Artificial Intelligence in the Style of ‘Free Guy’: Is This Technology Real?

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Artificial Intelligence in the Style of ‘Free Guy’: Is This Technology Real?

The film “Free Guy” may not have thrilled reviewers this year, but it sure wowed fans. It also introduces a technological topic that has piqued people’s interest for decades: self-aware artificial intelligence.

Because he’s technically a very smart AI, a non-player character (NPC) played by Ryan Reynolds comes “alive” in the film. Is this type of technology, however, feasible in the real world? Is it possible for a code-based entity to develop self-awareness similar to that of a human? Because contemporary technology has made these background gaming characters significantly smarter over the years, the answer rests in how NPCs in video games are programmed.

‘Free Guy’ Is a Modern Game Development Showcase

According to Syfy Wire, NPCs in modern video games are categorized as “reactive.”

What this means is that a machine analyzes a set of precise conditions before making a conclusion.

This is why, in a game, opponents will attack the player character if they take a certain stance, enter a specific location, or execute a physical action such as an attack animation.

The artificial intelligence of the NPC will then continue to react to the player’s activities until a new set of conditions is fulfilled, such as when the player dies, retreats, or does nearly anything else that isn’t part of the opponent AI code.

Based on anticipated player behaviors, game producers will predetermine the actions that the NPC artificial intelligence will take. As a result, the character will always react in the same way because they are effectively navigating a flow chart. However, the AI gives the player the impression that it is making its own judgments when, in fact, it is not.

Read also: AI ‘Creates’ Its Own PLAYABLE ‘GTA 5’ Version, And It’s FREAKYTrue, Self-Aware AI In ‘Free Guy’

Reynolds’ character in “Free Guy” plays a role in this. During the first few hours, he does behave in a manner comparable to a current video game NPC. He consistently reacts to player activities in a predictable manner (e.g., his so-called catchphrase, “Don’t have a good day, have a terrific day”).

But everything changes when he meets Jodie Comer’s player persona MolotovGirl or Millie Rusk. He reacts to her in such a way that she becomes a “trigger” for his programming. Remember the circumstances under which an enemy NPC responds to a player’s actions? That is all there is to it.

But here’s what happens. News from Brinkwire in a nutshell.

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