Postmortem: MKULTRA, an experimental AI-based game

Ian Douglas Horswill*

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

8 Scopus citations

Abstract

Games are inherently situated within the cultures of their players. Players bring a wide range of knowledge and expectations to a game, and the more the game suggests connections to that culture, the stronger those expectations are and/or the more problematic they can be. MKULTRA is an experimental, AI-heavy game that ran afoul of those issues. It’s interesting to hear a talk about or to see demonstrated by the author, but frustrating for players who do not already understand its internals in some detail. In this paper, I will give a postmortem of the game, in the rough style of industry postmortems from venues such as Ga-masutra or GDC. I will discuss the goals and design of the game, what went right, what went wrong, and what I should have done instead. In my discussions of the game’s problems, I’ll focus on the ways in which it frustrated the players’ cultural expectations, and what we can learn from them for the design of future games.

Original languageEnglish (US)
Title of host publicationProceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018
PublisherAAAI Press
Pages45-51
Number of pages7
ISBN (Electronic)9781577358046
StatePublished - Jan 1 2018
Event14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018 - Edmonton, Canada
Duration: Nov 13 2018Nov 17 2018

Publication series

NameProceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018

Conference

Conference14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018
Country/TerritoryCanada
CityEdmonton
Period11/13/1811/17/18

ASJC Scopus subject areas

  • Visual Arts and Performing Arts
  • Artificial Intelligence

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