El uso de la Inteligencia Artificial en el proceso de diseño del habla y el lenguaje de un personaje de videojuegos
- David Alonso Urbano
- Rubén Cantos Leal
ISSN: 1989-8681
Año de publicación: 2023
Número: 14
Páginas: 427-447
Tipo: Artículo
Otras publicaciones en: Miguel Hernández Communication Journal
Resumen
This study is based on the results obtai-ned in a previous research made by Rubén Buren (2019) where the author offers me-chanization instruments in the construc-tion process of audiovisual characters, within the video game, through certain signals that must compose them, as an autonomous and differentiated. As a no-vel fact, the focus of attention is placed on the particularization and individuali-zation that gives a character, or group of characters, the making of phrases, words, a certain use of speech or a language, be it phonoarticulate, sound or written. This article describes how this mechanization in the construction of video game characters can be combined with ChatGPT, an artificial intelligence (AI) application based on OpenAI’s GPT-3.5 software, which can generate texts and solving a large variety of tasks, that has emerged during the year 2022. Understanding that ChatGPT uses a probabilistic model when generating texts, and the algorithms that configure this AI are based on reinforce-ment learning, it is intended to investigate how this tool is trained and can be trained to be an assistant in the video game character design process
Referencias bibliográficas
- Brown, T., Mann, B., Ryder, N., Subbiah, M., Kaplan, J. D., Dhariwal, P., . . . Askell, A. (2020). Language models are few-shot learners. Advances in neural information processing systems, 33, 1877-1901.
- Buren, R. (2017). GUION DE VIDEOJUEGOS. Editorial Síntesis, S.A.
- Buren, R. (2019). Personaje de videojuego la importancia del habla y el lenguaje en el proceso de diseño. Obtenido de https://dialnet.unirioja.es/servlet/tesis?codigo=254871
- Celi-Parraga, R. J.-T.-G.-P. (2021). Técnicas de procesamiento de lenguaje natural en la inteligencia artificial conversacional textual. Revista Indexada ALFA, 3 (4.1), 40-52.
- Chomsky, N. (2002). El Lenguaje y la Mente Humana. Barcelona: Ariel.
- Goodfellow, I., Bengio, Y., & Courville, A. (2016). Deep learning. MIT Press.
- Greimas, A. J. (1966). Estructural Semantics: Methodology Research. LIBRAIRIE LAROUSSE.
- Jung, C. G. (1968). The archetypes and the collective unconscious. Trans. RFC Hull, Princeton University Press.
- Naranjo, C. (1994). Character and Neurosis: An Integrative View. Gateways/IDHHB, Inc.
- Pavlov, P. I. (1927). Conditioned reflexes: an investigation of the physiological activity of the cerebral cortex. Oxford University Press.
- Peirce, C. S. (1991). Peirce on Signs: Writings on Semiotic by Charles Sanders Peirce. University of North Carolina Press: James Hoopes Editor.
- Samuel, A. (1959). Some Studies in Machine Learning Using the Game of Checkers. IBM Journal of Research and Development, vol. 3, 210-229.
- Sánchez-Migallón Jiménez, S. (2019). Redes neuronales profundas. Consecuencias Filosóficas. Universidad de Granada. Recuperado el 04 de abril de 2023, de https://www.researchgate.net/profile/Santiago-Sanchez-Migallon/publication/348734765_REDES_NEURONALES_PROFUNDAS_CONSECUENCIAS_FILOSOFICAS/links/600dc25ba6fdccdcb87aac63/REDES-NEURONALES-PROFUNDAS-CONSECUENCIAS-FILOSOFICAS.pdf
- Skinner, B. F. (1965). Science and human behavior. New York: Simon and Schuster.
- Sutton, R. S., & Barto, A. G. (2018). Reinforcement learning: An introduction. MIT Press.
- Togelius, J., & Yannakakis, G. N. (2018). Artificial Intelligence and Games. Springer International Publishing.
- Vaswani, A., Shazeer, N., Parmar, N., Uszkoreit, J., Jones, L., Gomez, A. N., . . . Polosukhin, I. (2017). Attention is all you need. Advances in neural information processing systems, 30, 5998-6008.
- Watson, J. B. (1913). Psychology as the behaviorist views it. Psychological review, 20(2), 158.
- Wertheimer, M., & Puente, A. E. (2020). A brief history of psychology. New York: Routledge.
- Yakán, S. (s.f.). Análisis del Desarrollo de la Inteligencia Artificial en la Industria del Juego. Revista internacional de gestión de servicios cibernéticos y de TI, 1(2), 111–116. Obtenido de https://iiast.iaic-publisher.org/ijcitsm/index.php/IJCITSM/article/view/100