CM3020 Artificial Intelligence Assessment Sample 2026 | University of London Singapore

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    CM3020 Assessment Sample

    Title : Game-Playing Artificial Intelligence: Research Value, Applications, Ethics and Neural Networks

    Introduction

    Games have long served as laboratories for artificial intelligence because they convert complex reasoning into environments with explicit rules, observable outcomes and measurable performance. Chess, Go and Atari have therefore supported advances in search, reinforcement learning and planning. However, winning a game is not equivalent to possessing general intelligence: games normally provide clearer objectives, safer exploration and more stable rules than real-world environments. This essay argues that game-playing AI is valuable both as a research method and as a source of transferable techniques, but that its benefits must be balanced against ethical risks. It also argues that neural networks are powerful components of modern systems rather than a universally superior solution on their own.

    1. Why do researchers create AI systems that play games?

    Researchers create game-playing systems because games offer controlled and repeatable tests of intelligent behaviour. An algorithm can be evaluated through scores, win rates or progress towards a defined goal, while the same initial conditions can be reproduced for comparison. Bellemare et al. (2013, p. 253) describe the Arcade Learning Environment as “a rigorous testbed for evaluating and comparing approaches”. This matters because AI research needs benchmarks that reveal whether an improvement comes from the algorithm rather than an unrepeatable environment. Atari also requires perception, delayed reward and action selection, so it is more demanding than a simple puzzle while remaining experimentally manageable.

    Different games expose different weaknesses in existing techniques. Deep Blue demonstrated the value of large-scale search and expert evaluation in chess (Campbell, Hoane and Hsu, 2002). Go’s enormous search space encouraged the combination of learned evaluation with Monte Carlo Tree Search (Silver et al., 2016), while Atari allowed Mnih et al. (2015) to test whether one learning architecture could operate across many visually different tasks. Self-play systems such as AlphaZero further investigate whether agents can improve without human demonstrations (Silver et al., 2018). Nevertheless, these achievements show competence within formal environments; they do not prove that the systems understand the social meaning or real-world consequences of their actions.

    2. What are three possible application areas for game-playing AI?

    The first application area is robotics. Both games and robots involve states, actions, feedback and long-term consequences. Reinforcement learning can train control policies through repeated simulated trials before a robot is exposed to expensive or dangerous physical testing. Andrychowicz et al. (2020) trained a robotic hand in randomized simulations and transferred the learned manipulation policy to real hardware. This demonstrates how game-like trial and error can support dexterous control. However, simulation cannot represent every physical condition, so a policy may fail when sensors, friction or objects differ from training.

    The second area is security and infrastructure protection. Security problems can be represented as games between defenders and strategic attackers. Pita et al. (2009) describe ARMOR, a system that used a Bayesian Stackelberg game to randomize checkpoints and canine patrols at Los Angeles International Airport. Game-theoretic reasoning is useful because predictable patrols can be exploited, whereas randomized schedules force an adversary to act under uncertainty. Yet the model depends on assumptions about attacker behaviour and target values; incorrect assumptions may produce confident but unsuitable recommendations. Human oversight therefore remains essential.

    The third area is algorithm and operational optimisation. Mankowitz et al. (2023, p. 257) “formulated the task of finding a better sorting routine as a single-player game”. Their AlphaDev agent searched sequences of assembly instructions and discovered sorting routines later incorporated into the LLVM C++ library. This is a direct transfer from game-playing methodology to software engineering: moves become instructions, and reward represents correctness and speed. Similar formulations could support scheduling, routing and resource allocation. The limitation is that the AI optimises only what the reward captures; poorly specified objectives can exclude maintainability, fairness or safety.

    3. What ethical problems are associated with game-playing AI?

    One ethical problem is manipulation. Player-modelling systems can infer ability, preferences and engagement patterns, allowing games to adjust difficulty or content (Yannakakis and Togelius, 2018). This can improve accessibility, but the same information can be used to maximise spending or playing time. Zendle and Cairns (2018, Abstract) found a relationship between loot-box spending and problem-gambling severity. However, they stress: “It is unclear from this study whether buying loot boxes acts as a gateway”. Their caution is important: correlation does not establish causation. Even so, adaptive AI combined with gambling-like rewards creates a risk of exploiting vulnerable users.

    Privacy and fairness are also concerns. Detailed telemetry can reveal habits and vulnerabilities, yet players may not understand how profiles affect matchmaking, offers or difficulty. Competitive games also face bots, automated assistance and anti-cheat systems. Powerful AI may give some users unfair advantages, while opaque detection systems may wrongly punish legitimate players. Transparency and meaningful user control are therefore necessary (Amershi et al., 2019).

    A further issue is dual use. Self-play and adversarial planning can support protection, but similar methods can model surveillance, cyberattacks or military conflict. Large-scale training also concentrates capability among organisations with exceptional computing resources. The algorithm is not automatically unethical; responsibility depends on objectives, data and deployment. Nevertheless, researchers should assess foreseeable misuse, disclose limitations and avoid presenting narrow game success as proof that a system is safe for high-stakes decisions.

    4. Are neural networks the best game players?

    Neural networks are highly effective when games contain high-dimensional observations or positions that are difficult to evaluate manually. Mnih et al. (2015, p. 529) showed that a deep Q-network could learn from “only the pixels and the game score”. This reduced dependence on handcrafted features and demonstrated one architecture across numerous Atari games. Neural networks can also approximate policies and position values, allowing them to generalise from previously encountered states.

    However, landmark systems show that networks are often strongest when combined with search. Silver et al. (2016, p. 484) introduced an algorithm that “combines Monte Carlo simulation with value and policy networks”. AlphaGo’s networks narrowed the search and evaluated positions, while tree search explicitly investigated future moves. AlphaZero used a related combination in chess, shogi and Go (Silver et al., 2018). These systems are evidence for hybrid design, not for neural networks acting alone.

    Classical methods remain important. Deep Blue defeated the world chess champion through specialised hardware, extensive search, chess knowledge and a complex evaluation function rather than modern deep learning (Campbell, Hoane and Hsu, 2002). In smaller deterministic games, minimax and alpha-beta pruning can be reliable, understandable and efficient. Neural methods, by contrast, may require large datasets or simulations, substantial computation and can behave unpredictably outside training conditions. Therefore, there is no context-free “best” method. If playing strength in complex games is the only measure, neural-search hybrids often lead. If interpretability, energy use, reproducibility or formal guarantees matter, classical or rule-based systems may be preferable.

    5. How reliable are three of the references?

    Mnih et al. (2015) is highly reliable for its reported Atari experiments. It was peer reviewed in Nature, evaluated one broad architecture across 49 games and clearly described the central DQN method. However, performance was not equally strong in every game, and the title’s phrase “human-level” can appear broader than the results. The article was also produced by the organisation developing the system, and its computational demands limited immediate independent replication.

    Silver et al. (2016) is similarly strong primary evidence. The Nature article documents AlphaGo’s architecture and reports controlled matches against programs and a professional player. Its technical explanation supports the conclusion that neural networks and search were integrated. Limitations include the authors’ direct involvement in the project, restricted access to comparable computing infrastructure and the fact that exceptional Go performance cannot by itself establish general intelligence.

    Campbell, Hoane and Hsu (2002) is an authoritative account of Deep Blue published in the peer-reviewed journal Artificial Intelligence. The authors’ involvement gives them detailed knowledge of the hardware, search and evaluation system. That same involvement may encourage favourable retrospective presentation, and Deep Blue was highly specialised. The source is therefore reliable for explaining Deep Blue and contrasting it with neural approaches, but its 2002 publication date means it should not be used to judge the current state of game-playing AI.

    Conclusion

    Game-playing AI gives researchers controlled environments for testing search, learning, planning and strategic interaction. Its methods have credible applications in robotics, security and algorithm optimisation, although real deployments require safeguards that games often omit. Ethical problems include manipulation, privacy loss, unfairness, dual use and unequal access to computation. Neural networks have transformed game playing, but the strongest evidence favours systems that combine learned representations with search or other structured methods. Game success should therefore be treated as a valuable demonstration of specialised capability, not as automatic proof of general or ethically safe intelligence.

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    Laura Tan

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