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A screenshot of the AI's Anatomy main menu showing a robot character and the ability to enter or create a room in the game.

AI’s Anatomy

Organization:

The Woodrow Wilson Center for International Scholars, Serious Games Initiative

Dev Category:

Release Year:

The game AI’s Anatomy was designed for a session of the Wilson Center’s Technology Labs, a six week closed-door seminar series on AI provided for executive and legislative government staff in the United States. The specific session that this game is for focuses on bias in AI systems, and challenges participants to think of not only how bias can be embedded in systems but the consequences of bias in AI. The game itself takes inspiration from a core reading of the seminar by Obermeyer et al., called “Bias and how it is embedded in machine learning/AI systems”. In this, the authors discovered how an algorithm trained on healthcare data (such as the cost of healthcare, number of visits per year, etc.) was racially biased due to the historical underutilization of the healthcare system of Black Americans. Players do not know this going into the game, however. Instead, they must help B3T4 learn how to correctly identify people in need of higher medical care. In each round, the player and B3T4 can refine the model by adding more and more data. In the task of training the AI to “sort” patients, players can see how an algorithm can sharpen the picture — but also easily it is to add bias into a system.

Game Overview

The Wilson Center’s approach to serious games is not so much skill development/training as it is knowledge and motivation. In this game, the learner should walk away with the core understanding that AI systems need to be trained, and depending on what data is put into them, can influence the outcomes. As part of that, training an AI system, you can emphasize different variables (“weights”). They should get a sense of one application of AI-fueled algorithms, namely healthcare. Within the Wilson Center’s Technology Labs, the intent is to also provide a hands-on experiential practice of getting to see how bias can be embedded in AI systems. As part of this, they get to experience a “canonical” piece of literature (Obermeyer et al.) come to life and better understand that piece of literature.

The mechanic goal is for players to correctly balance the weights of the “algorithm” and correctly “sort” patients into the correct category of medical need. The learning goal of the game is to motivate learners to understand more about AI systems, and lower the barrier of entry to a very complex technical topic — namely, algorithmic bias based on data and learning.

Policy makers (18+) in the legislative and executive branch, US

AI’s Anatomy assessment is based on weighted voting of the different training weights. The more players there are, the most votes are given to the players, and the more they are dispersed amongst the weights. After the player(s) sort, they will be told whether they sorted correctly or incorrectly, and the game will note if the patient is eligible, ineligible, or enrolled.

Some of the feedback we have received from this game includes:

“The required and recommended reading materials were always worth the time. I especially appreciated the links to games to help illustrate the concepts, etc. Very nice curriculum. What you have with the AI Lab could be well described as the “gold standard” for building understanding of AI in the federal government space.”

“The bias game assigned one of the weeks was VERY cool! It’s challenging to create hands on exercises for non-technical discussion topics, but I thought the game was an effective method of doing so (and would love to see it or other games incorporated more into the course).”

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Game Video

Play the video below to learn more about AI’s Anatomy