A Procedural Critique of Deontological Reasoning
Keywords:
rules, mechanics, ethics, kant, artificial intelligence, procedural content generationAbstract
This paper describes a prototype game that learns its rules from the actions and commands of the player. This game can be seen as an implementation and procedural critique of Kant’s categorical imperative, suggesting to the player that (1) the maxim of an action is in general underdetermined by the action and its context, so that an external observer will more often than not get the underlying maxim wrong, and that (2) most in- game actions are morally “wrong” in the sense that they do not contribute to well- balanced game design. But it can also be seen as an embryo for an authoring tool for game designers, where they can easily and fluidly prototype new game mechanics.Downloads
Published
2011-01-01
Bibtex
@Conference{digra537, title ="A Procedural Critique of Deontological Reasoning", year = "2011", author = "Togelius, Julian", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/537}", booktitle = "Proceedings of DiGRA 2011 Conference: Think Design Play"}
Proceedings
Section
Papers
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© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
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