Thesis · 2025 · Open access

Emergent Languages: Game Design for Communication with Artificial Agents

Published
Type
Thesis
Language
English
DOI
https://doi.org/10.13140/RG.2.2.25637.67046

Abstract

Through an interdisciplinary perspective between design, history, and philosophy, this thesis seeks to explore the transformative potential of artificial intelligence (AI) in digital games and its ability to redefine video game design—a discipline that has historically struggled to adapt to rapid advancements in AI technologies. It examines the longstanding divide between AI research (both academic and industrial) and the game industry, where cutting-edge AI has often been limited to optimizing development pipelines rather than enriching the user-facing gaming experience.

The core argument of this dissertation is that game design must embrace AI to bridge this gap and enable a fusion of scientific innovation with artistic expression. By critiquing the industry’s traditional reductionist approach—centered on loops and mechanics—it proposes a shift towards a design philosophy rooted in the player’s affective experience as an aesthetic framework for navigating the increasing complexities of creating games with advanced artificial agents.

Key contributions of this thesis include:

1. A critical investigation into the historical and technical reasons behind the game industry’s limited adoption of advanced AI for player-facing experiences.

2. The introduction of a novel concept, neuro game design, which leverages neural networks and machine learning to craft dynamic, adaptive, and co-created game experiences.

3. The development of new design patterns and frameworks tailored for integrating neural AI into game design, balancing creative freedom with the ethical and technical challenges of AI-driven systems.

4. Insights from a case study, Project Trevor, which explores the creation of an empathetically motivated virtual pet agent. This project highlights both the immense potential and the significant challenges of incorporating neural AI into player experiences.

Despite the growing sophistication of development tools and software, creating engaging and innovative games has become increasingly difficult as player expectations rise, and the complexity of game design deepens. This thesis contends that integrating AI into game design is essential for the future of the medium, offering a vision of games as dynamic ecosystems co-created by intelligent algorithms, players, and designers. While this shift introduces ethical, technical, and artistic dilemmas, it also provides opportunities to revolutionize narrative structures, gameplay mechanics, and player interactions. By embracing AI as a co-creative force, this dissertation envisions a future where game design evolves beyond its current limitations, empowering creators to lead the next technological revolution in entertainment—while ensuring that this transformation remains grounded in artistic integrity and resistant to the pitfalls of AI industrial dependency.

Keywords: Game Design, Neuro Game Design, Artificial Intelligence, Neural Networks, Machine Learning, Game AI, Ludic Framework, Cybernetics, Emergence, Affective Computing, Non-Human Agency

Japanese title: 創発的な言語:人工エージェントと対話する為のゲームデザインに向けて

Author (as printed on the thesis): SERAPHINE Frederic Julien Nicolas

Where to download

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Table of contents

  • Chapter 1. Introduction
  • Chapter 2. Videogames and AI: A Fool’s Game?
    • 2.1 The Servant and the Served
    • 2.2 AI and Games in History
      • 2.2.1 Von Neumann and Game Theory: An Early Interest in Games
      • 2.2.2 Turing, Champernowne, and the Paper Machine
      • 2.2.3 Arthur Samuel and the Invention of Machine Learning.
      • 2.2.4 Complexity, Cellular Automata and the Game of Life
      • 2.2.5 Game Design for Science Yet Still No Science for Game Design
      • 2.2.6 The Rise and Fall of Symbolic AI
    • 2.3 Contemporary AI or the Revenge of Connectionism
      • 2.3.1 Alpha-Go, GPUs, and the Rise of Parallel Computing
      • 2.3.2 The Quest for General Game and Videogame Playing Agents
    • 2.4 How Do We Get from Go to Dungeons and Dragons?
  • Chapter 3. The Ichor of Talos: On the History of the Game AI Illusion
    • 3.1 The Lost and Scattered History of Game AI
    • 3.2 Game AI: A Blurry, Fuzzy History
      • 3.2.1 What if Pong Had a Solo Mode?
      • 3.2.2 The Emergence of AI Aesthetics and Personality: The Case of Pacman and Behavior Differentiation
      • 3.2.3 Tackling Companion AIs and other Autonomous NPCs
      • 3.2.4 From Finite State Machines to Neural State Machines
      • 3.2.5 And Now Where Are We Heading?
    • 3.3 From Talos to Galatea
  • Chapter 4. Behavior Design at the Interplay of Game Design & Complexity
    • 4.1 The Wings of a Butterfly in Brazil or a Drop of Water in the Ocean
    • 4.2 Play, Design, and Complexity: From Prototyping to Metatyping
      • 4.2.1 On Complexity in Game Design, Game Studies, and the Game Industry
      • 4.2.2 Towards a Definition of Game Design and Behavior Design Complexity
    • 4.3 Territories of Intelligence in the 2020s
      • 4.3.1 How Does a Thing Get a Sense of the World
      • 4.3.2 Time, Space, Essence, and Eidos
    • 4.4 How to Do Game Design for Things
      • 4.4.1 Understanding the Players
      • 4.4.2 Designing at the Interface
      • 4.4.3 Reality and Sensuality in Decentralized Worlds and Persistent Agents
  • Chapter 5. Towards Neuro Game Design
    • 5.1 Kepler and the Emergence of the Ellipse
    • 5.2 What is Machine Learning?
      • 5.2.1 What is a Neural Network?
    • 5.3 The Purpose of Learning in Game-Playing Agents
    • 5.4 Connectionism and the Ludic Framework
      • 5.4.1 Defining Our Building Blocks
      • 5.4.2 Actum, Tactum, Factum: Ludics with a Perspective
      • 5.4.3 The Ludics and Peircean Semiotics
    • 5.5 The Ludic Framework in the Age of AI
      • 5.5.1 The Back-and-Forth Design Methodology
    • 5.6 Kepler, or the Eyes in the Cosmos
  • Chapter 6. Ludonarration and Non-Human Agency
    • 6.1 The Music of Game Storytelling
    • 6.2 Is Storytelling About Reaching Harmony
      • 6.2.2 Dissonant Ludonarrative Perceptions
      • 6.2.3 Coping with Ludonarrative Issues in Game Design
      • 6.2.4 The Sacrosanct Disruptive Element
    • 6.3 Tension and Release: The Rhythm of Complexity
      • 6.3.1 Before Your Eyes: A Peculiar Approach to Rhythm
    • 6.4 Dialog and the Thorny Question of Non-Human Agency
      • 6.4.1 The Sagas of Baldr or the Crave for Discord in Tales
      • 6.4.2 Building Convincing Dialog Systems in Our Technological Landscape
      • 6.4.3 Beyond Dialog: Natural Language Controls and Inner Thoughts for Artificial Agents
    • 6.5 Games as a Platform for the Development of Non-Human Agency
  • Chapter 7. Exploring Applications of Neuro-Game Design with Project Trevor
    • 7.1 The Wickedness of Affective Computing
      • 7.1.1 What is a Wicked Problem?
      • 7.1.2 Exploring Affective Computing
    • 7.2 Design Research at DLX Design Lab
    • 7.3 Project Trevor, or Toying with an AI Algorithm to Define Artificial Empathy
      • 7.3.1 The Concept of Trevor
      • 7.3.2 Exploration of Solutions
      • 7.3.3 About the Bio-Signal Data Processing
      • 7.3.4 Empathy as a Learning Policy in AI
      • 7.3.5 Integrating Machine Learning Frameworks in Videogames, a Difficult Endeavor
      • 7.3.6 Wider Implications and Future Prospects
  • Chapter 8. Conclusion: How Can Game Developers Stay Relevant Amid the AI Revolution?
    • 8.1 Can R2D2 Defeat the Would-Be AllMinds and GLaDOSes of the World?
    • 8.2 Reimagining Design Patterns in the Age of AI: A Paradigm Shift for Game Development
      • 8.2.1 Towards Design Patterns for Communication with Advanced Artificial Agents
    • 8.3 Developing Tools and Promoting Game Developers to Better Understand Modern AI

Details and licence

  • Degree: Ph.D. in Information Studies, The University of Tokyo, 2025
  • Length: 340 pages (main text pp. 1–323, references pp. 324–340)
  • Language: English
  • Licence: CC BY-NC-ND 4.0 (© 2024 Frederic Seraphine)

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Cite this

APA 7

Seraphine, F. (2025). Emergent Languages: Game Design for Communication with Artificial Agents [Doctoral dissertation, The University of Tokyo]. https://doi.org/10.13140/RG.2.2.25637.67046

BibTeX
@phdthesis{seraphine2025emergent,
  author = {Seraphine, Frederic},
  title = {Emergent Languages: Game Design for Communication with Artificial Agents},
  school = {The University of Tokyo},
  year = {2025},
  doi = {10.13140/RG.2.2.25637.67046},
  url = {https://www.fredericseraphine.com/publications/emergent-languages/},
  language = {en},
  keywords = {Game Design, Neuro Game Design, Artificial Intelligence, Neural Networks, Machine Learning, Game AI, Ludic Framework, Cybernetics, Emergence, Affective Computing, Non-Human Agency}
}