Explanations Count
Ian Frank
To be presented at the
AAAI Symposium on Artificial
Intelligence and Computer Games (Stanford, March 22-24,1999).
Pages 42--46,
AAAI Technical Report SS-99-02
The version on these pages is an ETL Technical Report
ETL-TR-99-4.
Abstract:
In research areas such as decision support systems, one of the crucial
features is the ability to automatically explain decisions. However,
this ability does not typically play a large role in computer games.
Here, I suggest that this situation will change: research on the
automatic generation of explanations will have real import for many
types of computer games. I discuss four possible ways to include
explanations in games, and for each of these give examples of current
research projects. I make concrete suggestions of how the ideas from
these projects can be applied in a wider context: that of commercial
computer games.
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