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Frank G. Bosman | The turning of Turingâs tables
The same applies to the example of The Talos Principle. EL0HIM, and to a
lesser degree the MLA, pass the Turing test since it takes both the child
program and the player considerable time to discover that both are arti-
ficial intelligences instead of real people. The child also passes the Turing
test, since it takes the player approximately the same amount of time to
find out its avatar is not of (virtual) flesh and blood, but also an A.I.5 The
player, again, has also passed the Turing test, when â and only when â he
or she decides to disobey EL0HIMâs instructions to ascend the Tower. In
this case again, the player is his or her own judge, and can pass judgement
only in retrospect (after having experienced both endings).
In both cases, The Turing Test and The Talos Principle, the âconvincing of
the judgeâ that a given entity is actually either an artificial or a human one,
is done by different criteria. In the first game, the differentiating notions
were morality, creativity and language (such as the realization of a conver-
sation), while in the second game disobedience was central.
Only when Ava/TOM/the player were creative enough to solve the puzzle
(including some rather divergent thinking âout of the boxâ) and were mor-
ally conscious enough to understand the difficult decision that had to be
made between two possibly equally unfavourable choices, the concept of
being human arose. And only when the child program/the player became
aware that being disobedient was the only option to escape the circular
world of the Expanded Lifespan servers, was the issue of becoming â quite
literally â âhumanoidâ raised.
In both cases, Turing tests, active and passive, regular and reversed, were
narratively used to stimulate the player to contemplate the source of all an-
thropological questioning and reasoning: what does it mean to be (called)
âhumanâ? As Stefano Gualeni has already argued, digital game environ-
ments are perfect âlocationsâ for executing thought experiments. The
Turing Test and The Talos Principle are two of such âexperimental spacesâ.
What does it mean to be human, to become human? When we play games,
we begin to understand. The artificial intelligences in the two games are
philosophical mirrors in narrative disguises in which our exclusively hu-
man traits are literally reflected and critically reflected upon.
The theological consequences of these insights are primarily found in the
field of theological anthropology: it sheds new light on the idea of human-
ity as imago Dei, that is as âcreated co-creatorsâ, and on the new (religious)
5 While this is rhetorically true, a
number of players will figure out the
artificial nature of their avatar much
quicker, because when the avatar is
executing certain player-intended
actions â like typing on a key-
board or resetting the level to its
starting point â two robotic hands
are shown. The same is true for the
start of the first level (âLevel A1â),
when the avatar briefly (and nearly
visibly) shields its eyes from the sun,
or when the player discovers the
only mirror in the game showing the
robotic body of the child program
(âStar World Aâ).
When we play games, we begin to understand.
Limina
Grazer theologische Perspektiven, Band 3:2
- Titel
- Limina
- Untertitel
- Grazer theologische Perspektiven
- Band
- 3:2
- Herausgeber
- Karl Franzens University Graz
- Datum
- 2020
- Sprache
- deutsch
- Lizenz
- CC BY-NC 4.0
- Abmessungen
- 21.4 x 30.1 cm
- Seiten
- 270
- Kategorien
- Zeitschriften LIMINA - Grazer theologische Perspektiven