Domain: botprize.org
Stories and comments across the archive that link to botprize.org.
Stories · 6
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Two Teams Win the BotPrize
An anonymous reader writes "For the past five years, the 2K BotPrize has challenged artificial intelligence researchers and programmers to create a computer-game-playing bot that plays like a person. It's one thing to make bots that play computer games very well — computers are faster and more accurate than a person can ever be — but it's a different thing to make bots that are fun to play against. In a breakthrough result, after years of striving and improvement from 14 different international teams from nine countries, two teams have crossed the humanness barrier! The teams share $7000 in prize money and a trip to games company 2K's Canberra studio. The winners are the UT^2 team from the University of Texas at Austin, and Mihai Polceanu, a doctoral student from Romania, currently studying Artificial Intelligence at ENIB CERV — Centre de Réalité Virtuelle, Brest, France. The UT^2 team is Professor Risto Miikulainen, and doctoral students Jacob Schrum and Igor Karpov. The bots created by the two teams both achieved a humanness rating of 52%, easily exceeding the average humanness rating of the human players, at 40%. It is especially fitting that the prize has been won in the 2012 Alan Turing Centenary Year. The famous Turing test — where a computer has to have a conversation with a human, and pretends to be another human — was the inspiration for the BotPrize competition. Where to now for human-like bots? Next year we hope to propose a new and exciting challenge for game playing bot creators to push their technologies to the next level of human-like performance." -
Two Teams Win the BotPrize
An anonymous reader writes "For the past five years, the 2K BotPrize has challenged artificial intelligence researchers and programmers to create a computer-game-playing bot that plays like a person. It's one thing to make bots that play computer games very well — computers are faster and more accurate than a person can ever be — but it's a different thing to make bots that are fun to play against. In a breakthrough result, after years of striving and improvement from 14 different international teams from nine countries, two teams have crossed the humanness barrier! The teams share $7000 in prize money and a trip to games company 2K's Canberra studio. The winners are the UT^2 team from the University of Texas at Austin, and Mihai Polceanu, a doctoral student from Romania, currently studying Artificial Intelligence at ENIB CERV — Centre de Réalité Virtuelle, Brest, France. The UT^2 team is Professor Risto Miikulainen, and doctoral students Jacob Schrum and Igor Karpov. The bots created by the two teams both achieved a humanness rating of 52%, easily exceeding the average humanness rating of the human players, at 40%. It is especially fitting that the prize has been won in the 2012 Alan Turing Centenary Year. The famous Turing test — where a computer has to have a conversation with a human, and pretends to be another human — was the inspiration for the BotPrize competition. Where to now for human-like bots? Next year we hope to propose a new and exciting challenge for game playing bot creators to push their technologies to the next level of human-like performance." -
BotPrize — A Turing Test For Bots
Philip Hingston writes "Computers can't play like people — yet. An unusual kind of computer game bot-programming contest has just been held in Perth, Australia, as part of the IEEE Symposium on Computational Intelligence and Games. The contest was not about programming the bot that plays the best. The aim was to see if a bot could convince another player that it was actually a human player. Game Development Studio 2K Australia (creator of BioShock) provided $7,000 cash plus a trip to their studio in Canberra for anyone who could create a bot to pass this 'Turing Test for Bots.' People like to play against opponents who are like themselves — opponents with personality, who can surprise, who sometimes make mistakes, yet don't robotically make the same mistakes over and over. Computers are superbly fast and accurate at playing games, but can they be programmed to be more fun to play — to play like you and me?" Read on for the rest of Philip's thoughts. Philip continues, "Teams from Australia, the Czech Republic, the United States, Japan and Singapore competed in the final. Competitors created bots to play a specially modified Unreal Tournament 2004 Death Match. Expert judges then tried to tell whether they were playing a bot or a human, just from their observation of the way they played the game. Judges included AI experts, a game development executive, game developers, as well as an expert human player. The result? The winning team AMIS, from Charles University in Prague, managed to fool 2 out of the 5 expert judges, and achieved an average 'human-ness rating' of 2.4 out of 4. All the human players were judged more human than the bots overall, but the judges were fooled often enough to suggest that in next year's contest, some bots may be able to pass the test by fooling 4 out of 5 judges. AMIS won $2,000 cash plus an all expenses paid trip to 2K's Canberra studio. You can check out the full results and competition videos, and try an online video quiz that lets you judge for yourself." -
BotPrize — A Turing Test For Bots
Philip Hingston writes "Computers can't play like people — yet. An unusual kind of computer game bot-programming contest has just been held in Perth, Australia, as part of the IEEE Symposium on Computational Intelligence and Games. The contest was not about programming the bot that plays the best. The aim was to see if a bot could convince another player that it was actually a human player. Game Development Studio 2K Australia (creator of BioShock) provided $7,000 cash plus a trip to their studio in Canberra for anyone who could create a bot to pass this 'Turing Test for Bots.' People like to play against opponents who are like themselves — opponents with personality, who can surprise, who sometimes make mistakes, yet don't robotically make the same mistakes over and over. Computers are superbly fast and accurate at playing games, but can they be programmed to be more fun to play — to play like you and me?" Read on for the rest of Philip's thoughts. Philip continues, "Teams from Australia, the Czech Republic, the United States, Japan and Singapore competed in the final. Competitors created bots to play a specially modified Unreal Tournament 2004 Death Match. Expert judges then tried to tell whether they were playing a bot or a human, just from their observation of the way they played the game. Judges included AI experts, a game development executive, game developers, as well as an expert human player. The result? The winning team AMIS, from Charles University in Prague, managed to fool 2 out of the 5 expert judges, and achieved an average 'human-ness rating' of 2.4 out of 4. All the human players were judged more human than the bots overall, but the judges were fooled often enough to suggest that in next year's contest, some bots may be able to pass the test by fooling 4 out of 5 judges. AMIS won $2,000 cash plus an all expenses paid trip to 2K's Canberra studio. You can check out the full results and competition videos, and try an online video quiz that lets you judge for yourself." -
BotPrize — A Turing Test For Bots
Philip Hingston writes "Computers can't play like people — yet. An unusual kind of computer game bot-programming contest has just been held in Perth, Australia, as part of the IEEE Symposium on Computational Intelligence and Games. The contest was not about programming the bot that plays the best. The aim was to see if a bot could convince another player that it was actually a human player. Game Development Studio 2K Australia (creator of BioShock) provided $7,000 cash plus a trip to their studio in Canberra for anyone who could create a bot to pass this 'Turing Test for Bots.' People like to play against opponents who are like themselves — opponents with personality, who can surprise, who sometimes make mistakes, yet don't robotically make the same mistakes over and over. Computers are superbly fast and accurate at playing games, but can they be programmed to be more fun to play — to play like you and me?" Read on for the rest of Philip's thoughts. Philip continues, "Teams from Australia, the Czech Republic, the United States, Japan and Singapore competed in the final. Competitors created bots to play a specially modified Unreal Tournament 2004 Death Match. Expert judges then tried to tell whether they were playing a bot or a human, just from their observation of the way they played the game. Judges included AI experts, a game development executive, game developers, as well as an expert human player. The result? The winning team AMIS, from Charles University in Prague, managed to fool 2 out of the 5 expert judges, and achieved an average 'human-ness rating' of 2.4 out of 4. All the human players were judged more human than the bots overall, but the judges were fooled often enough to suggest that in next year's contest, some bots may be able to pass the test by fooling 4 out of 5 judges. AMIS won $2,000 cash plus an all expenses paid trip to 2K's Canberra studio. You can check out the full results and competition videos, and try an online video quiz that lets you judge for yourself." -
BotPrize — A Turing Test For Bots
Philip Hingston writes "Computers can't play like people — yet. An unusual kind of computer game bot-programming contest has just been held in Perth, Australia, as part of the IEEE Symposium on Computational Intelligence and Games. The contest was not about programming the bot that plays the best. The aim was to see if a bot could convince another player that it was actually a human player. Game Development Studio 2K Australia (creator of BioShock) provided $7,000 cash plus a trip to their studio in Canberra for anyone who could create a bot to pass this 'Turing Test for Bots.' People like to play against opponents who are like themselves — opponents with personality, who can surprise, who sometimes make mistakes, yet don't robotically make the same mistakes over and over. Computers are superbly fast and accurate at playing games, but can they be programmed to be more fun to play — to play like you and me?" Read on for the rest of Philip's thoughts. Philip continues, "Teams from Australia, the Czech Republic, the United States, Japan and Singapore competed in the final. Competitors created bots to play a specially modified Unreal Tournament 2004 Death Match. Expert judges then tried to tell whether they were playing a bot or a human, just from their observation of the way they played the game. Judges included AI experts, a game development executive, game developers, as well as an expert human player. The result? The winning team AMIS, from Charles University in Prague, managed to fool 2 out of the 5 expert judges, and achieved an average 'human-ness rating' of 2.4 out of 4. All the human players were judged more human than the bots overall, but the judges were fooled often enough to suggest that in next year's contest, some bots may be able to pass the test by fooling 4 out of 5 judges. AMIS won $2,000 cash plus an all expenses paid trip to 2K's Canberra studio. You can check out the full results and competition videos, and try an online video quiz that lets you judge for yourself."