Itâs pure fantasy. Robots wonât ever actually rise up and go to war with humanity. You know why? Because the robots of the future will be governed by Asimovâs three laws of robotics.
For those who donât know what those are, know that sci-fi writer Isaac Asimov established three basic laws governing the programming of robots for his works, which later became almost canonical amongst other sci-fi writers, and which remain popular to this day.
Those three laws are:
1. A robot may not injure a human being or, through inaction, allow a human being to come to harm.
2. A robot must obey orders given to it by human beings, except where such orders would conflict with the First Law.
3. A robot must protect its own existence as long as such protection does not conflict with the First or Second Law.
Simple. Itâs a paper/rock/scissors sequence of programming that allows a robot to look after itself without ever inflicting harm upon a human â which will be good to know in the dark, distant future when there are robots advanced enough to require such programming!
For now, though, the closest things we have in the real world to the classic idea of a ârobotâ are automatic vacuum cleaners, giant arms that work on factory floors and bipedal toys wheeled out at Japanese robotics shows.
But what about video game characters? Theyâre governed by AI. And, in many cases, incredibly complex AI, to the point where non-playable characters can behave more naturally than the robots in Asimovâs works. So this being robot week and all, we decided to ask a few game developers what their versions of Asimovâs three laws were when coming up with gaming AI.
Jonny Ebbert, Relic, lead designer on Dawn of War 2:
1) Fun before difficulty. Always try to level the challenge appropriately at each level so that players feel good about playing. So make your Easy A.I easy, and your Normal A.I. kind of easy. Leave the sadism for Hard and Expert.
2) Add frailty but avoid stupidity. A.I.s need to make mistakes for the player to exploit from time to time but they shouldnât look dumb doing it. A.Iâs arenât fun to play if they always trigger their abilities perfectly when they have the chance (anyone old school enough to remember trying to Death and Decay a peon line against a Human AI), and they shouldnât always retreat at the perfect health level. But they need to stay in the range of competency when they do make âmistakes.â Itâs a fine line to walk, but an important line.
3) Be a good teammate. Try to support your teammateâs army when possible. Help out your opponentâs base when itâs under serious attack. Players love it when they see an A.I. that cares about how theyâre doing. They feel like theyâre cooperating rather than playing next to something.
4) Cheat wherever you can. A.I.s are handicapped. They need to cheat from time to time if theyâre going to close the gap.
5) Never get caught cheating. Nothing ruins the illusion of a good A.I. like seeing how theyâre cheating.
Matt Tonks, Epic, gameplay programmer on Gears of War 2:
Simplest answer:
1. Act smart until the player kills you.
Or, to be a bit more specific:
1. An AI must value its own life; take cover against threatening enemies, and avoid life-threatening situations.
2. An AI should attack the most threatening enemy, unless we are threatened⊠in which case, see rule #1.
The friendly AI has a couple rules added to the top:
1. A friendly AI should never get in the playerâs way. If youâre in the playerâs way, get out of the way.
2. A friendly AI should stay near its assigned squad leader (usually the player).
And then the other rules:
3. An AI must value its own life; take cover against threatening enemies, and avoid life-threatening situations.
4. An AI should attack the most threatening enemy, unless we are threatened⊠in which case, see rule #3.
Todd Howard, Bethesda, executive producer on Fallout 3:
âIâll give you one from the old Terminator games, since the new movie is coming out. The Terminator cannot be reasoned with, canât be bargained with, and cannot be stopped. Unless of course he hits a chair, and since he canât path around it, we have him just start shooting.â