AI vs. AI: comparing artificial intelligence with actual intelligence for a gameplay task
| dc.contributor.author | Aycock, John | |
| dc.contributor.author | Biittner, Katie | |
| dc.contributor.author | Khaleel, Syeda Zainab | |
| dc.contributor.author | Therrien, Carl | |
| dc.contributor.author | Querengesser, Allie | |
| dc.contributor.author | Sikstrom, Hailey | |
| dc.date.accessioned | 2026-01-22T15:56:32Z | |
| dc.date.available | 2026-01-22T15:56:32Z | |
| dc.date.issued | 2025 | |
| dc.description | Presented on August 27, 2025, at the IEEE Conference on Games in Lisbon, Portugal. | |
| dc.description.abstract | Is AI always the best choice for every task? We conducted two user studies, one large-scale and one small-scale, to attempt a testing-related gameplay task, where the goal was to maximize the code and data coverage of a set of Atari 2600 games. This particular problem was previously addressed using an AI-based system published by Ganesh et al. in the 2023 IEEE Conference on Games. Our new, human-derived results not only replicate the coverage shown in the previous AI-based study, but more importantly, by using humans for gameplay we were able to get those results with much less time, effort, and resources. | |
| dc.description.uri | https://macewan.primo.exlibrisgroup.com/permalink/01MACEWAN_INST/1mogj0i/cdi_ieee_primary_11114144 | |
| dc.identifier.doi | https://doi.org/10.1109/CoG64752.2025.11114144 | |
| dc.identifier.uri | https://hdl.handle.net/20.500.14078/4118 | |
| dc.language.iso | en | |
| dc.rights | All Rights Reserved | |
| dc.subject | AI | |
| dc.subject | reinforcement learning | |
| dc.subject | user studies | |
| dc.subject | code coverage | |
| dc.subject | reverse engineering | |
| dc.subject | Atari 2600 | |
| dc.title | AI vs. AI: comparing artificial intelligence with actual intelligence for a gameplay task | en |
| dc.type | Presentation |