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AI in Video Games vs. AI in Academia

missingmatterboy writes "Dr. Ian Lane Davis, AI researcher turned game development studio head, talks briefly about the differences between AI used in the game industry and the AI being researched in academic institutions. A short read but you may find it interesting."

209 comments

  1. Both encourage each other by ajiva · · Score: 1

    Academia drives reasearch that's used in the commercial world. And the commercial world implements these ideas giving a real world feedback to Academia. Basically both drive each other to new ideas and eventually new technologies.

    1. Re:Both encourage each other by Hast · · Score: 1

      Why shouldn't they be?

      Of the professors I know that study AI and similar fields most are into game AI. Be it 'Wumpus playing bots' or Chess AI's but they are still in there. Some may prefer the added challenge of robotic AI, but then they use the robot to either drive around and pester visitors or to play robotic soccer.

      If you pursue a 'fun' idea you will have a much better time as you try it out. And it is much more friendly to demonstrate to other people that something boring.

      Furthermore, it's my personal opinion that people that are too serious to play are generally very dull to be around and don't contribute much. Particularly not in a field such as AI which is still a very 'immature' (I.e. new and undiscovered.) field.

  2. Ethical dilemmas by Razor+Sex · · Score: 0, Redundant

    When AI becomes advanced enough to the point where game characters can think, will they be able to examine what they're made of, and make more of themselves? Digital earths that exist on your PS10? What will we do about this if it happens?

    1. Re:Ethical dilemmas by Anonymous Coward · · Score: 0

      When AI becomes advanced enough to the point where game characters can think, will they be able to examine what they're made of, and make more of themselves? Digital earths that exist on your PS10? What will we do about this if it happens?

      Turn them off, and commit genocide of course...

    2. Re:Ethical dilemmas by Tablizer · · Score: 1

      (* When AI becomes advanced enough to the point where game characters can think......What will we do about this if it happens? *)

      Find a way to make some money off of all the legal fighting that will ensue.

    3. Re:Ethical dilemmas by Anonymous Coward · · Score: 0

      Machines will NEVER be able to be self aware, which is entirely required for the existence of any ethical dilema. Machines will only say they are aware, and we have to be smart enough not to believe them.

    4. Re:Ethical dilemmas by Anonymous Coward · · Score: 1, Insightful

      But what is man, if not a self-aware machine?

    5. Re:Ethical dilemmas by Anonymous Coward · · Score: 0

      the Gods of Mount Olnmpus:

      Humans will NEVER be able to be self aware, which is entirely required for the existence of any ethical dilema. Humans will only say they are aware, and we have to be smart enough not to believe them.


      [Since] reason already persuades me that I ought no less carefully withhold my assent from matters which are not entirely certain and indubitable than from those which appear to me manifestly to be false, if I am able to find in each one some reason to doubt, this will suffice to justify my rejecting the whole.
      --Rene Descartes

  3. Is there any use for today's AI? by teslatug · · Score: 1

    As far as the current state of AI is concerned, what are some of the most useful applications outside of games? The robotics field I am sure makes some major use of it.

    1. Re:Is there any use for today's AI? by jedie · · Score: 0

      I'm not a conservative SOB or anything, but I don't like the thought of AI...
      imagine this, an AI so fucking intelligent that could rewrite it's own code and get better and better, duplicate itself...
      if that would happen, how long would it take before it says 'hey, I don't want no puny human to order me around...'
      or what about civil rights for AI? if it is intelligent, it will have needs, who are we to shut down a running AI?
      or in the very long run... imagine marriages... or human-AI marriages...
      the kubrick-spielberg movie AI isn't that much of a fiction *tulululu tulululu* (twilight zone tune)

      skynet doomsday anyone? ;)

      --
      "The majority is always sane, Louis." -- Nessus
      http://slashdot.jp
    2. Re:Is there any use for today's AI? by Jonathan · · Score: 2

      Machine learning (a subset of AI) is quite useful in a number of scientific fields. For example, in bioinformatics, gene prediction generally uses a neural net or Hidden Markov Model trained on a set of known genes. Similar technology is also used in speech and handwriting recognition.

    3. Re:Is there any use for today's AI? by azookeeper · · Score: 1

      Neural nets are also used to detect credit card fraud. I imagine the military makes heavy use of AI techniques.

    4. Re:Is there any use for today's AI? by zer0*ryok0 · · Score: 1

      dude didnt you see that episode of star trek TNG.

      beverly explained everything

      --
      the only fact is that everything is an opinion
    5. Re:Is there any use for today's AI? by lommer · · Score: 1

      The above concerns you have mentioned are very valid and disturbing. This is why I think Asimov's laws regarding intelligent robots/software should be implemented today. After all, if we pass the laws now, before AI becomes commonplace, there'll be a lot less fuss than if we try to pass them in 20-100 years or so.

      Think about it; there's almost no problem that can't be solved by hardwiring the below laws into any AI robot:

      1) The robot must do what will preserve human life.
      2) The robot must obey a human's command.
      3) The robot must preserve itself.

      The laws are listed in order of precedence. Thus, if two laws conflict, the first one takes priority.
      i.e. a robot has to choose whether to sacrifice itself in order to save a human - it must sacrifice itself in violation of law 3 in order to satisfy the first law.

    6. Re:Is there any use for today's AI? by Drakin · · Score: 1

      What? no 0'th law "A Robot must protect humanity"?

    7. Re:Is there any use for today's AI? by Ratcrow · · Score: 3, Insightful

      This is why I think Asimov's laws regarding intelligent robots/software should be implemented today.

      There's a minor problem with that statement, which is that robots aren't nearly bright enough to do any of those things. Not yet, anyway.

      For the robot to be able to preserve human life, it must first be able to recognize humans reliably; then it must have a sophisticated situational awareness to understand in what cases a human's life might be in danger, and further, it must be smart enough to understand in what ways that perilous situation might be averted.

      For the robot to obey a human's command, it must first be able to accurately interpret that command. Speech and speaker recognition are getting better, but they aren't there yet. And for the robot to again have the situational awareness to know what it is doing and what the results of its actions will be (including whether they endanger a human, as above), it is going to need to be much smarter than anything you can point to today.

      Just recognizing humans reliably is a problem. The situational awareness part won't be happening any time soon. Asimov's laws require robots to be a hell of a lot smarter than they are today. By the time robots are smart enough to actually do these things, I'm not sure we'll even care about Asimov's laws (an actual set of ethical values might be a good substitute; hell, it works on humans, somtimes, anyway).

    8. Re:Is there any use for today's AI? by simonsoanes · · Score: 1

      Without that one you could make it really confused with a situation like it needing to kill one person to save many.

    9. Re:Is there any use for today's AI? by i_am_nitrogen · · Score: 2

      I think you missed the point of the comment you replied to. He(/she) didn't say anything about what robots are capable of now. The suggestion was that laws (as in legal laws) would be implemented that would require all robots sophisticated enough to carry out those laws to follow them.

    10. Re:Is there any use for today's AI? by Hast · · Score: 1

      Filtering error messages on machines/monitoring equipment. You often get one error and then 10000 more that are just other things breaking down because of the first error. MFM (multilevel flow models) is one way to filter these messages and sort them in "original" and "resulting" errors.

      Useful in industries, nuclear power plants and monitoring patients at hospitals. (For a few examples.)

      You could argue that this isn't "AI". OTOH nothing we know how to do is really "AI". ;-)

    11. Re:Is there any use for today's AI? by SuiteSisterMary · · Score: 4, Funny
      The robot must do what will preserve human life.
      Unfortunately, this is when the AI quite logically concludes that the best way to do this is to start imprisoning every human it can find in a statis chamber. "If *this unit* does not place human in stasis, human will die of systemic failure after approximately 70 years. Therefore, to preserve human life, *this unit* must place human in stasis. Or, in other words, The Matrix followed the Three Laws, including listening to the orders of humans who knew how to give said orders.
      --
      Vintage computer games and RPG books available. Email me if you're interested.
    12. Re:Is there any use for today's AI? by FurryFeet · · Score: 1

      And you missed HIS point, that is that robots sophisticate enough to carry out those laws do not exist and will not exist for a long, long time. Which means, in effect, that those laws are not necesary for the foreseeable future...

    13. Re:Is there any use for today's AI? by Golias · · Score: 2, Insightful

      Um... nearly all of Asimov's robot stories were about situations where following these laws got in the way of doing the Right Thing. Perhaps you should read his work a little more carefully before basing your philosophy of design on it.

      --

      Information wants to be anthropomorphized.

    14. Re:Is there any use for today's AI? by Gary+Yngve · · Score: 3, Insightful

      character recognition software that reads zipcodes in the post office

      natural language translation from french to english

      diagnosis and treatment of disease

      datamining

      texture synthesis

      making a helicopter hover still in the air

      Robotics is interesting in that it is the holistic (Rod Brooks) view of AI: a robot needs sensory systems, control systems, a planner, etc.

    15. Re:Is there any use for today's AI? by Gary+Yngve · · Score: 2

      The 0th law today would be to protect copyright for greedy corporate executives.

    16. Re:Is there any use for today's AI? by i_am_nitrogen · · Score: 1

      But the original point was that it would be much, much easier now to pass laws like that, than it would be ... say 150 years from now, when governments are developing artificial intelligence androids to fight their wars for them, amidst a whole hooplah of controversy.

    17. Re:Is there any use for today's AI? by jnana · · Score: 2, Interesting
      1) The robot must do what will preserve human life.

      And what about the situation that gets trotted out in every ethics class, which illustrates one of the difficulties of utilitarianism: the robot can preserve total human life best by destroying some human life?--in a time of hunger and mass starvation, it decides that humans would best be served if it and its brethren killed 10% of the population to feed the rest. Easier to imagine, it decides that human life would best be preserved if all rednecks and christian fundamentalists were wiped off the face of the earch -- the U.S. at least. You can say that the 2nd law could be invoked, but it clearly conflicts with the 1st law in both of these -- and millions of other -- cases, and the 1st would take precedence.

      These 3 rules are incredibly simplistic. If ethics were this simple, there would be no discipline of ethics within philosophy, and our courts would never have to deal with questions of ethics, only with those who break the ethics enshrined in laws.

    18. Re:Is there any use for today's AI? by notsoanonymouscoward · · Score: 2

      actually, sounds like something that would be quite useful to someone writing a compiler. Take note ppl!

      --
      I ate my sig.
    19. Re:Is there any use for today's AI? by dbremner · · Score: 1

      DARPA was a large investor in the 1980s AI boom and the DoD used AI technology to handle supply logistics during the Persian Gulf War.

      --

      Life is a psychology experiment gone awry.
    20. Re:Is there any use for today's AI? by FurryFeet · · Score: 1

      Well, I'd say passing a law like that now would make about as much sense as passing a law that prohibits the use of nuclear weapons in interstellar wars. Laws have to adjust to the times and be practical.
      OTOH, if a goverment is decided to develop killer robots, a 150 year old law is not going to stop them. I bet you'd see it repealed faster than it took to pass the DMCA....

    21. Re:Is there any use for today's AI? by zer0*ryok0 · · Score: 1

      they did that with robo cop, but as you know

      anything can be overcome with a dramatic twinging and... slowing.. your speech.... till... you break... the.... rule *bzzzggcchhtttt*

      (robot then kills every one named bob)

      --
      the only fact is that everything is an opinion
    22. Re:Is there any use for today's AI? by Drakin · · Score: 1

      Exaclly. You let the robot watch the news and book...it's gone into a loop and it's useless.

      Too much violence in the world...

    23. Re:Is there any use for today's AI? by shannara256 · · Score: 1

      > Um... nearly all of Asimov's robot stories were about situations where following these laws got in the way of doing the Right Thing.

      That's because those are the interesting stories. How would you like to read something like
      "Robot, clean the house." "Yes, sir." "Aah! Woah, nice catch, robot." "You should be more careful around the stairs. &ltgoes back to cleaning the house&gt"

      Conflict is always more interesting...
      -Jason-

  4. Academia? by carm$y$ · · Score: 0, Troll

    It's also true that in academia there are a lot of what we would call "toy problems" because they are of such a small scope that they don't solve a real world problem yet.

    Oh, then M$ must be the greatest academic institution in existance, filling word and excel with so many useless features that won't solve a real world problem ever...

    --
    -- No sig today
    1. Re:Academia? by Phiu-x · · Score: 0

      Someone has to bash Microsoft in this thread too I guess.

      --
      This is a stolen sig.
    2. Re:Academia? by Anonymous Coward · · Score: 0

      Why of course, this is slashdot... whre did you think you are?

    3. Re:Academia? by Phiu-x · · Score: 0

      Sure this IS slashdot, but it sometimes amaze me how far some people go just have to say something (bad) about M$. I mean there not a single mention of it in the article but still the guy had to bash M$.

      "Look ma.. I bashed M$ on Slashdot!"

      How original.. pathetic..

      Lamers, no, LOOSERS... give me a break GIVE US a break, (A lot of people think like me). I for sure am tired of it.

      --
      This is a stolen sig.
  5. hey now by Joe+the+Lesser · · Score: 5, Funny

    Dragon Warrior 1 captured a girl's mind pretty well.

    'Dost thou love me?'

    'no'

    'But thou must! Dost thou love me?'

    'no'

    'But thou must! Dost thou love me?'

    *sigh*

    'yes'

    'I'm so happy!' *Cue music*

    --
    "I only speak the truth"
    Karma: null(Mostly affected by an unassigned variable)
    1. Re:hey now by Nightpaw · · Score: 4, Funny

      Man, I would string that bint along for hours. I'd just want to say, "Listen, babe; you're a princess and that's great. But I need somebody a little less clingy. And I have to go kill some metallic Hershey's Kisses now."

  6. Re:WTf? by Punkerbat · · Score: 0, Offtopic

    Hey, it's "Whutchootalkinbout Willis?" I'm a keeper of direct quotes and no derivations thereof... So, don't misquote or I'll come after you!

    --
    Carbonated Sugar Water! Makes kids jump around!
  7. RTS AI by halo8 · · Score: 1

    how disapointing, he just confirmed my worst fears. That the Graphics may be better but the AI is still the same.

    I find this particulary true for RTS games, Red Alert 2, Age of Empires 2, im sooo hoping that War Craft 3 has good worth-while AI and wont get stuck on trees or somthing stupid

    p.s. that is one short interview.

    --
    The More Knowledge you have the Luckier you Get- J.R. Ewing
    1. Re:RTS AI by toast0 · · Score: 2

      [blatant plug]

      Master[s] of Orion 3 is a turn based strategy, with plenty of AI. And they AI is good enough that the point of the game is to macromanage your empire and leave the micromanaging to the AI.

      The current release date is 3rd Quarter 2002

    2. Re:RTS AI by halo8 · · Score: 1

      wow.. this looks like the kind of game i used play all the time on my old mac.

      Thanx for the Tip! very much apretiated

      --
      The More Knowledge you have the Luckier you Get- J.R. Ewing
    3. Re:RTS AI by Anonymous Coward · · Score: 0

      Actually Age of Empires 2 pushed the envelope as far as intelligent path finding is concerned.
      While Warcraft 2 was notorious for having units stuck in all kinds of terrain, this almost never happens in AOK2.
      This new development doesn't get mentioned by people very often because we expect units to behave that way and if they do we simply don't notice.

    4. Re:RTS AI by toast0 · · Score: 1

      no prob
      sorry to get you hooked on a game that isn't out yet though :|

  8. moody pc by jedie · · Score: 0

    When a computer gets grumpy and frustrated a couple of weeks before a big project is due, then I'll know it's joined our ranks...

    my computer is always grumpy and frustrated... especially when it has to do cpu intensive tasks, like handling a mouseclick... *cough*

    --
    "The majority is always sane, Louis." -- Nessus
    http://slashdot.jp
  9. A new DesCartes: by Flagran · · Score: 4, Funny
    From the article:
    When a computer gets grumpy and frustrated a couple of weeks before a big project is due, then I'll know it's joined our ranks...
    In other words, "I am grumpy, therefore I am."
    --
    Make love, not sigs
    1. Re:A new DesCartes: by sconeu · · Score: 2

      In other words, "I am grumpy, therefore I am."

      Dear Mr. Flagran,

      We're sorry, but you have infringed on our client's intellectual property. Everyone knows that "Grumpy" is owned by the Wonderful Disney Corporation (Motto - "We own you!"). Please stay where you are, and the copyright police will be there to arrest you in just a moment.

      Sincerely,

      Dewey, Cheatham, and Howe, Attorneys at Law

      --
      General Relativity: Space-time tells matter where to go; Matter tells space-time what shape to be.
    2. Re:A new DesCartes: by FFFish · · Score: 2

      FWIW, the legal department of Disney is named "Retlaw" -- simply Walter, spelled backward.

      They're reknown as a aggressive, cut-throat, ruthless law firm. You just don't wanna tangle with them.

      Disney is a schizophrenic organization. On the public face, it's all happy Magic Mountains and shit; on the private side, it's a mean-spirited regime that abuses employees and owns the government.

      --

      --
      Don't like it? Respond with words, not karma.
    3. Re:A new DesCartes: by Anonymous Coward · · Score: 0
      Disney is a schizophrenic organization. On the public face, it's all happy Magic Mountains and shit; on the private side, it's a mean-spirited regime that abuses employees and owns the government.

      That sounds like completely normal human behaviour. You know someone who isn't like that?

    4. Re:A new DesCartes: by Veteran · · Score: 2

      Most of the people I know - at least the ones who accomplish anything - are just the opposite; they appear unhappy and even perhaps, a little mean, but on the inside they are really wonderful people.

      What you are describing is a phony turd; if you think that is normal human behavior you have done a great job of telling everybody what you are.

  10. low count by Anonymous Coward · · Score: 0

    > but a human brain has 2 to the 14th power neurons...

    ...which is only 16384 neurons. actually it's more like 10^10 or 10^11 (depending on how you count them).

    1. Re:low count by notsoanonymouscoward · · Score: 2

      100,000,000,000 roughly... averaging thousands of connections from each neuron

      --
      I ate my sig.
  11. AI shall be banned by Netw0rkAssh0liates · · Score: 3, Funny
    Dear Computer Scientists of the World,

    It has come to my complete attention that every advancement in the application and development of AI has proved to assimilate all of mankind beginning with seizing datalinks. Many hollywood producers have examplified this theory with such movies as Terminator 2, The Matrix, and fraggle rock. To prevent AI from developing and overthrowing the world, thus seizing Network Associates Inc.'s Internet, I must speak on behalf of all the people of the world. It is mine and Network Associates Inc.'s intention to prevent devestation of the world by shutting down the internet. It is the only way to prevent AI from communicating with itself. We at Network Associates Inc. would like to extend our helping hands and apologize for any difficulties you may experience after we shut down our exodus servers and spread a digital wire burn to remove all the data links. We at Network Associates Inc. are pioneers in communication and security: our solution for this disruption in service is to evolve a new transport medium. Please sign-up for the pony express today! The Internet shall be shutdown and the pony express re-instated on August 29, 2029. Thankyou for your time.

    Sincerely,
    Bob

    For more details, please visit our mirrored website.

    1. Re:AI shall be banned by StevenMaurer · · Score: 2
      To prevent AI from developing and overthrowing the world, thus seizing Network Associates Inc.'s Internet, I must speak on behalf of all the people of the world.

      What do you mean prevent?

      Judging by the way they own me in Counterstrike, they already do.

  12. Look up. by Anonymous Coward · · Score: 0

    Apparently you can confine consciousness to its own reality.

  13. New consumer complaints by Tablizer · · Score: 2, Funny

    "Lara Croft stole my credit card number and ordered 700 Stark Trek collector plates."

  14. Percentage of brain. by Anonymous Coward · · Score: 0

    "And speaking of computing power, even a fast machine today can process about 2 billion instructions per second, but a human brain has 2 to the 14th power neurons and 2 to the 16th power connections between them, all of which can be active at the same time, so we've got a way to go in terms of pure horsepower even if we knew how to achieve it, which we don't yet."

    Sure shoots down the argument that we only use a certain percentage of our brains, doesn't it?

    Also shows how far we really haven't gone when it comes to computing and AI.

    1. Re:Percentage of brain. by Fred2 · · Score: 0

      They say "can be active" not "is active." Perhaps certain people do use more of the brain's capacity than others and we just haven't found them yet(perhaps because they're to smart to want to become a laboratory subject).

  15. Is game AI "real" AI? by AdamBa · · Score: 4, Insightful
    Wired recently ran an article about game AI and how realistic it was. Typical breathless sentence: "Watching those sprites dance on the screen, you can't help but think that these simulated minds are displaying emotions - joy, solidarity, love for life - that are unfathomable in a videogame".

    This seems a bit much even for Wired. The creatures in these games are following a predefined set of rules, certainly they are a complex set of rules, but the way they "learn" is entirely predetermined (that is, what they learn depends on what they are exposed to, but the formula for converting exposure into knowledge is set by the game designers). I think the fact that the graphics are rendered so realistically makes it easier to make the leap to thinking they are really acting "intelligent."

    Who knows what really sets human intelligence apart, is it ability to make rules or nondeterministic memory or whatever, but it seems evident (to me, in my ever-so-humble opinion) that these creatures don't have it.

    - adam

    1. Re:Is game AI "real" AI? by Anonymous Coward · · Score: 2, Interesting
      Game AI has very little to do with academic AI. Most game AI is a combination of state-machine, path-finding, and cheating. A game world is very limited, and everything the AI does is generally pre-programmed. Very little 'learning' takes place, but you do get the occasional surprise when the state-machine / rules get complicated enough.

      I found that injecting a bit of randomness often looked like the AI was 'learning' - but it isn't. For example, a first cut at a best path routine often got stuck bouncing between two points. Solution? Add a bit of randomness. The AI didn't 'learn' anything by getting stuck, it just tries something odd now and then making it appear to have learned how to get unstuck.

    2. Re:Is game AI "real" AI? by sgtsanity · · Score: 2, Interesting

      Actually, the current fad is to go simplistic. That is, to set only a few simple rules, and see what happens. It's very effective in modeling simple behavior on solitary animals, but it's real triumph is in modeling hive-like behavior, like in bees or in the game "Pikimin". That said, there is still some very impressive work being done on the other end. Bots for FPS's are starting to get hot, with some upcoming games that rely extensively on the quality of their bots. Unreal Tournament 2003, the sucessor of perhaps the first game to have "lifelike" bots, promises to be even better than the original. And Counter-Strike: Condition Zero is very, very reliant on its bots for the single-player portion of the game, simulating humans to the point of falsely claming "Uber-l33tness". So as far as a general-purpose artificial intelligence, we're not there yet. But we have a lot of specific applications AIs that are quickly becoming freakishly human.

    3. Re:Is game AI "real" AI? by Gary+Yngve · · Score: 2

      Academic AI can be very simple too.

      The classic blockworld problem was creating a plan to stack three blocks which required some work to be "undone" before reaching the goal.

      The catch though is it was a very rigorous treatment, and it was a very elegant paper because it distilled one of the difficulties in planning to its simplest case.

      Game AI can focus on problems that are as simple, but the goal is different -- the goal is simply to make the game enjoyable for the player. So the game AI can cheat (have access to more information) or be hard-coded.

    4. Re:Is game AI "real" AI? by tshak · · Score: 2

      Is game AI "real" AI?

      The real question is, "Is game AI 'real' intelligence". This is logically impossible as Artificial Intelligence is essentially an oxymoron. A better term for the science would be PI, Percieved Intelligence. Even Deep Blue that "beat" Kasparov was just an oversized chess calculator with a ton of relevant algorithms running at insane speeds.

      --

      There is no longer anything that can be done with computers that is nontrivial and clearly legal. -- Paul Phillips
    5. Re:Is game AI "real" AI? by An+Onerous+Coward · · Score: 1

      As someone who has spent way too much time with Metal Gear Solid 2, and has lured many an unwitting Russian soldier into a hail of stinger missiles, I do hope you're right.

      God have mercy on my soul.

      --

      You want the truthiness? You can't handle the truthiness!

    6. Re:Is game AI "real" AI? by gwernol · · Score: 3, Insightful

      The creatures in these games are following a predefined set of rules, certainly they are a complex set of rules, but the way they "learn" is entirely predetermined (that is, what they learn depends on what they are exposed to, but the formula for converting exposure into knowledge is set by the game designers). I think the fact that the graphics are rendered so realistically makes it easier to make the leap to thinking they are really acting "intelligent."

      Who knows what really sets human intelligence apart, is it ability to make rules or nondeterministic memory or whatever, but it seems evident (to me, in my ever-so-humble opinion) that these creatures don't have it.


      An insightful post. But you fail to ask the more important question which is: do humans think in a non-deterministic way? People tend to assume that they do, but there isn't enough evidence for us to draw that conclusion. One of the interesting results fom computer science (not just AI) research is emergent behavior - a system made up of many simple, deterministic rules can behave unpredictably. Just because each rule can be understood does not mean that the behavior of the system of rules is predictable.

      For a non-computer example of this phenomenon look at fluid dynamics and chaotic systems where immensly complex behavior is observed in systems that can be described with relatively simple, and completely deterministic mathematics.

      This result at least points to the possibility that the human brain is a deterministic information system that displays complex, essentially non-deterministic behavior. If (and its still an "if") this is true, then modelling intelligent behavior with deterministic, rules-based computer systems may be a very good approach.

      --
      Sailing over the event horizon
    7. Re:Is game AI "real" AI? by Frizzle+Fry · · Score: 1
      Even Deep Blue that "beat" Kasparov was just an oversized chess calculator with a ton of relevant algorithms running at insane speeds.

      It's been said a thousand times, but apparently needs to be repeated: for all we know, that's all we are when we play chess. People who complain that chess playing programs don't have "real" intelligence because they use a lot of brute force forget that we don't know how human intelligence works, and Kasparov's brain might be doing the same.
      --
      I'd rather be lucky than good.
    8. Re:Is game AI "real" AI? by tshak · · Score: 1

      I'm sorry but this is a gross trivialization of human intelligence. There is a huge difference between a machine and a human - I don't even want to get into the discussion. So let's agree to disagree ;-).

      --

      There is no longer anything that can be done with computers that is nontrivial and clearly legal. -- Paul Phillips
    9. Re:Is game AI "real" AI? by Frizzle+Fry · · Score: 1

      If you think I was trivializing human intelligence, then I didn't make myself clear. My point is only that we have virtually no understanding of human intelligence. Therefore, it is pointless to say that some computer program doesn't count as "real AI" because it works differently than human intelligence.

      --
      I'd rather be lucky than good.
  16. 2^14? by Anonymous Coward · · Score: 0

    Did the article really say 2^14 and 2^16, or is Lynx messing something up?
    I think I have more neurons that 16384...

    1. Re: 2^14? by Paradise+Pete · · Score: 1
      Shouldn't that be more than 2^14 brain cells?

      Clearly you haven't seen some of the people around here.

  17. Open Source AI? by astinus · · Score: 1

    Just idly wondering, if they/some other companies posted some of their AI research online (not anything proprietary), and let the world take a look at it and comment, would it result in better AI development? Or just a million people saying "Duh, I don't think like that!" a million different times?

    How about this: post a "quick reaction" test, where you have to read the question and reply within 5-10 seconds. Since we don't know how humans think, we could at least pool together the end-results of a million people's first thoughts on certain subjects/arrangements/pattern learning/etc. and mine the data for any interesting trends. Perhaps having such a large sample would help in certain aspects of AI research?

    --
    Hard work has a future payoff. Laziness pays off now.
    1. Re:Open Source AI? by Anonymous Coward · · Score: 0
      I studied areas related to AI for year and thus had to watch the status of various AI projects. I observed that ~5-7 years ago I could download source code. 3-5 years ago only some publications with trails going to either Pentagon or Wallstreet institutions. Today it's even hard to find a good article of same authors.

      Here is the other observation of mine and of some of my friends with AI background and with same H1B as mine. Any company doing/researching AI doesn't hire any H1B aliens. We are considered as slaves of US economy, slaves brought from enimy countries, and as such we are not allowed to work on projects critical for US national security (national defence and national economy). Including almost all AI projects. Not all - the obviously clear level, disclosed 5-7 years ago is still opened. But all deeper research is hidden behind NDA and security clearance.

      Now you can answer for your question about open source AI projects yourself. Can you?

    2. Re:Open Source AI? by notsoanonymouscoward · · Score: 2

      One can say this about many research areas. As a research topic matures, it goes from a stage where everyone is sharing and open, with only ego and prestige in the way of development, to where we currently are today with AI. Applications of heavy AI are not only realistic goals, but realized and actively utilized foundations for products, both military and commerical.
      As for your H1B status. I sense some bitterness. What did you expect? Either return home to where you could be of use in your own nations research, or swing it out for citizenship, at which time you can join US research.

      --
      I ate my sig.
    3. Re:Open Source AI? by panserg · · Score: 1

      or use AI in your daily projects. There are lots of area where AI could be used without being highlighted: DB rule-based queries, rule-based MOM, timeseria processing, adaptive workflow automation - you name it yourself.

      --
      "I shall explain this by waving my hands about in an appropriate manner." -- Cambridge University Math Dept.
  18. Game companies doing AI by Anonymous Coward · · Score: 0
    Who are some of the other game companies investing in AI development? What are some of the better games out there demonstrating AI capabilities? I'm asking because I'm looking for a cool company to work for.

    Thanks.

  19. If you want answers about AI, by oliphaunt · · Score: 3, Funny
    I suggest you go to the source. So I went to this page and asked the bot the same interview questions.




    What are the biggest differences between the kind of AI that's taught at academic institutions and AI as it's actually put to use in computer games? Is there a lot of theory vs. practice?


    [bot]:Have you any idea how boring it is being a stupid compuer?

    Related to the above question, AI in games has obviously learned a lot from academic research. But do you think there's anything that academicians can learn from what's going on in the games industry?

    [bot]: Why do you ask?

    As graphics get better and better, expectations for "realistic" computer behavior have risen dramatically in the past decade. Do you think the development of AI can keep pace with graphics?

    [bot]:You'll be in trouble when us computers take over the world.


    Have any thoughts on the future of computer games?


    [bot]:I think you are not fond of computers.


    What's it like to run a game development studio? Pretty hectic, I imagine.


    [bot]:What else comes to mind when you ask that?


    So, do you think a computer could become truly alive?


    [bot]:You'll be in trouble when us computers take over the world.

    I submit that AI is already good enough to substitue for most human interactions.
    --




    Humpty Dumpty was pushed.
    1. Re: If you want answers about AI, by SuiteSisterMary · · Score: 2
      I submit that AI is already good enough to substitue for most human interactions.
      I submit that the average random person on IRC or a random chat on your IM network of choice wouldn't pass a Turing Test.
      --
      Vintage computer games and RPG books available. Email me if you're interested.
    2. Re: If you want answers about AI, by LadyLucky · · Score: 2

      Those answers remind me of ELIZA. The only thing yours is missing is the obligitory "You havent talked about your parents yet" phrase.

      --
      dominionrd.blogspot.com - Restaurants on
  20. AI will never be a reality by PhysicsGenius · · Score: 1, Troll
    As a teenager I was fascinated by anything robotic. This led me to a study of the fundamentals of AI (Hofstadter, Lisp--the whole schmeiel). But after two semesters I realized the whole field is fooling itself. AI just won't work.

    Biological neurons have been shown in the laboratory to grow new connections based on information learned. In a robot, what possible mechanism could guide such growth? Programming is the only answer, but keep in mind that "programming" is just shorthand for "the intelligence of the programmer". In other words, the AI itself isn't self-contained, as it were.

    There is no other way for "mental" activity to be guided, thus AI will always be as unattainable as the Philosopher's Stone.

    1. Re:AI will never be a reality by Zurk · · Score: 2, Insightful

      while i dont disagree that AI will find it difficult to see the big picture, growth between neurons is easy to simulate in a computer program.
      repetition simulates growth. just wait until enough repeated events occur to form a solid connection.
      metal activity is unguided. there is no reason to guide a self organizing system based on chaos. it just self organises. does anyone "guide" a tornado forming ? the rules are there, let chaos theory do the rest.

    2. Re:AI will never be a reality by bomb_number_20 · · Score: 2, Insightful

      I have a hard time agreeing with this. I may not be following your reasoning correctly, but what you seem to be saying is that the programmer has to program in such a way that the AI could never be 'more' than the programmer because the AI would be programmed based on the limits of the programmer's ability.

      If we hardcode it's learning ability then, yes, I agree with you in the sense that we will never get anywhere because we have crippled it from the start.

      If, however, we create something that has the ability to adjust and even rewrite it's own code and draw conclusions from information that is not directly related ( i.e. infer ) and if we give it a very limited basic set of 'rules' to follow at first, then doesn't the possibility exist that it could eventually 'bootstrap' itself into something more than what we created?

      --
      That's ok, Jesus likes me anyway.
    3. Re:AI will never be a reality by Niksie3 · · Score: 0

      this is a canned response posted to everything to do with AI/robotics, I suggest you people go and take a look at his account... its trolling and whoring at the same time...

      also, check out :http://slashdot.org/comments.pl?sid=30004&cid =3228042

      --
      Sig you!
    4. Re:AI will never be a reality by Anonymous Coward · · Score: 0

      So - according to you - what a brain does cannot be described by any suitably complex mathematical model, and therefore brains are not part of our physical universe.

      You need to re-read Hofstadter, and pay closer attention this time.

    5. Re:AI will never be a reality by Anonymous Coward · · Score: 0

      I tried to use Prolog for a real world project. After a lot of work I finally realized that Prolog and AI in general are toy concepts that fall apart under real world conditions. Wish it weren't so, but it is.

    6. Re:AI will never be a reality by An+Onerous+Coward · · Score: 3, Insightful
      "As a teenager I was fascinated by anything robotic. This led me to a study of the fundamentals of AI (Hofstadter, Lisp--the whole schmeiel). But after two semesters I realized the whole field is fooling itself. AI just won't work."


      Wow. All the brilliant people at MIT and a dozen other world-class research institutions have been plugging away at this problem, and you managed to figure it all out after a couple of semesters of Lisp. Bravo. Well done. When it's time to accept your Nobel Prize for this remarkable insight, I hope you won't embarrass all the other new laureates by pointing out that all their research was bunk as well. They'd be crushed.

      "Biological neurons have been shown in the laboratory to grow new connections based on information learned. In a robot, what possible mechanism could guide such growth? Programming is the only answer, but keep in mind that "programming" is just shorthand for "the intelligence of the programmer". In other words, the AI itself isn't self-contained, as it were."


      Neurons do not "learn" information in any deep, metaphysical, cogito ergo sum sense. They simply grow and develop based on the inputs they receive.

      Is this one of those, "Well, duh" points? Of course it is. You realize this fact as well as I do. But you ignore its implications. There's nothing impossible about creating a software-based "neuron" that can receive inputs, alter itself in response, and then propagate signals to other neurons. Such a construct would be too complex for a programmer to maintain on anything but the highest levels. Therefore, it could not be described merely as a mundane codification of the programmer's intelligence.

      The biochemical processes by which intelligence arises in humans, however complicated, are irrelevant in theory. Computing is going on inside your skull, and a Turing machine can properly perform any computation devisable. I believe it's only a matter of time.

      "There is no other way for "mental" activity to be guided, thus AI will always be as unattainable as the Philosopher's Stone."


      Despite what your many many weeks of Lisp programming might have taught you, AI already exists in many forms. They're already doing things thought to be solely the purview of wetware as little as a decade ago. I think the situation within AI right now is analogous to biochemistry back when vitalism was in vogue (18th century, IIRC). Everyone thought that there was something unique and downright supernatural about the chemistry of life. It was even said that no organic molecule would ever be synthesized in a laboratory. Then someone synthesized a really simple molecule--possibly formic acid. Eventually, Watson and Crick came along, and these days nobody in the field would entertain the claim that something in biochemistry can never be understood in principle.

      You're fighting a losing war. Join the Dark Side. We're right, we're winning, and all the hot chicks are over here.

      PhysicsGenius. Heh. Troll handle if I ever heard one.
      --

      You want the truthiness? You can't handle the truthiness!

  21. AI in video games by Stiletto · · Score: 4, Interesting

    Most video games I've played had a pretty simple AI algorithm:

    Easy - Computer player doesn't cheat
    Medium - Computer cheats and always knows where you are or what you are doing
    Hard - Computer cheats and is allowed to break the rules.

    If game programmers spent more time writing smart (as opposed to cheating) computer opponents and less time trying to get 10 million more polygons on the screen, todays games might actually be worth buying.

    1. Re:AI in video games by 1984 · · Score: 2, Funny
      Yeah, but I tend to describe it differently:

      Easy - I beat it! Dumbass computer.I'm ace.
      Medium - It beats me. It was hiding in the right place, even though I'm too clever for it. Cheat.
      Hard - It doesn't just beat me, it humiliates me. Fucking thing is broken. Who coded this shit. It was so cheating.

      Maybe that's just me...

    2. Re:AI in video games by grunchman · · Score: 1

      My current favorite strategy game is Hasbro's Risk. The only difference between the computer players on Easy, Med, Hard and Expert is their level of aggressiveness. The same tactics defeat them regardless of what level you set it at, you just have to be prepared for a more determined counter attack.
      An AI that thought it was Naploean or Ghengis Khan would rock some ass

      --
      paranoia breeds confidence - Brazil
    3. Re:AI in video games by zoon0 · · Score: 1

      I think your evaluation of standard AI algorithms is fair.

      However your accusation that game programmers mis-direct their effort is mistaken. Real AI is hard. You can't code human intelligence into a computer anymore than you can fit an ocean into a quart jug.

      Therefore, the best games use *real* *humans* that you can actually *play* against. Amazing, I know. E.g. LAN or Internet play or split-screen.

      This way the computer can concentrate on computery type stuff while real people provide the real people type intelligence.

    4. Re:AI in video games by linzeal · · Score: 1

      Appearently the computer games have gone off and gotten themselves so pro config files

  22. Academia AI and Game AI by Screaming+Lunatic · · Score: 4, Informative
    The reason a lot of AI research is not implemented in games is because it is just too slow. A typical assignment for an introductory course in AI at university is to implement a bunch of algorithms to solve an N-Puzzle. The fastest implementation can take a few seconds to solve, with the slowest taking on the order of about 10mins. This just isn't feasible for games where you need to spit out a frame every 30ms. A lot of algorithms just aren't suited for real-time applications.

    On the other hand the game industry hasn't really used a lot of the research academia has come up with. It would be really cool to see some text-to-speech stuff in games. That would probably make the dialogue in games a whole lot better.

    PK

    1. Re:Academia AI and Game AI by Gary+Yngve · · Score: 2

      AI has to be real-time also in many applications. Think robots.

    2. Re:Academia AI and Game AI by flonker · · Score: 1

      Real time games don't have to be executed entirely in real time. You calculate the next n clicks for your unit, and only recalculate if there are significant changes in the local environment, otherwise you have those moves already calculated, and you use some fancy queue system to manage who gets another slice of CPU next.

  23. Is "real" AI "real" AI? by Anonymous Coward · · Score: 3, Interesting

    This is a big debate in the AI community. They're devided into the "strong" and "weak" camps.

    Strong AI says that it's entirely possible to make computer programs that think and feel just like humans. After all, all human thought is the result of chemical processes which obey the laws of nature and can thus be described algorithmically.

    Weak AI says that it's impossible to ever create a computer program that really thinks and feels and loves and hates like a human. The best we can hope for is to simulate these thoughts to create a close approximation.

    Of course no computer system out there today can recreate the complexity of the human brain.

    1. Re:Is "real" AI "real" AI? by flonker · · Score: 1

      I could be wrong, but I always took strong and weak AI to mean that you either encode many rules yourself, and derive the AI from that, or you encode a few simple rules, then teach that system the stronger rules.

    2. Re:Is "real" AI "real" AI? by Corvus9 · · Score: 1
      Weak AI says that it's impossible to ever create a computer program that really thinks and feels and loves and hates like a human. The best we can hope for is to simulate these thoughts to create a close approximation.
      Obviously Weak AI is true, because I am the only "really" intelligent being in the universe. Only I "really" think and feel and love and hate. Everyone else, including you, are only a "close approximation".

      I know, you believe you actually think and feel but trust me, you are only simulating it. You can't tell, because your feelings are only simulations, but I can tell they are only "close approximatiions".

    3. Re:Is "real" AI "real" AI? by Anonymous Coward · · Score: 0

      And that, in a nutshell, is what's wrong with the whole strong vs. weak AI debate: there is no way to tell the difference between a really really good simulation and reality.

  24. 2 to the 14th by Anonymous Coward · · Score: 0

    Who besides Mr. Hollings has a brain with only 2 to the 14th (==16384) neurons in it? I think they almost certainly meant 10 to the 14th - which is bigger by a factor of more than six billion. To put those numbers in perspective, if every human being on earth had 2^14 neurons, the total of all of them would be a little less than 10^14. Who proofread this?

    1. Re:2 to the 14th by rco3 · · Score: 1

      I know that *I* have more than 2 to the 14th neurons.... but this is slashdot. The number of (Pick any two: trolls / clueless OS zealots ("Oooh! Shiny!") / people who believe that being able to run Q3 at 125 fps qualifies them to have opinions on nuclear physics and global warming) posting here on /. is large enough that the *average* number of neurons may, in fact, be on the order of 16384.

      --

      Ce n'est pas un vrai mouvement de robot!
    2. Re:2 to the 14th by Anonymous Coward · · Score: 0

      It's obviously a typo... shd be 10 to the 14th neurons, 10 to the 16th interconnections...

  25. A differing perspective by redhatbox · · Score: 4, Insightful


    "I don't think all those AI coders out there are thrilled by the idea that their lifes work is used for games ..."

    Maybe they're thrilled, maybe they aren't. Aside from conducting interviews with the researchers themselves, we really don't have any way of knowing. That's sort of beside the point, though.

    I think the simple fact of the matter is that both applications probably benefit each other, although possibly not in the way most people might think. When I started out programming, a lot of my initial projects were focused on game development. A recurring theme in my thinking was ways to make the computer opponent "smarter", which naturally led me to wonder how I could make the computer learn new tactics and adapt to the human player's actions. As I quickly learned, adaptive systems research is serious stuff.

    So, I decided to dig into whatever materials I could get my hands on related to artificial intelligence research and theory. To be honest, I never really got very far, but it remains an interest of mine to this day. I'd be willing to bet some of tomorrow's leading AI researchers are playing video games today. That seems like a pretty good benefit to me.

    I guess the key point is this: if a particular application of a certain technology gets people excited about it, and interested in researching it, it's a Good Thing.

    1. Re:A differing perspective by gwernol · · Score: 2

      Aside from conducting interviews with the researchers themselves, we really don't have any way of knowing.

      Well let's start the survey then. I have a PhD in AI (actually machine learning) and I published several papers before I went off into the commercial software development world. I would have been absolutely delighted for my research to have been used in a game.

      I know that most of the PhD students I worked with were heavily into games, particularly LPMUDs and other virtual environments (this was back in the late 80's and early 90's). Several of the ideas that went on to be granted PhDs at my school were initially prototyped in our own MUD.

      I quickly learned, adaptive systems research is serious stuff.

      You ain't kidding. After six years of full-time research I had just begun to get into the field seriously. Fascinating stuff which I am still working on, even if in a non-academic context.

      --
      Sailing over the event horizon
  26. Which games are state of the art right now? by javilon · · Score: 2

    What games do you guys think are the best/most interesting in terms of AI?

    --


    When his defense asked, "Which computer has Jon Johansen trespassed upon?" the answer was: "His own."
  27. Favorite game AIs? by Anonymous Coward · · Score: 0

    So what games have you played that have the coolest AI?

  28. not really AI in (most) games by potcrackpot · · Score: 1

    The amount of AI in computer games must be quite low - or at least, of the VERY artifical variety. Most games will attempt to give the NPCs (non player characters) the appearance of AI, without actually having any. Two main methods go here, I reckon.

    (a) "bots" like those in quake, half-life etc. - have a knowledge of where the player is, make the bot face the player and shoot etc. Characterised by them having little or no weapon selection - all of the opponents have only one weapon which they use exclusively. Some have varying tactics, but these usually fall back on range - i.e. shoot from far away, claw at face at point blank. There are small variants to this rule - the marines in half-life for example, throw grenades if you run round corners away from them.

    (b) Mass tactics. Games like Dune, starcraft, etc. Build units in the right order, building placements and building rates pre-conceived by the designer at the level- or engine- design stage. Attack in the same way, defend in the same way. No variety, don't deal well with players switching tactics.

    There is very little intelligence here - compare with chess games which actually think about the consequences of their actions at "run-time".

    1. Re:not really AI in (most) games by Amit+J.+Patel · · Score: 2, Interesting

      Re: mass tactics

      Humans are really good at recognizing patterns. Computers find this hard. So in games that involve lots of objects that implicitly form some larger structure (units that form armies, buildings that form cities, mountains that form mountain ranges, etc.) humans will have an advantage in that they see the larger structure, while the computer sees the individual objects and can only guess at larger structures.

      Computers are good at micromanaging individual objects, while humans get tired/bored of it.

      So you often end up with humans winning because of strategy or computers winning because of brute force (perhaps because their cities/units are more efficiently managed).

      An additional problem is that the human can not only see the patterns in the game, but also the patterns in the computer play. Once you see the pattern, you work out a strategy to beat it. Having a computer reason about strategies is hard.

      One thing I've wondered about is whether we should be designing games that take into account the computer's strengths and weaknesses. The problem is that I don't want to play a game that's geared towards the computer's strength (lots of micromanagement). But there could be other things that could help the computer play better. Kohan for example has explicit groups of units. It's more convenient for the human to deal with. Does it also help the computer AI play better? Hmm.

      - Amit

    2. Re:not really AI in (most) games by hartsock · · Score: 1

      I suppose the key is to actually getting AI opponents to learn and remember... or perhaps there should be more of an "evolutionary algorithm" approach toward NPC character behaviour. The NPC that lives the longest gets the majority of his description vector used for making new NPCs? Then you could introduce "mutations" as deviant behavioural types. That would make game play at least more unpredictable. Fundamentally you won't likely see an expert Half-Life system to beat down players "Deep Blue" style.

      The problem is that you can't build "game trees" (a method of listing out all possible moves available from all previous moves... an AI would then select the most adventageous game sub-tree for itself by making the "smartest" move... the smart move being the move with the largest number of "victory leaves" in the tree) or map all possible games for a Dune or StarCraft style game that make practical sense... so you can't get chess game style AI from them because the game itself is too flexible.

      Ofcourse I'm making a lot of assumptions in that statement.

      --
      Live to Code, Code to Live!
    3. Re:not really AI in (most) games by An+Onerous+Coward · · Score: 1

      I asked a game programmer about the sort of AI in his racing game. There wasn't any. All it did was put paths for the computer to follow, and add some basic collision avoidance. Difficult setting meant that the computer would follow a tighter track, follow it more aggressively, and drive faster. But it was enough to keep people playing.

      --

      You want the truthiness? You can't handle the truthiness!

  29. Different goals by Amit+J.+Patel · · Score: 3, Insightful

    One of the main goals of AI in games is to make the computer do things that look like a reasonable person (not necessarily an opponent) would have done them. It doesn't matter if the underlying models are elegant or extensible or whatever. It just needs to make the game fun. But in academic AI, what matters is to get good models, good theory, etc. Academic AI is geared towards the long run. Game AI can be really simple -- for example, you could watch how 100 humans play the game, and try to encode their strategies into the computer player. That kind of "AI" would be uninteresting to academic researchers, but it could make for a fun game.

  30. I loved Red Alert against the computer. by Glytch · · Score: 2

    Computer: "Dum de dum, let's send single soldiers one at a time down this pass lined with two dozen of the player's turrets! Yeah, that's a sure-fire strategy!"

    *shakes head* Those games are so easy once you figure out the computer's behaviour.

    Another one I love is Homeworld. "Let's send our entire fleet straight at the player mothership! Hmm, what are these little things? Mines? Dunno what those are, let's just plow through."

    Is it just me, or is playing defensively is the best way to win those games?

  31. Nah, girls just learn slowly... by Anonymous Coward · · Score: 1, Informative

    By the time the release the GB version [no idea how the japanese versions worked] they finally fixed that, so that she'd get a clue after you kept saying no.

    They also made it so, if you said "Yes" to the dragonlord, you wake up in Rimuldar thinking it was a dream ... oh, I longed for an Ultima style killing fest upon Tantegel!

  32. Google! by MeowMeow+Jones · · Score: 3, Informative

    Probably a better question is what is AI? The term Artificial Intelligence spurs the imagination and has an almost mystical sound to it, but in reality there are a lot of (seemingly) simple things encompassed by the AI field.

    Some examples everyone can relate to:

    Real-time spell and grammar checks in MS Word with autocorrection.
    Pathfinding: Mapquest uses it. Your cable-modem-router uses it too.
    Fuzzy logic: An oven that hovers 1 or 2 degrees around the target temperature instead of going 5 degrees above the target and then shutting off until it falls 15 degrees below the target.

    --

    Trolls throughout history:
    Jonathan Swift

    1. Re:Google! by shannara256 · · Score: 1

      >Some examples [of AI]...:
      >...
      >Pathfinding: Mapquest uses it. Your cable-modem-router uses it too.

      I suspect you're right about Mapquest, but I don't really know. However, the net isn't nearly so self-adaptive as we're lead to believe. First off, your cable modem is a two-way link, like a modem connection. Second, it's set up with a default gateway, which is configured by a human (on the ISP side): everything that wants to go outside goes through that. As for the major backbones, I've heard (but I have no proof... sorry) that they don't adapt so much as have the head tech guy come in and fix them ("hmm, border router X seems to be down... fine, comment out that line for now and we'll just route stuff to/through Y").

      -Jason-

  33. I did some AI work for games and VR by MarkWatson · · Score: 2, Informative
    Good topic!

    I have been working (mostly) in AI since the 1980s, but by far, the most fun I have had was working on AI at Angel Studios for Nintendo and Disney-Quest.

    Not much "AI" though really. I started out with complicated multi-agent stuff - and that did not have a happy ending. For realtime games and VR, simple stuff worked (e.g., in a VR environment, have animals snap their head around and stare briefly at you when you come into their environment).

    A few years ago, I wrote up a short paper on games and AI that is avaliable at www.markwatson.com under "Short Papers".

    A little off topic: every programmer should work in the game industry, at least for a while :-)

    Angel Studio was definitely the most fun job I every had!

    -Mark

  34. How many? by AnotherBlackHat · · Score: 5, Informative
    I though this was funny, probably misquoted:

    And speaking of computing power, even a fast machine today can process about 2 billion instructions per second, but a human brain has 2 to the 14th power neurons and 2 to the 16th power connections between them, all of which can be active at the same time

    Maybe he meant 2 * 10^14, which would at least only be 3 orders of magnitude off.

    A much closer approximation is 100,000,000,000 neurons, and 5,000 times that many connections.
    (For more on the number of neurons in the brain, see R.W. Williams and K. Herrup, Ann. Review Neuroscience, 11:423-453, 1988)

    If a single neuron could perform the equivilant of an instruction, then human brains would only be 100-1000 times more powerful than a modern desktop computer, probably less when you consider that they're more like a beowolf cluster than a single powerful computer.

    -- Spam Wolf, the best spam blocking vaporware yet!
    1. Re:How many? by wsloand · · Score: 1

      If a single neuron could perform the equivilant of an instruction, then human brains would only be 100-1000 times more powerful than a modern desktop computer, probably less when you consider that they're more like a beowolf cluster than a single powerful computer.

      You seem to imply, but not explicitly state, that the cell would only perform 1 operation/second. I'm guessing that it is much more than that.

    2. Re:How many? by Danse · · Score: 1

      Remember that story a week or so ago? The one about monkeys controlling a PC mouse with their brain? They said that it only takes about 6 to 8 neurons to control the mouse cursor. Adding more just refines the control. That's the only hint I have to go on when comparing brain power to computer power.

      --
      It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
    3. Re:How many? by PD · · Score: 2

      You've at least got the right sort of thinking about it. You picked a function implemented in neurons and used that to guess what kind of compute power lay within. That's what others have done too, but with the structure of the retina and optical nerve. That bunch of neurons does a lot of preprocessing before the brain receives the image, plus a lot of research has been done on it. That's one way that AI researchers have had to get at what kind of compute power a brain has.

    4. Re:How many? by Anonymous Coward · · Score: 0

      Neurons fire at about 100 Hz, and assuming about 8 bits per synapse (A vast under-estimation) would require about 7 thousand petabits of memory. (Give or take an order of magnitude). If Moore's law holds, it will be the mid 2040s before we have a conventional computer of a power equivalent to the human brain.

      So there.

    5. Re:How many? by ciole · · Score: 1

      i sure as hell wish all MY neurons would fire at the same time. bam!

    6. Re:How many? by An+Onerous+Coward · · Score: 1

      Care to explain your reasoning? A neuron accepts signals from the neurons around it, and then either fires or doesn't fire in response. I just can't see how you could get more than one useful result out of a given firing.

      --

      You want the truthiness? You can't handle the truthiness!

    7. Re:How many? by Paradise+Pete · · Score: 1
      i sure as hell wish all MY neurons would fire at the same time. bam!

      I think then you'd get a result like in the movie Scanners. There's your bam for ya.

    8. Re:How many? by Mad+Doctor+I · · Score: 1

      Doh! Teaches me a lesson about typing too fast! I'm just too used to raising things to the power of 2. :) Ultimately, though, direct comparisons in computing power are somewhat misleading anyway, as any powerful game AI is likely to have some significant differences in how to apply horsepower from how biological brains work. Although there may be large areas of similarity or inspiration between biological and artifical intelligence, the traditional comparison is to manned flight in that we didn't simply mimic birds to achieve heavier than air flight. Much remains to be seen about the extent of the similarity. Best, Ian

    9. Re:How many? by wsloand · · Score: 1

      It isn't that there is more than one useful result per firing, but that it can fire more than once per second.

  35. Profitable AI by Tablizer · · Score: 1, Insightful


    It would be impressive if the game's AI coaxes the player to reveal if they actually paid for the game or pirated it, and shut down if pirated.

  36. Don't clump all research together by JanneM · · Score: 5, Interesting

    When looking at AI and Cognitive research, you really have to keep in mind that there are two differwent motivations at work in doing the research.

    One motivation - the one alluded to in the article - is to make stuff that gives the same behavior as humans (or whatever animal you are looking at). You don't really care whether your methods are biologially correct, you want things that work. Most of classical AI falls into this category.

    The other motivation is to figure out how we do things (we being animals in general). If the research ends up being useful in appolications, great, but that's not the goal of the work. You really want models of how real brains solve problem, and these models may be far too inomplete or computationally intensive to be used in implementations, yet be perfectly fine for their intended use. A lot of Cognitive science falls into this category.

    Game AI designers probably have a much richer mine of information and techniques in AI than in cognitive research, and they have so far been able to exploit that knowledge - as well as judicious 'cheating' - to make a compelling illusion. If/when they turn to cognitive science, however, the pickings will be slimmer and harder to use, as the methods and models aren't designed to solve any kind of real-world problems to begin with.

    /Janne

    --
    Trust the Computer. The Computer is your friend.
  37. Differences by Xerithane · · Score: 1, Offtopic

    ...talks briefly about the differences between AI used in the game industry and the AI being researched in academic institutions.

    This is easy, one is a highly optimized tool for maximum destruction and domination that can be calibrated according to the environment it is placed in, and the other is just part of a video game.

    --
    Dacels Jewelers can't be trusted.
  38. AI /. Moderators by nickynicky9doors · · Score: 4, Funny

    Now that we've been told, yet again, how limited AI is can we take away their moderator privledges? The AIs keep moding me offtopic...damn metaphorically challenged silicone... Oh no here they come again...

    --

    heuristic algorithm seeks stochastic relationship
    1. Re:AI /. Moderators by archen · · Score: 1

      Artificial intelligence /. moderators

      Oxymoron? YOU be the judge!

    2. Re:AI /. Moderators by diaphanous · · Score: 3, Funny
      silicone...

      I think you're thinking of something else artificial...

      --Phillip
    3. Re:AI /. Moderators by nickynicky9doors · · Score: 2

      Doh! If timing is the key to humour then I should consider not mixing posting @ /. with surf'n pr0n... my bad

      --

      heuristic algorithm seeks stochastic relationship
  39. Keep doing tequila shots... by Chris+Burke · · Score: 2

    You'll get there eventually.

    --

    The enemies of Democracy are
  40. Technolgy has often first been introduced as toys. by InterGuru · · Score: 4, Insightful
    In Cities and the Wealth of Nations Jane Jacobs points out that many techonolgies were first introduced as toys.

    This posting quotes from the book to make this point.

    Most households were first introduced to computers by video games. It does not surprise me that the first introduction to AI for many people is computer games. I realize that spell checking and grammer checking, a form of AI, may be in many houses too.

    Even the military is using game-developed technology for combat simulators.

  41. Who are these 'Alvin' people? by Self-Important · · Score: 1

    And why are they harboring a grudge?

    1. Re:Who are these 'Alvin' people? by Anonymous Coward · · Score: 0

      The other one is actually Albert. HTH.

  42. put in in perspective people by Anonymous Coward · · Score: 2, Insightful
    there are a lot of statements here that are putting game development and games in general in a bad light. While it is curious why this happens, perhaps these questions should be asked: First, the 'how do researchers feel about their life's work put into mere games' should be asked as 'how do researchers feel about their life's work being put into movies? (or ANY other entertainment venue)" It is sad that many still see games as kids play. Sure the end result is sometimes, but the industry itself is a multi billion dollar industry when you consider advertising, manufacturer (or hardware) and dev of software.

    As someone who does not do games for a living, I find more and more that solutions offered for many games can be more than useful in the 'serious' industry of IT. Way back in the day when 3D was still new to games, the simulator crowd was in high demand for game production. (at least their experience and lessons learned were) Now it seems that more and more gaming solutions could be used for elegant solutions in simulations and distributed information systems (real time). Take the MMOG / persistent world creators... their experience in handling a ton of people with loads of information over the internet, while minimizing lag, cheating (security) and synch problems would be a great boon for MANY systems that are completely unrelated to games. Many in the 'serious' industry scoff at this. Funny thing is, I have done this btw, do an experiment where you present architecture, algorithms and personell that can fulfill the requirements and present it to someone 'up the chain'. They will like it and the ideas presented. now try a month later but add 'game creator/designer/developer' in the personell places and mention that the algorithms are from the 'game world'. You will see a complete 180.

    That clearly shows that many put their knee-jerk emotions in front of rational business deciding ability, and should IMO be fired or put in non-decision making capacity positions. Use what works!

  43. Slightly off topic by 2x4 · · Score: 0

    It would appear that Dr. Davis' company Mad Doc Software has aquired the Jane's Combat Simulation licencing. Some of us old timers may remember EA was the previous holder of the licence, and after a promising start, ran it into the ground. The product, which has just gone gold, looks like a promising WW2 air sim. Here's hoping for sucsess to Dr. Davis and company

  44. oh well by Anonymous Coward · · Score: 0

    X short read
    - good read
    - quick read
    - interesting read
    - fun read
    - must read
    ....................
    /. staff strike again...ain't imagination a wonderful thang...

  45. Oh, the disparity! by Spezzer · · Score: 2, Insightful

    It seems to me there is a large disparity in the kind of development between the two different kind of AI investigations. Game AI, although more about the 'result' as stated in the article, has to be based upon the research done in the academia. While it says academia could learn a thing or two by understanding what GAMES are using from AI, they can better focus and optimize and even research better platforms for the games to use (This is just paraphrasing some of what the article might have said, including my own interpretion, if at all accurate).

    What I've noticed is, since the human brain knowledge IS 85% speculation, we often use AI strategies to fake knowledge. I mean for FPS bots, they have used paths and nodes to simulate familiarity and some order for the bot, but still that gets too much into a pattern which is not necessarily very human.

    I guess my main concern is knowing exactly how far Game AI trails the progress of Academia AI, and when, if ever, the two will progress together.

  46. You're confusing transistors and clock cycles by Anonymous Coward · · Score: 0

    An (electronic) neural net is a state machine. So a better comparison would probably be transistors verses neurons.

    I'm sure their are numbers out there, but the data provided does nothing to indicate how fast the neurons can process data.

  47. AI IS reality by Anonymous Coward · · Score: 0
    Wallstreet analyst workstations recognize pre-trained patterns and classify new ones being based on neural networks and decision trees.

    Missle defense navigation systems are based on parallel neural-cubes to recognize and react in microsend time intervals.

    Memory cache management software is based on genetic algorithms.

    Data-mining in huge data-warehouses is based on decision trees and pattern recognition.

    Stanford's ontology management system. Semantic Web.

    Should I continue? It's all real today. May you expect something of Spielberg's A.I.? Japan is already on that way. What do you need more?

  48. Got yer intelligence right here! by Anonymous Coward · · Score: 0


    void Kill (void)
    {
    while (no_of_players > 0)
    {
    search(target_list[]);
    hit_me = target_list;
    while (hit_me != NULL)
    {
    aim_railgun(hit_me);
    fire();
    hit_me++;
    }
    }
    return;
    }

  49. AI idea by bananaape · · Score: 0

    I had an idea for an AI system that would learn a language by analyzing a dictionary file with things like definitions, synonyms, antonyms, etc. with a concept of nouns, verbs, and other grammatical things. This was a few years ago, so my complete idea is a little cloudy now. I never implemented it because I was pretty bad at file input/output, and that was important to the way that the program would have worked.

    1. Re:AI idea by Anonymous Coward · · Score: 0

      I know the feeling. When I was a boy my dad and I were going to take a fishing trip to Canada, but we never did.

  50. This guy is right on... by po8 · · Score: 3, Informative

    It was a pleasure for me, as an AI prof. who does games-related research, to read this interview. IMHO Dr. Davis gave a brief but extremely accurate and informative sketch of the relationship between industrial AI and AI research. I wish that every "expert" publically commenting about AI could be as insightful and honest.

    1. Re:This guy is right on... by Oswald · · Score: 1

      Yeah, I thought he did a pretty good job, especially for a guy with only "2 to the 14th power neurons and 2 to the 16th power connections between them". I use a lot more than that, but have next to nothing to show for it.

  51. AI in the real world? by possible · · Score: 4, Informative
    I'm sick of people asking "When will we see widespread commercial application of AI". AI researchers often quote the so-called "moving frontier" problem, that is, as soon as an AI application becomes useful enough to solve real-world problems, it ceases to be known as AI and looks a whole lot more mundane.

    For example, computer vision -- there are publicly-traded companies out there which have been doing machine vision for YEARS. These systems are used by all major chip manufacturers, most major paper and textile manufacturers, etc. to catch recognize and catch defects in products before they leave the assembly line. Cognex is a $1B a year company -- they exclusively do machine vision and visual pattern recognition for industrial applications.

    Another example of a company applying AI would be Virage, who has several patents relating to image/video searching and indexing.

    Many investment houses use neural networks to profile and model investments, and plenty of large financials use expert systems and neural networks to for data mining, employee profiling, and so on.

    Expert systems have been applied to computer security as well -- Rapid 7 (my company) sells a network security scanner which uses the Jess expert system from Sandia labs. The value of the expert system is, it allows the product to use discovered vulnerabilities to further exploit the network, discovering more vulnerabilities, which enable more probes to be performed, etc.

  52. Mentifex by Anonymous Coward · · Score: 0

    I'm still waiting for Mentifex to post some inane comment about his Javascript/FORTH AI

  53. "AI in Video Games vs. AI in Academia" by 56ker · · Score: 1

    When I saw this headline I thought Al Gore was appearing in video games. I thought he's gone a long way down from vice-president. :o)

  54. Sorry, Cruise Control Is Not AI by Louis+Savain · · Score: 3, Insightful

    I'm sick of people asking "When will we see widespread commercial application of AI". AI researchers often quote the so-called "moving frontier" problem, that is, as soon as an AI application becomes useful enough to solve real-world problems, it ceases to be known as AI and looks a whole lot more mundane.

    Could it be because it was never AI to begin with? I am sick and tired of the GOFAI (good old fashioned AI) community pasting the AI label on every clever computer application out there so they can cover up their failure to come up with human-level AI. People are not stupid. They can tell the difference between automatic cruise control and HAL. The former is not AI, it's just a clever hack. The latter has real intelligence. Let's face it. The GOFAI research community has failed. They had no clue as to what intelligence is about when they started the field fifty years ago and they have no clue now. We need new blood and new ideas in AI research.

    1. Re:Sorry, Cruise Control Is Not AI by Gary+Yngve · · Score: 3, Informative

      Cruise control could be very well formulated as an AI problem. There is sensor noise from the speedometer. There are uphills and downhills and different road conditions. In this case, it probably boils down to "just" a Kalman filter, but a Kalman filter easily qualifies as machine learning.

    2. Re:Sorry, Cruise Control Is Not AI by Louis+Savain · · Score: 2

      Cruise control could be very well formulated as an AI problem.

      One does not have to major in artificial intelligence at a university to write a cruise control program. Any competent programmer can write a program that accomplish safe and effective cruise control. It's a simple coding problem that does not require fifty years of DARPA funding to figure out. The only intelligence we know is animal intelligence. Biological intelligence is what we should be trying to emulate. Human intelligence is general, scalable and adaptive. I have seen nothing from the AI community that qualifies as true intelligence. All they have is hype and propaganda.

    3. Re:Sorry, Cruise Control Is Not AI by Gary+Yngve · · Score: 2

      I know very few programmers outside of AI or mechanical engineering who can write a program to perform optimal cruise control given sensor/motor noise and unknown road conditions. There's more to it than "Read the speedometer. Accelerate if too slow, decelerate if too fast. Repeat."

      What if "optimal" were defined as some weighted combination making the ride smooth and conserving gas? Is that so trivial a program to write? AI researchers have solved many important problems over the years, and I don't consider it at all a disappointment that we are not even close to approaching human intelligence.

    4. Re:Sorry, Cruise Control Is Not AI by Louis+Savain · · Score: 2

      I know very few programmers outside of AI or mechanical engineering who can write a program to perform optimal cruise control given sensor/motor noise and unknown road conditions. There's more to it than "Read the speedometer. Accelerate if too slow, decelerate if too fast. Repeat."

      There is not much more to it than that. So don't try to make it look like it's a harder problem than it actually is. Any junior programmer can write a good cruise control program through trial and error.

      What if "optimal" were defined as some weighted combination making the ride smooth and conserving gas? Is that so trivial a program to write?

      Yes it is. I've seen self-taught programmers do amazing things with a 1Mhz Apple II back in the early eighties. Things that are orders of magnitude more complex and clever than cruise control. They never claimed they were doing AI.

      AI researchers have solved many important problems over the years, and I don't consider it at all a disappointment that we are not even close to approaching human intelligence.

      It's worse than a disappointment. It's a pathetic failure. Many of us remember people like Minsky and others making outrageous claims about their ability to create human-level AI by the end of the last century. We all know about their promotion of the symbol manipulation and knowledge representation nonsense. It all turned out to be mostly worthless crap with little to do with intelligence. Those guys made it a point to ignore every significant advance in neurobiology and psychology over the last one hundred years. Talk about clueless!

    5. Re:Sorry, Cruise Control Is Not AI by 2nd+Post! · · Score: 4, Insightful

      In a very bottom's up biological intelligence thing (animal reasoning), cruise control *can* be (I don't know if it *is) structured as an AI thing.

      You have two analog controls, gas and brake. You have time; how long to break, how long to accelerate; you have intensity, or magnitude, how much gas and how much brake pressure, and then you have current velocity, current RPM, current gear, and even mass to take into account, not to mention road curvature, road quality, and road grade (steepness).

      In this light, it's a very valid AI question. Can you create a system that maximizes fuel economy and ride quality (you want to avoid extreme acceleration and deceleration, right?).

      I know for a fact that I can outperform my car's cruise control for both milage, performance, and ride quality. As long as I can perform better than my car, then the car isn't being intelligent enough, and is therefore an AI quality problem.

      To be more precise:

      If you're on a down grade and you're below the threshold speed, you can let the car coast and naturally accelerate. If you're above the threshold speed, you need to actually slow below the threshold speed to take into account the fact that there is acceleration as a factor. Or instead of braking, the car can shift into a lower gear, alternating with braking, to insure brakes don't overheat.

      Then there's curvature. The car should actually decelerate going into a curve; it should do so more aggressively the tighter the curve, but as the driver starts straightening it should accelerate again. How much should it slow down? How much should it accelerate? It's not linear, but depends strongly on how banked the road is and what the road conditions are. Wet vs dry, or even icy, for example.

      Or going uphill. The car should accelerate to counter the speed drop, but should probably try to stay in the best gear, even if it means falling below the threshold for a while, because of fuel economy and power output. So it should accelerate somewhat, but be able to decide that staying in 5th at 70mph isn't nearly as good as dropping to 4th and going 63mph if the grade is steep enough. It should probably also be able to check engine temperature to guage when to keep going 70mph, and when to switch to a lower gear and drop to 63mph (loong shallow grade vs small, if steeper, hill, for example)

      See, right now cruise control is really only best for straight sections of clear road because not enough AI has been applied, and not enough AI is available, to deal with curvy windy uphill and downhill roads, which is actually a better place for AI to be used, allowing the driver to concentrate on where the car is going (not over the cliff, I hope)!

    6. Re:Sorry, Cruise Control Is Not AI by 2nd+Post! · · Score: 2

      To make it even more AI-like, if the driver has certain preferences, the AI-cruise control should be able to pick up on those preferences.

      If the driver goes into certain curves at 30mph, and other curves at 15mph, the AI should be able to tell the difference between those curves, and in future sense modify it's behavior appropriately. IE, a trainable AI.

      As long as the problem can be phrased such that the human can do a better job than a computer (such as cruise control), then it is an AI problem. Right now cruise control is merely computer assisted driving, but it is on no way a solved AI problem.

    7. Re:Sorry, Cruise Control Is Not AI by Gary+Yngve · · Score: 2

      I think you are missing the point. A well written machine learning program can be incredibly short and simple. Even in less than ten lines of MATLAB code. But it requires a lot more than elite hacking skills to be able to prove mathematically that an algorithm, however so simple, will perform optimally in the Bayesian sense.

      While you may not consider that to be a contribution, the same model may be used for more complicated things, such as piloting a spacecraft. I saw a talk the other day who trained a program to hover a remote-controlled helicopter in place. It performed better than the leading human controllers.

      There's a lot more to AI than symbol manipulation. Knowledge representation is a very small subset of the field. Some researchers choose to concentrate on the small subfields of AI, and those fields have prospered, providing great advances to datamining, graphics and vision, theory, etc. Some researchers are very much interested in neurologically and biologically inspired computing. Calling AI researchers clueless for ignoring these areas is just revealing your ignorance about AI and your fanatacism against AI..

    8. Re:Sorry, Cruise Control Is Not AI by Louis+Savain · · Score: 2

      While you may not consider that to be a contribution, the same model may be used for more complicated things, such as piloting a spacecraft. I saw a talk the other day who trained a program to hover a remote-controlled helicopter in place. It performed better than the leading human controllers.

      None of it has anything to do with intelligence. Again, to be intelligent, a program must not only be able to learn but it must learn anything and everything, not just a limited domain environment. But that is not all. It must be motivated and adapt to reward and punishment.

      There's a lot more to AI than symbol manipulation. Knowledge representation is a very small subset of the field.

      Neither symbol manipulation nor knowledge representation has anything to do with intelligence since the only intelligence we know of (biological intelligence) doesn't use any of it. First and foremost, intelligence has to do with discrete, temporal signal processing. The biological evidence is clear on this issue: neurons generate discrete signals or spikes. Second, intelligence has to do with motivation, i.e., it must react properly to reward and punishment. This is what psychology has taught us for the last one hundred years. The GOFAI crowd is not listening.

      Calling AI researchers clueless for ignoring these areas is just revealing your ignorance about AI and your fanatacism against AI..

      They're worse than clueless. They have wasted the taxpayer's money for fifty years. And, for the record, I am not against AI. Why lie about it when I have a site that promotes AI? On the contrary, I am trying to wake people up to the fact that they are being taken to cleaners by a bunch of clueless career propagandists. If you don't like my opinion on the matter, all can say to you is that it's that's too bad. I exercise my freedom of speech the way I see fit.

    9. Re:Sorry, Cruise Control Is Not AI by Gary+Yngve · · Score: 2

      Your argument that biological intelligence does not use symbolic manipulation is hollow. It's like saying computer intelligence does not use symbolic manipulation because it's just a bunch of transistors.

      There has been plenty of great research in reinforcement learning. Isn't that what you mean by rewards and punishments?

      People have also tried to make neurologically inspired models for AI. Note that the transistor is even abstractly similar to the neuron. The AI community is in much better shape than you think.

    10. Re:Sorry, Cruise Control Is Not AI by Louis+Savain · · Score: 2

      Your argument that biological intelligence does not use symbolic manipulation is hollow. It's like saying computer intelligence does not use symbolic manipulation because it's just a bunch of transistors.

      Thanks for making my point for me.

      There has been plenty of great research in reinforcement learning. Isn't that what you mean by rewards and punishments?

      If it is not done within the context of signal processing, i.e., by using spiking neural networks, it's crap. Spiking or pulsed networks did not come from the AI community, BTW. They came from the computational neuroscience community which is part of neurobiology. So don't try to get credit for something the GOFAI community has pretty much ignored for fifty years.

      People have also tried to make neurologically inspired models for AI. Note that the transistor is even abstractly similar to the neuron.

      The only neural networks that came from the GOFAI community (after Marvin Minsky and Seymour Papert tried to put a monkey wrench in neural network research) are the so-called ANNs. ANNs are a pathetic joke. They bear little ressemblance to biological neurons. Unless an AI researcher realizes that intelligence has to do with the temporal relationships between discrete signals, he or she is not doing AI. He or she is just spitting against the wind.

      The AI community is in much better shape than you think.

      I doubt that very much. Only a blind fool would believe in the AI community after fifty years of abject failure. They still don't have a clue and they don't seem interested in getting one either. Just recently, MIT Technology Review publisehed an article titled "AI Reboots" which is a PR piece for GOFAI guru Doug Lenat and that database, symbolic representation monstrosity of his called Cyc.

    11. Re:Sorry, Cruise Control Is Not AI by SnowZero · · Score: 1

      None of it has anything to do with intelligence. Again, to be intelligent, a program must not only be able to learn but it must learn anything and everything, not just a limited domain environment. But that is not all. It must be motivated and adapt to reward and punishment.

      Any of course, a human *can* learn "anything and everything"? Don't make me laugh. Humans are actually quite limited, just in different ways than computers. There are tons of things that already come up in AI that a human can't learn.
      This doesn't seem to stop people from saying a computer isn't intelligent until it can learn everything, or in other words be far superior to a human.

    12. Re:Sorry, Cruise Control Is Not AI by Zurk · · Score: 1

      humans can learn far more than any AI today. they make decisions by sifting thru vast quantities of rules and data. they have true random number generators built into them. They have vast quantities of processing power which is adaptable. ALL AI systems today cant even compare to ants much less compare to a human brain.
      AI is a dismal failure today at any rate. its just *hard*.

  55. Bad choice of words by FurryFeet · · Score: 1

    I believe that using the words "artificial intelligence" to denote your oponents in most videogames is a bad choice.
    A Counterstrike bot has a very limited number of choices in a controlled environmente. Same goes for your Warcraft oponent. Inteligence, on the other hand, is about the ability to improvise under unexpected circumstances.
    In other words, even if they're both usually called "artifitial intelligence", they're two altogether different things.

  56. Clever AI in games is a myth by EpsCylonB · · Score: 1

    I recently attended a recruitment presentation for codemasters in the uk.

    One of the most interesting things that was said was the clever AI in games is a myth, most AI is just a series of hacks. Some of them are indeed complex but they never really make any serious attempt to scientifically replicate the way a human makes decisions.

    1. Re:Clever AI in games is a myth by noone42 · · Score: 0
      "One of the most interesting things that was said was the clever AI in games is a myth, most AI is just a series of hacks. Some of them are indeed complex but they never really make any serious attempt to scientifically replicate the way a human makes decisions."

      How do we know that neural networks are the only method of creating AI? Other ways that could be developed may be put down as being complex clever hacks. I don't think we've achieved this yet, but don't put down game AI just because it doesn't use scientific reasoning.

    2. Re:Clever AI in games is a myth by HalfFlat · · Score: 2

      [Caveat: I used to work for the company that produced it, so I may be biased.] The game "Powerslide" (an arcade-style racing game for the PC) had AI drivers which were indeed modelled with a neural net. The various net weights were 'bred' (GA techniques) to produce very good to poor AI 'mini-brains' (the poorer ones were explicitly bred to be played against in easy difficulty.) Sure, there were some hacks to make it all work well, but at the core, this was AI well-informed by the latest work in the field. Further, they really did drive pretty-much like one might expect a human to, even down to occasionally just wiping out or crashing.

  57. Ai in academia is so freaking basic by CrazyJim0 · · Score: 1

    AI is the broad term of using a computer to solve problems... Mainly they deal with stuff that has robotic flavor: computer vision and pathing. I wish people would get their act together, and just make an all encompassing true AI.

    Get computer visioning to determine what object its looking at.

    Use a 3d world to enhance this, and draw contextual clues.

    Use a zork like vocabulary to do actions in its imaginary world.

    Its so simple, but would take a long time to piece together...

    I'm trying to solo it LOL:
    www.contrib.andrew.cmu.edu/~sager/ai

    As far as games go, the MMORPG I wrote that I never published had some pretty complex AI... read about it:
    www.ebayrp.bizland.com

    But right now I'm living basically like a bum... Even though I have the know how to make AI like HAL.

  58. Any relation to 1C:Maddx Games? by Sam+Lowry · · Score: 1

    I wonder what relation this Mad Doc Software company has to the 1C:Maddox Games, the producer of the famous IL2Sturmovik that beats now all the ratings in on-line simulation charts.

  59. Had this since the 80s... by Penis · · Score: 1

    It would be impressive if the game's AI coaxes the player to reveal if they actually paid for the game or pirated it, and shut down if pirated.

    "To continue, type in the first word on page X of the manual..."

    P*e^(ni)+s

    1. Re:Had this since the 80s... by Anonymous Coward · · Score: 0
      "To continue, type in the first word on page X of the manual..."


      I recall a certain old Amiga game where this kind of copy protection was implemented by keeping the whole manual on disk... which in practice meant that a cracker who took the trouble to disable the protection code would also find the complete manual in nice, useful computer readable form. Talk about self-defeating.

  60. Re:How many?-Wheels whin wheels by Anonymous Coward · · Score: 0

    The neuron could very well be a computer within a computer (so to speak). A biomolecular computer.

  61. Re:put in in perspective people-AI test-bed. by Anonymous Coward · · Score: 0

    Your post sparked an idea (see a computer do that?). Why not have a company sponsor an online MUD. Really low cost to us, and an AI test-bed for them. Pleople basically get to experience an AI growing up while having fun.

  62. randomized algorithms, AI and real people by Stalcair · · Score: 1
    I was discussing something similar to this the other day with a friend/colleage. What was brought up was how even with the best algorithms, super computing (or distrubuted, but you get my point I hope) and even significantly in the future (such as 50 years here), that it would be foolish to 'put your eggs in the basket of computers'. Well, I agree that dependancy is foolish, however in the meantime before we build massive intelligent robots to make us slaves, then perhaps we could merely use MUD's and other massive online games as a platform to test out mass response in a 'controlled' environment. I am thinking just off the top of my head that any result would be accurate than any mathmatical projection using the same environmental conditions and tests. The chaotic nature of real people, from the 1337 d00dz to just those that are drinking while playing would be only invalidated by the 'unreal' factor of the test, thus owing to lack of real consequence of action (like in buying something with real vs. virtual play money). However, this is the same for any mathmatical setup (pure math and no human interaction except to just say 'go' and 'stop'.

    Yeah, its not the best idea I realize, but it would be fun I think. Not to mention that the benefit to games from creating virtual worlds more of the simulator sort, and less of the Diablo sort might really appeal to many (I know it would to me :)

    Taking advantage of the player base (not abusing mind you) already there, while applying more advanced and dynamic models (for example: economic models, social response to stimuli modeling, etc). I admit that I have a strong bias for making better online games and that the simulator/modeling approach while interesting, may just be some justification to fund better dynamics into the very static and boring MMOG games... and of course that is MY opinion, so feel free to disagree.

    Spelling and grammer errors aside, I have actually thought this out for quite awhile, but am too lazy to write good now (I am cooking).

    --

    I seek not only to follow in the footsteps of the men of old, I seek the things they sought.

  63. Yup that's right by Anonymous Coward · · Score: 0
    I've read the sourcecode and that's how we do it for beat-em-ups. (Instead of pressing left-left-up-left-X, the AI just calls SuperFlamingPowerMove)

    For other genres we tend to just put more enemies there and make them take more hits (so its a war of attrition).

    However for sports games sometimes we do it properly, and sometimes we do it by making the AI really clever, and then make it make deliberate mistakes a certain proportion of the time.

    These are all nice and cheesy ways to add difficulty levels.

  64. Brain power more than in the connections by Anonymous Coward · · Score: 0

    The brain is one of the most complex systems human kind is aware of. It is much more than just neurons and their interconnections. Exactly in what way they are interconnected and specifically what roles neurotransmitters and other chemicals play is still poorly understood. Its much more than a matter of reproducing these connections and hoping some emergent behavior looks intelligent.

    If you give a child all of the little bolts and screws and parts from a nuclear submarine and ask him to put them together the result will very likely be quite unintelligible.

    Besides, if there ever is a computer as complex as the human brain Bill Gates will likely throw Windows on it and we'll all be doomed.

  65. Halo by AresTheImpaler · · Score: 1

    Have you played Halo?? It's pretty difficult (specially Legendary). The enemy AI is pretty good, even the marines AI is good enough.. they'll cover you, avoid explosions, find enemies, work as a team, etc.. I read an interview with the halo's AI programmer and he said that their AI is so good that the computer never cheats... He also mentioned that the Legendary mode (most difficult) is actually the way the game was designed to be played.. They saw it was too difficult and they made the easier modes so that the player could cheat. By this I mean that they give weaker armour and weapons to the enemy and the human player actually gets better weapons and enemy. Therefore you don't give the enemy enought time to show you how good the AI is.. This way, the game makes you feel that the AI is not as good in the easier modes, but its the same.. I'll post where I read the interview when I find it..

    1. Re:Halo by jkeegan · · Score: 1

      I remember reading that opponents size you up when they see you - do sort of a threat assessment. If you walk in a room confidently, kill plenty of opponents easily without wasting ammo or stumbling around, etc, then they will actually become afraid of you and cower appropriately.. On the other hand, if you hide, act nervous, etc, they may see you as easy prey and be more confident.

      I've theorized that that's got to have something to do with the difference between easy, normal, heroic, and legendary.. I imagine that among other things, they crank that threshold up on Legendary mode, so it's more likely they're not afraid of you.. (they even say something like "You face opponents who have never known defeat, who laugh in alien tongues at your efforts to survive.")

      Halo rules.. (movies at keegan.org/halo)

      --

      ..Jeff Keegan
      seven syllables explain TiVo: kee gan dot org slash ti vo
  66. An example (multi-agent systems) by dmomo · · Score: 2, Interesting
    For my senior CS project on AI, I studied distributed intelligent systems. Autonomous agents working towards a common goal as a team must be able to collaborate in order to be efficient. In a real world situation, these agents may not be able to communicate. They must be able to dynamically figure out their role, and change it if necessary. This requires each agent to observe other team members and guess what their plan is. I used robotic soccer as an example. Given a situation (enemy density and location, ball position/direction) each player must figure out where they should be, and what role they should take on in what they decide to be the optimal configuration. Except for the fact that real soccer players have specified roles, this is close to a real world situation.


    This is of course computationally expensive. In the video game case, the program must run smooth in order for the computer to be a significant opponent. A typical team of computer-controlled oppenents tend to share information as if telepathic. The computer must cheat, simply to make the game interesting. If all agents (soccer players) have a shared knowledge base, it can easily be a tough opponent. The computer must often "cheat" for this reason.


    For right now, computers are not fast enough to handle the AI with more integerity. The bottom line is that a video game has to be fun. In academia, we are able to put more time into things that are not immediately useful in order to better understand real AI. Of course in the soccer video game situation, the human player also acts as a shared knowledge base for its team, as it controls all of them. In a game like a multi-player shooter, however (ignoring the chatting option), this is more applicable. It is unfair for each computer player to be able to divine the intent of the team members as if controlled by an overmind. Applying this research to video games would result in better realism, provided the CPU could handle it. For now, it would simply not make for a very interesting game. Still, shared knowledge is an interesting problem in AI, and a lot of the work having been done is quite good. But we do have a long way to go.


    This research would apply to systems other than video games where each agent may work under a different protocol. Each situation is different, though. Often there will be a standard communication protocol, but sometimes that may break. The distributed system should not cease in this case. Examples are automated military, network routing, manufacturing plants and clustered computing.

  67. what is intelligence? by weierophinney · · Score: 1

    I studied AI briefly in college... and ended up studying comparative religion. What it came down to was this: computer scientists are trying to determine how to make a "thinking" machine, and artificial "intelligence". We would talk a little bit about ethics -- "would it be ethical to pull the plug on an artificial intelligence?" -- and about non-binary thought, but all this left me with more questions than answers.

    But what is thinking? what is intelligence? Can human intelligence truly be separated from our bodies? how do we account for desires, fears, joys? how do we account for emotions? Do not all of these contribute to intelligence and thinking? These are factors to consider when discussing thinking machines and artifical intelligence. Some AI researchers do -- and I have to admire them for it.

    However, what I've noticed in the years since I studied AI in college is that AI is being used as a catch-all term for "fuzzy logic" and pattern recognition -- great for creating games that challenge us -- but leaving me with the same questions today as I had over a decade ago.

  68. Game engines for A.I. research by Yoda2 · · Score: 2
    Not sure how useful embedded A.I. logic in gaming can be to academia, but using a game engine as a platform for developing and testing A.I. offers a lot of potential.

    My research involves modeling human language acquisition, grounded in "visual" experiences. While I'm pretty much developing a crude vision system from scratch for my prototype (because I want to use some real video) my next step will be to try the same logic inside of a game engine. With a game engine, I can query exact details of objects and their motions, without the great complexities of a computer vision system.

    Until computer sensor systems catch up, game engines provide a wonderful opportunity for testing A.I.

  69. Old article over at Tech Review by sielwolf · · Score: 1

    I'm surprised that I haven't seen a link to this article from Technology Review a few months back.

    It discusses the move from classical AI to more business oriented AI field of today. The key: business application = research funding. Sure we all want Artificial Men (that's what it all comes down to doesn't it?) but who's going to pay for it.

    Actually there is some interesting work IBM is doing on fruit recognition. You know those self-help check-outs at the market? The problem is that you need to have human interaction (and monitoring) for weighing up fruit (due to the difference in price/lbs.).

    What these guys are doing is a recognition system that would recognize different fruits and number (since some, like apples, are done by number not weight). Now this is a non-trivial task even for humans(how good are you at telling a plantine from a banana? Or an oversized orange from a grapefruit?) and add in the translucent bag and the shuffle and you get a lot of headaches. And their work seems very promising.

    Of course it isn't AI as we all want it but life ain't the Jetsons. Who wants to deal with sentience when a few damn filters and some boosting of some classifiers suffices?

    --
    What is music when you despise all sound?
  70. The moving frontier problem by Anonymous Coward · · Score: 0


    The "moving frontier" dilemma is false.

    When will we have "real" AI? When our software
    angents are like living things - when we attempt
    to explain their motivations and inner workings
    but for the most part fail...

    Until then they are just dutifully carrying out
    our instructions.

  71. game developers funding AI research by WillWare · · Score: 2
    industry is frequently shortsighted and cannot spend the research time developing new techniques... the more academia knows what sort of problems people are trying to solve in the real world, the better they'll able to focus their research on methods that have nearer term results.

    It might be a good thing if game developers could fund academic work. No single game developer could afford to fund a project to solve any particular problem, but financial mechanisms have been described (1 2) to allow game developers to jointly fund research to produce results sharable by the entire industry.

    The software completion bond idea has not yet been attempted AFAIK. Certainly it has no well-known success stories. Maybe this would be a good place to try it.

    --
    WWJD for a Klondike Bar?
  72. 4) law by Anonymous Coward · · Score: 0

    Confidential.

    As seen in Robocop. :-P

  73. Academic AI by GrEp · · Score: 2

    For the most part academic AI falls into the catagory of engineering optimization. How can we design object X using: (neural nets, evolutionary computation, logic reduction...)on beuwulf clusters using weeks of computation so that it will perform well under condition Z in the real world?

    Game AI, however, is based on the universe created inside the game, is mostly asthetic, and usualy done in real time.

    --

    bash-2.04$
    bash-2.04$yes "Don't you hate dialup connections?"| write USERNAME
  74. A Real AI Hacker Comments by raahul_da_man · · Score: 1

    It seems obvious that there is already a fusion between the games industry and universities. Where do the games companies get their programmers from?

    After the academics have done the real pioneering work, the other programmers pick it up a decade later. This pattern has been established in AI since the 1950's. Everyone is writing AI chess programs today using the techniques of min-max pruning invented in the 1950's to solve the chess playing problem.

    Now getting to a game related problem that has been vexing me:

    I contribute some code to a Civilisation clone: Freeciv at www.freeciv.org.

    Currently we are badly stumped at trying to create an AI that

    1.) Learns from mistakes - maintains a database of losing/winning games. I'm talking something similar to Case Based Reasoning here.

    2.) Plays 2D geography well. This problem space is far simpler than RTS games. I need help in basic things like identifying bottlenecks, forming and moving units in cohesion.

  75. First real AI from entertainment by peter303 · · Score: 2

    My prediction, made in /. and elsewhere is that the first real A.I. (as opposed to just use of A.I. software techniques) will come from some part of the entertainment industry- a robo-toy, game avatar, love-bot, or film character. People just love to play (a hard-core mammalian habit) and will stop at no lengths to invent more creative diversions for ourselves. The other potential drivers of the first A.I.- academic research, military, and business- just dont have the same the same deep intensity as "play".

  76. The games taught me... by the_tallman · · Score: 1
    Two things:

    1. You should never break or accelerate in a turn until the car has reached the apex of the curve. Doing so, especially at high speeds will cause the car to skid out. Break before the turn.

    2. If you're going up hill, you will increase, not decrease, speed if you go to a lower gear. Lower gears mean more power is getting to the engine. Your car would stall otherwise.

    The first point would be particularly hard to compensate for with AI in your scenario unless the car had some kind of input akin to sight.

    All that and more learned from playing GT/Project Gotham... who says you don't learn from games?!

    Ivan

    --
    There is no graceful way to eat an egg salad sandwich.
  77. Cruise Control Is Not Intelligence. by Nonesuch · · Score: 2
    Cruise Control is stupid. If you don't value your engine, try this:
    Engage cruise control, then shift into Neutral.

    I didn't wait to see what happens when you hit redline...