Affordance and Games

Let me explain an example of affordance in a game character. Suppose that there is “a car”, “a switch”, and “a door” on the game stage, and that we give KR (Knowledge Representation) to each of them during the development process.

"Car": size is 3m × 1.5m × 1m in coordinate. Its shape is square. Because it is hard, magic bullets cannot penetrate it. It can "be moved" toward the north. You can "get into" the car from the right side.

“Switch”: Coordinates. You can “press” it. If it is “pressed”, then “a door” opens.

"Door": Coordinates. You cannot "open it manually." You can open it by pressing "the switch."

Using such information, the character understands that in order to open “the door”, it has to press “the switch”. Affordance gives artificial intelligence a “verb = trigger” into the world.


■References (Books, papers, Web articles, etc.)

人工知能のための哲学塾』  第二夜・第四章 人工知能における主体と客体  三宅 陽一郎 二〇一六年
「デジタルゲームのための人工知能の基礎理論」 三宅 陽一郎 日本バーチャルリアリティ学会誌 、VOL.18 NO.3、二〇一三年 http://journal.vrsj.org/18-3/s28-33.pdf


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References list of "AI meets Philosophy: how to design the Game AI"

  

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