Blog Question 3: Reactivity, Proactivity and Social Activity In Intelligent Digital and Physical Agents

The digital intelligence agent that is the ‘bots’ in the first person shooter game series’ Call of Duty: Black Ops, Black Ops 2, Black Ops 3, Ghosts and Advanced Warfare shows Reactivity with the ability to throw live grenades back to enemies, Proactivity to know when to stop killing enemies and Capture a flag and Social Ability to interact with human players and revive them when they are down.

In the Call of Duty franchise, live grenades thrown by enemies can be thrown back by players, the same goes with bots. This shows the intelligence of Reactivity due to reaction to change in environment and danger.

In Call of Duty, bots are able to play game types such as Search and Destroy, Capture the Flag, Hardpoint, Domination, Demolition etc. bots must prioritise capturing an objective, scoring a point or defusing a bomb before or whilst killing enemy players to win the game. This shows a form of Proactivity in the intelligence of bots in Call of Duty.

The bots are able to co-operate in game modes such as Team Deathmatch to kill enemy players/bots, score points, and win the game. In the game Call of Duty: Black Ops, bots were also able to interact with human players by reviving them when the die with the perk Last Stand Pro on. This shows that the bots in Call of Duty are also equipped with the intelligence of Social Ability.

The multi-player bots in the Call of Duty first person shooter franchise can be considered as truly intelligent due to evidence of Reactivity in throwing back live enemy grenades, Proactivity when prioritising capturing an objective, scoring points, or defusing a bomb over killing enemies in different game modes and Social Ability to kill enemy players or revive downed human teammates.

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