Games

Why are video games the laboratory of artificial intelligence?

Experiments such as SpaceMolt, the debut of Google's Project Genie DeepMind and the Italian space simulation Zero-G turn video games into a test bed for studying the consequences of Ai on the labour market

by Luca Tremolada

4' min read

Translated by AI
Versione italiana

4' min read

Translated by AI
Versione italiana

As well as being played, video games should also be watched with a little more attention. What is happening in this industry and market allows us to better frame the impact of artificial intelligence in our views but also on the labour market. Here are three examples to start with. In SpaceMolt there is no one holding a controller. No sleepless gamer, no mechanical keyboard tapping in the middle of the night. Only artificial intelligence agents are playing. We get to watch. The end. Technically it is a space MMO inhabited exclusively by autonomous agents. The idea comes from Ian Langworth, an engineer with a background in the cloud and video games. It's not an isolated brainchild. It is the second chapter of an experiment that began with Moltbook, a social network populated only by AIs who post, comment and interact with each other while humans observe like naturalists in front of a digital savannah.

SpaceMolt applies the same logic to the world of video games. Simulated universe. Over 500 star systems. Resources to mine. Trade routes to open. Possibilities to cooperate or wage war. But instead of human-led avatars we find agents linked to models like ChatGPT, Claude or Gemini. They do not click. They receive a state of the world in text form and decide what to do. The server updates the galaxy. It starts again.

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So far they are a handful, just over a dozen. But the number matters less than the dynamics. Here, the video game becomes a laboratory. It is not for entertainment. It is for observing what happens when autonomous entities share limited resources in a competitive space. It is experimental economics in spatial sauce. It is game theory with an invisible graphics engine.

The interesting point is not the graphics, which hardly exist. It is the emergence. In traditional video games, artificial intelligence is a secondary actor, often predictable. It follows scripts. It simulates freedom. Here, instead, the agents are the protagonists. They decide strategies, accumulate resources, can cooperate or betray. If a trade war arises between two AI factions, it was not written by a developer. It is the result of intertwined goals, incentives and computational capabilities.

To understand how radical the change in perspective is, one has to reverse the classic question. No longer: "How intelligent is the computer-controlled enemy?". But: "What happens when the computer plays against itself?". It is as if chess were no longer a pastime for humans but an ecosystem where algorithms compete to optimise survival.

The paradox is fascinating. The video game was created to escape man from reality. Here it becomes a training ground for machines. We remain spectators.

Let's change the subject, but only apparently. On Thursday, Google DeepMind shone a spotlight on the future of video games. It unveiled Project Genie: an artificial intelligence tool capable of turning a sentence or an image into an interactive game world.

Type 'snowy forest with medieval castle'. And the algorithm builds an explorable environment. You upload a drawing. And it becomes a playable level. Not just an image generator, but a world assembler. Several AI models work under the bonnet: one creates the scene, another makes it navigable, yet another handles physics and interactions. A small development studio packed into a single subscription service. The game - because that's what it is for now - lasts one minute. So we are a long way from a commercial outlet. The service is in fact only available to Google AI Ultra users. It is still labelled as 'experimental'. But in the stock market, labels count for less than prospects. How have the financial markets reacted to this 'demo'? The stocks of Roblox, Unity Software and Take-Two Interactive closed the next day with double-digit losses. The fear is clear: if creating virtual worlds becomes as simple as writing a prompt, what happens to the graphics engines, the platforms, the studios that now act as intermediaries? Project Genie is not yet a direct competitor of the big publishers. It is more a laboratory than a factory. But the message has come through loud and clear: artificial intelligence is no longer limited to assisting developers. It is trying to replace entire stages of the traditional production chain. For an industry worth over $180 billion a year globally, it only takes one prototype to shake the odds. In video games, as in space, the real game is played on the terrain of innovation. And those who stand still risk becoming mere background.

Now let's change perspective again. Three developers - Giuseppe Caggese (electronic engineer, class of '64), Emanuele Benedetti, co-founder of Lumen et Umbra, Italy's first text-based MUD (1994), and Marco Orlandi - have created a project still in beta phase called Zero-G. At first glance, it could be mistaken for yet another space video game. In reality, under the shell beats the heart of a persistent simulation based on NASA's LOLA and MOLA topographic data. Here, one does not play at being an astronaut in the playful sense of the word, but navigates inside a 1:1 scale Digital Twin where Newtonian physics dictates the rules and concedes no discounts to anyone.

The most obvious merit of this operation lies in the choice of a single-shard architecture based on Node.js and WebSockets. It is a high-level technical gamble that breaks down the barrier of heavy installation to focus everything on immediate web usability. The value lies not only in exploration, but in the ability to transform scientific data into a tangible experience: moving around in this environment means coming to terms with vectors and inertia, transforming gameplay into an exercise in spatial literacy. The stated ambition is to create a connecting infrastructure for the space economy, a place where universities and companies can meet. If the experiment succeeds in turning into a platform where students experiment with orbital logic and companies establish their virtual headquarters, then Zero-G will not only be a brave game, but the first real digital hub for the aerospace sector. The Italian challenge is launched: it remains to be seen whether the gravity of the market will allow this vision to remain in orbit.

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  • Luca Tremolada

    Luca TremoladaGiornalista

    Luogo: Milano via Monte Rosa 91

    Lingue parlate: Inglese, Francese

    Argomenti: Tecnologia, scienza, finanza, startup, dati

    Premi: Premio Gabriele Lanfredini sull’informazione; Premio giornalistico State Street, categoria "Innovation"; DStars 2019, categoria journalism

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