few thoughts in response to your question, "What place do human-assisted
semi-autonomous processes have in technology?"
Part of the answer to this lies the way that the human shares work with the
semi-autonomous process. Automation best complements the human when
performing tasks that the human finds uninteresting or overly difficult. By
performing such tasks, the semi-autonomous process helps the human to
maintain attention and focus on those tasks that the human performs well.
>From this point of view, automating mundane tasks makes perfectly good
sense.
Because humans are good at planning, but artificial intelligence is not, it
would be reasonable to partition tasks based on the degree of planning
involved. For example, the human could create the strategic plan and
automate the tactics:
Strategic Plan
Step 1 Reach Objective A (automated tactic: fight fire with fire).
Step 2 Reach Objective B (automated tactic: fight fire with water).
Identity is also a factor. A player who has developed an identify as an
experienced and skilled player might reject automation because automation
would degrade that identity. A player who is also a programmer might prefer
automation because it enhances their identity as a programmer. A new and
unskilled player might prefer automation because it provides an identity of
competence.
In general, humans have a tendency to perform tasks that they are
comfortable with and avoid tasks that they are not comfortable with. A
player who rejects automation might be doing so because they are comfortable
with manual play and/or not comfortable with automation.
-Tom
----- Original Message -----
From: "Mark Canlas" <mark at htmlism.com>
To: "'discuss'" <discuss at ixda.org>
Sent: Friday, November 17, 2006 1:26 PM
Subject: [IxDA Discuss] Final Fantasy XII Gambits (Semi-Autonomous
Processes)
> My second foray into creating a thread. This time, about video games.
>
>
>
> Video game developer Square Enix recently released Final Fantasy XII for
the
> PlayStation 2. It, compared to similar games in its RPG genre, sports a
new
> battle system called Gambits. Essentially, these Gambits are like
> programmers' if-statements that help the video game player automate
certain
> aspects of their play.
>
>
>
> Games traditionally of this genre have two parties, the enemies and you.
The
> enemies, controlled by the game, attack you. You, as the player party,
> control each party member by manually inputting different commands (set
> enemies on fire, cast magical shields, drink a special potion, etc.) in
the
> hopes of defeating the enemy party. This interaction model essentially
> defines lots and lots of video games, specifically RPGs (role playing
> games).
>
>
>
> Final Fantasy XII plays like a massively multi-player online RPG (a la
World
> of Warcraft), but off-line. This interaction model is different from the
one
> I just described in that a singular character is already complicated
enough
> to control, while also having minimized the social element that makes
games
> like Warcraft massively multi-player.
>
>
>
> Which brings us all the way back to Gambits (this is long, I know). Since
> you as the player in Final Fantasy XII are in charge of not one but three
> characters, this Gambit system helps you control them without manually
> inputting in commands. You're giving each of the characters a
predetermined
> (or changeable mid-battle) plan of action. If I'm hurt, heal me. If an
enemy
> is there, attack. If the enemy does not like fire, set him on fire. Stuff
> like that. In some ways, the characters play themselves, but to a limited
> extent.
>
>
>
> Player behavior with regards to Gambits can range from completely
rejecting
> them (turning them off, playing the "old way"), automating mundane tasks
> (just take care of me after battle, I will handle how battles run), to
fully
> automating (I can make the game play itself!). My question is. What are
the
> future prospects for interaction models such as this?
>
>
>
> Gambits essentially represent portions of autonomous or semi-intelligent
> behavior. Players can use them in conjunction with one another to create
> more complex, emergent behaviors. I personally believe this represents a
> newer interaction model, one I'm very much a fan of, but haven't heard in
> many other contexts (besides video games and cartoons).
>
>
>
> What place do human-assisted semi-autonomous processes have in technology?
> Should we expect more gambit-type interaction systems? Will rise of
gambits
> necessitate pseudo-programmer literacy/fluency? Are gambits already too
> difficult to grasp?
>
>
>
> Thanks for reading.
>
> -Mark
>
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