도핑 개념의 확대를 통한 e스포츠 대회에서의 AI 도핑 규제

Regulation of AI doping in e-sports competitions by expanding the concept of doping

초록

Currently, in the game industry, AI is used in a variety of ways from the development stage of the game to the play stage. Real-time online battle games such as League of Legends and Starcraft 2 all provide the function of fighting AI, and game companies are also continuously updating AI to make it similar to human play. Even Generative AI, created based on reinforcement learning, is changing the way existing AI plays games significantly. Instead of static AI that plays games based solely on data coded in advance by game producers, an AI character created based on the play of a real user has emerged that is very similar to his game play through a reinforcement learning algorithm by itself, and the similarity is increasing. However, the development of AI is expected to cause both light and cancer in the e-sports industry. This is because with the development of Generative AI, the possibility of AI doping, in which users learn the play method of a specific person who has better game skills than them, and the AI helps or replaces the user's play, is emerging. AI doping, which we want to argue in this paper, refers to the use of AI that has learned the play of various people in official competitions. Professional gamers and top rankers play dozens to hundreds of games a day, not only in official competitions, but also in internal practice between their team members, practice between teams called "cream," and more recently through personal broadcasts. If high-performance AI learned based on vast and diverse samples is used during the official competition, it is considered to be an act that meets the definition of doping behavior that is "any means to further improve performance other than one's own physical capabilities," and there is a concern that it harms the integrity of e-sports and harms the integrity of e-sports competitions. Therefore, in this study, to regulate AI doping as described above, the National Sports Promotion Act and the Minister of Culture, Sports, and Tourism's notice will expand the definition of doping behavior, which is already sanctioned by the Ministry of Culture, Sports, and Tourism.

키워드

AI 도핑; 반도핑; AI; e스포츠; 도핑 규제; AI-Doping; Anti-Doping; AI; E-sports; Regulation of doping
제목
도핑 개념의 확대를 통한 e스포츠 대회에서의 AI 도핑 규제
제목 (타언어)
Regulation of AI doping in e-sports competitions by expanding the concept of doping
저자
김민재; 홍선기
DOI
10.20995/CMEL.18.1.4
발행일
2024-06
저널명
문화미디어엔터테인먼트법
권
18
호
1
페이지
101 ~ 122