Artificial stupidity

[1] While there are a number of different versions, the original test, described by Turing as being based on the "imitation game", involved a "machine intelligence" (a computer running an AI program), a female participant, and an interrogator.

Within computer science, there are at least two major applications for artificial stupidity: the generation of deliberate errors in chatbots attempting to pass the Turing test or to otherwise fool a participant into believing that they are human; and the deliberate limitation of computer AIs in video games in order to control the game's difficulty.

[2] This technique has remained a part of the subsequent Loebner prize competitions, and reflects the issue first raised by Turing.

Lars Lidén argues that good game design involves finding a balance between the computer's "intelligence" and the player's ability to win.

By finely tuning the level of "artificial stupidity", it is possible to create computer controlled plays that allow the player to win, but do so "without looking unintelligent".