AI in Dating Simulation Games

by Duran

The 2013 film Her made a bold assumption about the emotion between human and artificial intelligence.

I see it as an ethical film in the guise of science fiction, trying to make people think about what happens when people fall in love with programs or machines.  If this kind of thing can become a reality in 2025, I think many people are willing to experience it.

Today's dating simulations games are still in their infancy.  The first step of interaction is to use some huge dialogue branches and artificial intelligence algorithms (such as natural language processing) to humanize virtual characters.  We can use the algorithm to predict players' moods according to the input text, and then select the appropriate dialogue, thus narrowing the distance between the virtual character and the player from the psychological level.

Through these technical means, virtual characters can be set with different personality characteristics.  For example, some characters can be set as warmhearted and can actively care about the players; some characters can be set to be cold (arrogant), requiring players to communicate proactively.  Through these different classification settings, the player can take the initiative to generate a sense of identity and choose the characters he or she likes.

Here we must mention the "player's sense of autonomous cooperation," which refers to the player in a certain situation adjusting their own psychological and emotional state to cooperate with each other to complete a certain behavior.

Obviously, in such games, players put themselves into the role of love.  Before the game starts, he subconsciously changes his identity and then uses reasonable words to communicate with virtual characters in the game.

Some people may ask, what if I use irrational, illogical sentences or words to chat?

Ha, interesting question.  The answer is that you won't get effective feedback or "threshold answers" are likely to appear.  The program will only respond with the same logic, such as, "I don't know what you're talking about" or "You speak very abstrusely - I don't know how to answer" or "What do you mean?" etc., or even simply changing the topic and avoiding the question.

Therefore, we can see that whether it is a dating simulations game, Siri, or Amazon Alexa, there will be a "threshold answer."

If this kind of answer is not set, hmm, I don't know whether the machine will fall into an endless loop or directly into silent state.

Maybe we can use this questioning method to conduct a Turing test, so as to effectively distinguish whether it is a machine or a person.  The key point of a Turing test is asking questions.  We can try to crack the game by using the questioning tricks.

We can continue to ask the respondent a series of meaningless questions, such as using the wrong grammar, misspelled words, or even creating meaningless words, to observe whether there is a fixed pattern in the answers.

If these answers tend to use a single logical pattern (only the output situation is considered here, such as avoidance or guidance), then we can judge that the subject is a machine.  Circuit can simulate human logical thinking, but cannot simulate human emotional thinking.

Specifically, the output action logic value (language, action) of machine (pseudo AI) obeys some regular binomial distribution:

X ~ B(n, p)

We assume that the output of each experiment is independent, for example, in the Turing test, when the respondent gives a clear and meaningful answer, we mark its logical value as true.

If X is used to denote the number of times that there are clear and meaningful answers in n questions, so the probability is p, then the probability function of X is:

P{X = k}, k = 0, 1, ...n, if p >> 0.5

So we can judge that the respondent is probably a machine.

Therefore, the effect of dating simulations games needs the cooperation of players, and mostly is based on the psychological needs and spiritual fantasy of players.

Why not use a real person instead of a program to play the role in the game and interact with players?  The fact is that it may provide a more advanced and real experience for the player, but it also hides unpredictable risks.  Once the player knows that the virtual character is controlled by a real person, he or she may lose interest in the game immediately, because all he or she needs is a virtual character that doesn't really exist, and this character only exists in imagination - which is enough.

In the future development of dating simulations games, the final form may be like the virtual girl Joi in Blade Runner 2049, which can let players immerse themselves through Visual, Auditory, and Touch (VAT) sense.

In this way, perhaps no one will ask odd questions to the lover in front of him/her.

However, I don't know whether the "let's do it" plot in Blade Runner 2049 learned from the similar one in which the OS girlfriend found a real person substitute for the hero in Her, because the practice in Blade Runner 2049 is more advanced than that in Her.

Today's science fiction is tomorrow's reality and, eventually, as I wrote in "Machine Rhapsody in 2099," (36:3) humans will fall in love with and marry machines.

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