cs.HCAug 6, 2026

Turing's First Imitation Game: Design Concepts and a Human-Approximates-Machine Reading

Authors: Sharon TemtsinChristoph Bartneck

Abstract

This paper examines Turing's 1948 report, "Intelligent Machinery", as an important conceptual source for the later imitation games. Its first contribution is to identify and integrate the design concepts underlying the 1948 chess-based imitation game: the possibility that intelligent machines may make mistakes, the exclusion of irrelevant physical features, the role of the human judge, and Turing's claim that intellectual activity consists mainly of search. The paper's second contribution is to argue that restricting the human contestant to a rather poor chess player increases the role of intellectual search and makes human behaviour more comparable to machine behaviour. This interpretation presents the 1948 game as a human-approximates-machine game and suggests that the imitation game framework can be used not only to ask whether machines imitate humans, but also to examine when human intelligence becomes machine-like under specific task constraints.

Explore similar work

Oct 30, 2025cs.LG

Can machines think efficiently?

The Turing Test is no longer adequate for distinguishing human and machine intelligence. With advanced artificial intelligence systems already passing the original Turing Test and contributing to serious ethical and environmental concerns, we urgently need to update the test. This work expands upon the original imitation game by accounting for an additional factor: the energy spent answering the questions. By adding the constraint of energy, the new test forces us to evaluate intelligence through the lens of efficiency, connecting the abstract problem of thinking to the concrete reality of finite resources. Further, this proposed new test ensures the evaluation of intelligence has a measurable, practical finish line that the original test lacks. This additional constraint compels society to weigh the time savings of using artificial intelligence against its total resource cost.
Adam Winchell
Oct 13, 2025q-bio.NC

People use fast and flat simulation to reason about new games

Games have long been a microcosm for studying planning and reasoning in both natural and artificial intelligence (AI), often focusing on expert-level or even super-human play. But real life also pushes human intelligence along a different frontier, requiring people to flexibly navigate decision-making problems that they have never thought about before. Here, we use novice gameplay to study how people reason about new problem settings. Through a series of large-scale behavioral studies with over 1000 participants and 121 two-player strategic board games (almost all novel to our participants), we show that people are systematic and adaptively rational in how they play a game for the first time, or evaluate a game (e.g., how fair or how fun it is likely to be) before they have played it even once. We explain these capacities via a computational cognitive model that we call the 'Intuitive Gamer', a model based on mechanisms of fast and flat (depth-limited) goal-directed probabilistic simulation. Our work offers new insights into how people rapidly evaluate, act, and make suggestions when encountering novel problems, and could inform the design of more flexible and human-like AI systems that can determine not just how to solve new tasks, but whether a task is worth thinking about at all.
Katherine M. Collins, Cedegao E. Zhang, Lionel Wong +6
May 11, 2026cs.AI

The Generalized Turing Test: A Foundation for Comparing Intelligence

We introduce the Generalized Turing Test (GTT), a formal framework for comparing the capabilities of arbitrary agents via indistinguishability. For agents A and B, we define the Turing comparator A \geq B to hold if B, acting as a distinguisher, cannot reliably distinguish between interactions with A (instructed to imitate B) and another instance of B. This yields a dataset- and task-agnostic notion of relative intelligence. We study the comparator's structure, including conditions under which it is transitive and therefore induces an ordering over equivalence classes, and we define and analyze variants with querying, bounded interaction, and fixed distinguishers. To complement the theory, we instantiate the framework on a collection of modern models, empirically evaluating pairwise indistinguishability across thousands of trials. The resulting comparisons exhibit a stratified structure consistent with existing rankings, hinting that the proposed framework yields meaningful empirical orderings. Our results position indistinguishability as a unifying lens for reasoning about intelligence, suggesting a foundation for evaluation and, potentially, training objectives that are inherently independent of fixed datasets or benchmarks.
Daniel Mitropolsky, Susan S. Hong, Riccardo Neumarker +2