7 research outputs found

    Demystifying Social Bots: On the Intelligence of Automated Social Media Actors

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    Recently, social bots, (semi-) automatized accounts in social media, gained global attention in the context of public opinion manipulation. Dystopian scenarios like the malicious amplification of topics, the spreading of disinformation, and the manipulation of elections through “opinion machines” created headlines around the globe. As a consequence, much research effort has been put into the classification and detection of social bots. Yet, it is still unclear how easy an average online media user can purchase social bots, which platforms they target, where they originate from, and how sophisticated these bots are. This work provides a much needed new perspective on these questions. By providing insights into the markets of social bots in the clearnet and darknet as well as an exhaustive analysis of freely available software tools for automation during the last decade, we shed light on the availability and capabilities of automated profiles in social media platforms. Our results confirm the increasing importance of social bot technology but also uncover an as yet unknown discrepancy of theoretical and practically achieved artificial intelligence in social bots: while literature reports on a high degree of intelligence for chat bots and assumes the same for social bots, the observed degree of intelligence in social bot implementations is limited. In fact, the overwhelming majority of available services and software are of supportive nature and merely provide modules of automation instead of fully fledged “intelligent” social bots

    Ludii as a Competition Platform

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    Ludii is a general game system being developed as part of the ERC-funded Digital Ludeme Project (DLP). While its primary aim is to model, play, and analyse the full range of traditional strategy games, Ludii also has the potential to support a wide range of AI research topics and competitions. This paper describes some of the future competitions and challenges that we intend to run using the Ludii system, highlighting some of its most important aspects that can potentially lead to many algorithm improvements and new avenues of research. We compare and contrast our proposed competition motivations, goals and frameworks against those of existing general game playing competitions, addressing the strengths and weaknesses of each platform

    Behavioural state machines

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    Controlling Unreal Tournament 2004 Bots with the Logic-Based Action Language GOLOG

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    Computer games and the accompanying entertainment industry branch has become a major market factor. AI techniques are successfully applied to tasks like path planning or intelligent swarm behavior. On the decision-making level the state of the art are state machines with a xed set of behaviors. The perception of the computer player is perfect. They exactly know where the other players are located, even if they cannot see them. This approach seems to be limited for intelligent decision making. Therefore, we propose another approach. We use a variant of the logic-based action language GOLOG for implementing so-called game bots in the UNREAL TOURNAMENT 2004 environment. First results show that we can compete with the omniscience game bots in the Unreal domain
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