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    도핑 개념의 확대를 통한 e스포츠 대회에서의 AI 도핑 규제 방안 검토 = Regulation of AI doping in e-sports competitions by expanding the concept of doping

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    https://www.riss.kr/link?id=A109119298

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    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.
    번역하기

    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 compan...

    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.

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    참고문헌 (Reference)

    1 한국도핑방지위원회, "한국도핑방지규정"

    2 문화체육관광부, "한국, 세계도핑방지기구(WADA) 이사국 재진출 - ’17-’19년 임기로, 세계도핑정책 선도 노력 -"

    3 임대준, "오픈AI "챗GPT 엔터프라이즈 사용 기업 260곳"...연간 수익 1400억 추산"

    4 류지영, "스포츠에 있어서 도핑의 형사책임" 37 (37): 2021

    5 World Anti Doping Agency, "세계반도핑규약"

    6 부산광역시, "세계도핑방지기구(WADA) 회장, 부산에 푹 빠지다"

    7 최인영, "사이클계 골머리 기계도핑…"열카메라로 적발 어려워""

    8 김형열, "또 사이클 기계도핑 논란 "투르드프랑스 못 믿어!""

    9 차종진, "독일 반도핑법(ADG)상 도핑범죄체계에 관한 연구" 22 (22): 2019

    10 김용섭, "도핑 규제의 법적 과제" (115) : 2010

    1 한국도핑방지위원회, "한국도핑방지규정"

    2 문화체육관광부, "한국, 세계도핑방지기구(WADA) 이사국 재진출 - ’17-’19년 임기로, 세계도핑정책 선도 노력 -"

    3 임대준, "오픈AI "챗GPT 엔터프라이즈 사용 기업 260곳"...연간 수익 1400억 추산"

    4 류지영, "스포츠에 있어서 도핑의 형사책임" 37 (37): 2021

    5 World Anti Doping Agency, "세계반도핑규약"

    6 부산광역시, "세계도핑방지기구(WADA) 회장, 부산에 푹 빠지다"

    7 최인영, "사이클계 골머리 기계도핑…"열카메라로 적발 어려워""

    8 김형열, "또 사이클 기계도핑 논란 "투르드프랑스 못 믿어!""

    9 차종진, "독일 반도핑법(ADG)상 도핑범죄체계에 관한 연구" 22 (22): 2019

    10 김용섭, "도핑 규제의 법적 과제" (115) : 2010

    11 "대한민국헌법, [시행 1988. 2. 25.] [헌법 제10호, 1987. 10. 29., 전부개정]"

    12 박보현 ; 한승백, "기술 진보 vs 기술 도핑 스포츠 공정성의 사회적 구성" 57 (57): 2018

    13 장하준, "그들이 말하지 않는 23가지" 부키 2010

    14 "국민체육진흥법 [시행 2024. 3. 15.] [법률 제19701호, 2023. 9. 14., 일부개정]"

    15 과학기술정보통신부, "과기정통부, 사람이 중심이 되는 『인공지능(AI) 윤리기준』마련"

    16 한종욱, "“ 뇌 운동도스포츠다”···페이커가 종결 지은 논란"

    17 "https://twitter.com/TEKKEN_Project/status/1762115304002306494, 2"

    18 "https://steamcommunity.com/stats/1778820/achievements/"

    19 UNESCO, "International Convention against Doping in Sport"

    20 Ivan Šimić, "How can AI improve esports inside and outside the game?"

    21 Tomasz Koryzma, "DOPING IS DAMAGING ESPORTS"

    22 양지훈, "ChatGPT를 넘어 생성형(Generative)AI 시대로 : 미디어 · 콘텐츠 생성형 AI 서비스 사례와 경쟁력 확보 방안" (55) : 2023

    23 RIOT GAMES, "2024 스프링 리그 오브 레전드 챔피언스 코리아 및 리그 오브 레전드 챔피언스 코리아 챌린저스 리그 공식 규정집"

    24 World Anti Doping Agency, "2024 금지목록 국제표준"

    25 한국콘텐츠진흥원, "2023 이스포츠 실태조사" 한국콘텐츠진흥원 2023

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