Will it be possible to replace some bureaucrats with AI in the future, would it change the quality of diplomacy, and does such a game have anything to do with a real diplomatic service? Professor Arkady Rzegocki, Head of the Foreign Service of the Republic of Poland, is convinced that the answer is no. “Artificial intelligence has a very large application, and it’s getting bigger every year. The world of diplomacy, of course, takes advantage of digital achievements, such as in crisis situations. However, AI certainly won’t be able to replace professional diplomatic staff. Diplomacy is largely based on trust and personal contacts, and even the best machine will never replace it”, states the ambassador.
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Well, artists and radiologists still say that too, just ever more meekly. It’s clear, however, that they their specialties don’t depend on personal contacts with clients or patients.
AI eats the European pie
There’s also no denying that
–Diplomacy is basically just an imitation of real diplomacy, although Henry Kissinger is a big fan of the game. This aged strategic adviser, former secretary of state and American diplomat, you would say the Talleyrand of our time, has loved it for 63 years, because that’s when it entered the American market as a strategic “war game”. Its players belong to a similarly elite group as chess players. They associate in clubs, organize local and international
–Diplomacy tournaments, where the prize pool can make the heads spin of simple fans of Ludo or even Scrabble.
For decades, the game functioned in the form of letters, then e-mails, and of course on computers, and finally online. However, the latter was not particularly appreciated as recently as a decade ago by players who – like chess players – would like to face AI. It lacked appropriate speech emulation or dialog windows that would allow for a meaningful game of people against bots. There were also no bots good enough to play with.
So what did CICERO manage to achieve, since it entered the top 10% of players?
–Diplomacy differs from typical war games in several key elements. There are no turns or a sequence: players secretly record their moves after a period of negotiation, and then all moves are revealed and implemented simultaneously. Combat simulation rules are strategic and abstract, not tactical and realistic, because it’s not a military simulation. Additionally, each military unit, land or sea, has the same strength. The game board is on the scale of the entire continent (Europe AD 1901 plus Turkey, a part of the Middle East and North Africa, where Russia is the only power equipped with more than three armies), and not a single military campaign. Finally, the resolution of the conflict does not contain random elements, such as rolling dice or drawing cards. It’s the social interaction and interpersonal skills that determine success in
–Diplomacy.