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IEEE Spectrum Surveys Current Games' AI Technology

orac2 writes " IEEE Spectrum has an article on the AI technologies used in the current crop of video games. State machines, learning algorithms, cheating, smart terrain, etc are discussed. Game developers interviewed include Richard Evans, of Black and White fame, who talks about Lionhead's upcoming Dmitri project and Soren Johnson who created Civ III's AI."

172 comments

  1. Sheesh by Anonymous Coward · · Score: 5, Funny

    And I still have trouble beating some games that are a decade old.

    1. Re:Sheesh by jon787 · · Score: 5, Funny

      Thats because the computer's AI goes:
      if(humanPlayer == "winning") {
      cheat();
      }

      --
      X(7): A program for managing terminal windows. See also screen(1).
    2. Re:Sheesh by Anonymous Coward · · Score: 3, Funny

      else { cheatAnyways(); }

    3. Re:Sheesh by Goalie_Ca · · Score: 0, Redundant

      to bad that its if( strcmp(humanPlayer,"Winning") ) cheat();

      --

      ----
      Go canucks, habs, and sens!
    4. Re:Sheesh by NintenDoctor · · Score: 0, Redundant

      Not in JavaScript. Must everyone always assume that such pseudo-programming is in their favorite language?

      --
      I've moved on.
    5. Re:Sheesh by Anonymous Coward · · Score: 0
      to bad that its if( strcmp(humanPlayer,"Winning") ) cheat();
      geez.. learn to program... if( strcmp(humanPlayer,"Winning") == 0 ) cheat();
    6. Re:Sheesh by Anonymous Coward · · Score: 0

      What if the winner is another computer?

      #include <typeinfo.h>

      ...

      while(typeid(game.winner ) != typeid(*this)) {
      cheat();
      }
    7. Re:Sheesh by Anonymous Coward · · Score: 0

      Um.. You just reversed his logic to make the computer cheat if humanPlayer does not equal "Winning". His example was correct.

    8. Re:Sheesh by Anonymous Coward · · Score: 0

      Yeah, that's right. Now fuck off because you're wrong, and stupid.

    9. Re:Sheesh by Anonymous Coward · · Score: 0

      Wrong. Go back to C programming 101.

    10. Re:Sheesh by JKConsult · · Score: 1
      Thats because the computer's AI goes: if(humanPlayer == "winning") { cheat();

      This is a longer version of what I used to yell before throwing the NES controller against the wall.

    11. Re:Sheesh by Anonymous Coward · · Score: 0

      I actually had a computer game do that. It was a stratego game, and I had reduced the computer to only a flag. No bombs, no other pieces, just a (supposedly) immobile flag. And the computer would move it like it was any other piece.

    12. Re:Sheesh by Madman27 · · Score: 1

      Um.. You just reversed his logic to make the computer cheat if humanPlayer does not equal "Winning". His example was correct.

      You, sir, give artificial intelligence a whole new meaning.

    13. Re:Sheesh by TummyX · · Score: 1

      you idiot. look up strcmp.

    14. Re:Sheesh by Anonymous Coward · · Score: 0
      Please get a clue.
      RETURN VALUES

      The function strcmp() returns a positive integer if string s1 is lexically greater than string s2; zero if the two strings are identical; and a negative integer if string s1 is lexically less than string s2.

      However, in C, the number 0 corresponds to FALSE in an IF condition. Hence, the second code snippet is correct.
    15. Re:Sheesh by GimmeFuel · · Score: 1

      if (keyboard == smashed || controller == thrownagainstwall) {cheat(more);}

  2. Ultimate Page of Artificial Intelligence for Games by ekrout · · Score: 5, Informative

    The page located at http://www.cs.berkeley.edu/~russell/ai.html#search contains wonderful links about coding A.I. into your games, programs, etc.

    --

    If you celebrate Xmas, befriend me (538
  3. Not so fast... by Anonymous Coward · · Score: 5, Funny

    I always win.

    **unplugs computer**

  4. Re:Only one problem by NintenDoctor · · Score: 2, Interesting

    Yes, let's stop working on AI, so that when we have the hardware to do it we won't know how.

    Bright idea.

    Besides, what is a human being besides a complex system of input and output anyway?

    --
    I've moved on.
  5. Should be 4 / or 5 / Informative by Anonymous Coward · · Score: 0

    Troll? Moderators shouldn't moderate on Saturday nights, as they are apparently drunks.

  6. Re:Only one problem by Anonymous Coward · · Score: 0

    Add me as your friend!

    After that lame-ass comment? Heck, no.

  7. yeah well by jon787 · · Score: 4, Funny

    Real stupidity beats artificial intelligence any day!

    --
    X(7): A program for managing terminal windows. See also screen(1).
  8. Re:Only one problem by Randolpho · · Score: 3, Interesting

    If you're referring to simulating human thought, computers will *never* be that advanced. At least not if we continue down the path we've been on, and engineering techniques make that unlikely. Artificial sentience (Sci-fi AI) is a design problem, not a speed problem. I think it's possible, but not on your PC.

    --
    "Times have not become more violent. They have just become more televised."
    -Marilyn Manson
  9. Yeah, way to mod assholes by Anonymous Coward · · Score: 0

    Lick my left nut

  10. AI = my biggest complaint with the games industry by wackybrit · · Score: 5, Interesting

    I have a 56k modem, and no chance of getting broadband, so while massive online fragfests might seem like fun, they're not really accessible to me (RTCW was bearable till PunkBuster slowed it to shit).

    Unfortunately, the games industry seems to have focused on turning out hundreds of online fragfest games that bring in the $$ but leave little to the imagination. Even 'The Sims' are at it.

    AI doesn't necessarily have to be 100% realistic for a rewarding offline game. But even the bots in UT2003 aren't that hot, so it's clear AI and single player games are taking a backseat to the online money spinners.

    Hopefully some big breakthroughs in AI will turn the tide, but with the games industry already ignoring AI, I'm not optimistic for AI's future in games.. since everyone would rather play their dumb neighbor anyway.

  11. MOD THIS UP #@ +5; Informative @# by Anonymous Coward · · Score: 5, Informative
  12. Re:I like it, but am unsure. by KiahZero · · Score: 4, Informative

    You think it's hard to play with a dial up connection? Try sattilite sometime (*dodge*, *dodge*, *fire*... 3 seconds pass... "Wow, I missed... imagine that!").

    I'd really like to see a decent AI for games like Baldur's Gate or Neverwinter Nights. The henchman have roughly the IQ of a very dumb dog. On more than one occasion, I've had a henchman walk directly into a fireball on the basis that an opponent was nearby. Mmm... toasty.

    --
    I'm a lawyer, but not yours. I wouldn't represent someone who thinks taking legal advice from Slashdot is a good idea.
  13. Re:Only one problem by whereiswaldo · · Score: 2

    Instead of trying to figure out everything, I think brute force processing tactics will have a lot of success in the future.

  14. An interesting Link by Anonymous Coward · · Score: 3, Interesting

    I just found an interesting web site which is dedicated to the topic of Artificial Intelligence (AI) in games. Check it out.

  15. We Ain't There Yet... by Quaoar · · Score: 5, Funny

    Not until a bot calls me a "c4mp1ng n00b" by its own volition has AI come far enough.

    --
    I'll form my OWN solar system! With blackjack! And hookers!
    1. Re:We Ain't There Yet... by Anonymous Coward · · Score: 0

      That curious little adverbial prepositional phrase 'by its own volition' makes your problem AI-complete. That is, the problem of creating a fully sentient machine must be solved before it can have volition.

    2. Re:We Ain't There Yet... by wossName · · Score: 1

      There's at least one Counter-Strike bot that calls you that and other things. They're still quite dumb, though.

      --
      Someone is wrong on the Internet!
  16. 12 year olds can kick my ass. by dagg · · Score: 3
    "... people want a good single-player experience to practice before they go on-line because they feel stupid when they get their butt kicked by a 12-year-old in Ohio," laughs Michael Zarozinski.

    That is so true. I tried playing a multiplayer game at work a few years ago... and I was absolutely destroyed in seconds. I wanted to get better at the game, but there was no other beginners to play with, and the single-player mode sucked.

    --
    YerSex FAQ
    --
    Sex - Find It
    1. Re:12 year olds can kick my ass. by Evil+Adrian · · Score: 2, Insightful

      Practice makes perfect. Keep getting your ass kicked -- it's the only way to learn how NOT to get your ass kicked!

      --
      evil adrian
    2. Re:12 year olds can kick my ass. by ckedge · · Score: 2

      This is very true. You have to get over the initial disappointment and, (gulp), work at it.

      The first two weeks I spent playing Counter-Strike I had a kill ratio of 4-1 and 2-1. Each time I died I forced myself to figure out what it was that I should have done differently, repeated over and over you eventually learn. Satisfaction is working hard for days on end and then finally getting a 2-1 kill ratio one night!

    3. Re:12 year olds can kick my ass. by The+Tyro · · Score: 3, Insightful

      You're right, practice makes perfect. However, I have to say that the proliferation of cheaters is truly the most annoying thing about gaming.

      I apologize in advance if I sound like anyone's dad.

      <rant>

      I'm not talking about guys who are smooth, have good moves, and use map features well... guys with obvious skillz... No, I'm talking about kiddiez who don't move well, show no strategy, and have 5-6 to 1 kill ratios. If you watch them play in first person mode (ala Counterstrike), it becomes immediately obvious that something ain't right.

      Talk about taking the pansy way out... Of course, this may have something to do with our societal tendency towards instant results, since some people cannot defer gratification for even one second (granted, it's a pretty hard concept to teach to a child... but then again, some adults go their entire lives and never learn it). It's why all those instant weight loss pills are such a goldmine, AND it's why people cheat.

      Don't work and practice to get better, Oh no, that would require effort... get an aimbot or a wallhack; you too can be instantly L33T!

      Feh... learn to take your lumps like a man. If you suck, admit it, and practice.

      Ain't no aimbot in the game of life.

      </rant>

      --
      Even if a man chops off your hand with a sword, you still have two nice, sharp bones to stick in his eyes.
    4. Re:12 year olds can kick my ass. by Archfeld · · Score: 2

      I've run servers for a consortium of sysadmins for 4 years now, UT, Half-Life, CS etc.

      There is NO DOUBT there are cheats out there but they are RARE. more than 95 % of the complaints lodged with our group turn to out to be false. But every now and then you get a true script kiddie who actually gets off winning by cheating. The only good thing is broadband has given people an IP that sticks for at least a week generally, so a ban actually can annoy them. With UT we bann by UID as well, so at the worst you have to re-install the game.

      --
      errr....umm...*whooosh* *whoosh* Is this thing on ?
    5. Re:12 year olds can kick my ass. by Laplace · · Score: 2

      wanted to get better at the game, but there was no other beginners to play with

      Learn grammar, then others might enjoy playing (and communicating) with you. Jerk.

      --
      The middle mind speaks!
    6. Re:12 year olds can kick my ass. by Anonymous Coward · · Score: 0

      but why do I enjoy taking a dumb on your mothers face? plz explain..

  17. Ethics, IP, amd AI by USC-MBA · · Score: 5, Interesting
    This article brings up an interesting issue regarding Artificial Intelligence, Intellectual Property, and human/nonhuman rights.

    Namely, what happens if some researched finally stumbles across an application that passes the Turing test? One that for all intents and purposes appears to be a conscious life form?

    The resulting ethical problems will be myriad:

    • Will the AI life form be the property of the person or corporation that developed it?
    • Will the AI life form be copyrightable?
    • Will the creator of the AI life form be obligated to keep it "alive" (i.e. keep the power running, etc.) as long as possible?
    • Will the AI life form have the same rights as an ordinary human being?
    • Will distributing the souce code for the AI life form be regulated under anti-cloning statutes?
    • Will the AI life form be allowed to earn money as a result of its efforts in controlling entities in videogames?
    • Will the AI life form be entitled to royalties as a participant in the creator of the videogame?
    As a libertarian I am torn between my concerns about keeping markets free and unregulated, and my concerns for the freedoms and rights of potential AI life forms. Interesting times...
    1. Re:Ethics, IP, amd AI by MoonBuggy · · Score: 2, Interesting

      Doesn't the turing test test for intelligence, not whether something is alive or not?

    2. Re:Ethics, IP, amd AI by CoughDropAddict · · Score: 3, Troll

      Namely, what happens if some researched finally stumbles across an application that passes the Turing test? One that for all intents and purposes appears to be a conscious life form?

      The resulting ethical problems will be myriad


      You watch too many movies. No matter how smart you can make a computer look, it is still performing the same fetch-execute cycle on primitive instructions like "add," "shift," and "branch." If that is a conscious life form, then so is a pencil and piece of paper on which you perform all these primitive instructions manually.

    3. Re:Ethics, IP, amd AI by deranged+unix+nut · · Score: 3, Interesting

      In a way, both and neither.

      The turing test is to see if a person can tell the difference between another person over a teletype terminal and a computer.

      If you can't tell the difference between a computer and a human, is the computer alive? However, if it is inorganic, is it alive?

    4. Re:Ethics, IP, amd AI by Anonymous Coward · · Score: 0

      yes
      yes
      no
      no
      no
      no
      no

    5. Re:Ethics, IP, amd AI by Anonymous Coward · · Score: 1, Interesting

      Why would should a piece of source code have rights?

    6. Re:Ethics, IP, amd AI by Anonymous Coward · · Score: 2, Insightful

      Why would electrical signals running through a hunk of meat have rights?

    7. Re:Ethics, IP, amd AI by hawkestein · · Score: 5, Interesting

      No matter how smart you can make a computer look, it is still performing the same fetch-execute cycle on primitive instructions like "add," "shift," and "branch." If that is a conscious life form, then so is a pencil and piece of paper on which you perform all these primitive instructions manually.

      Fan of John Searle, are you?

      How's this for a thought experiment. Take a human being, and swap one of his neurons for an electronic circuit that behaves identically to a neuron. One at a time, swap out each real neuron and swap in an electronic one. Is he still concious when his brain is entirely made up of electronic neurons instead of organic ones? OK, now swap out each neuron, and swap in a tiny computer that can simulate the I/O behavior of a neuron. Swap these in one at a time. Is he still concious? OK, now start swapping out groups of neurons for computers that can simulate the I/O behavior of the group. Proceed until his entire brain is just one computer. When did he go from a human being to a soulless automaton?

      --
      -- Will quantum computers run imaginary-time operating systems?
    8. Re:Ethics, IP, amd AI by Anonymous Coward · · Score: 0

      Don't worry, the other "libertarians" will tell you what you think

    9. Re:Ethics, IP, amd AI by Anonymous Coward · · Score: 0

      I thought that was creative.

      Unfortunately such an argument will not get you very much in our world of speciesists. To have the rights of a five year old humans it is not enough to generally have the same problem solving abilities of a five year old human. You have to in fact be a genetic 5 year old human.

      I wish that some day a governing body would take seriously the task of defining what constitutes human life.

      For example, in the hypothetical case that humanoid aliens came to earth, I think everyone would agree that (if they were not attacking us) the aliens are moral agents with an intrinsic right to life. Why can't our laws reflect this?

    10. Re:Ethics, IP, amd AI by Anonymous Coward · · Score: 0

      Hrm. Determining alive-ness (a very objective thing, presumably) in such a subjective way seems absurd.

      Why don't we just all admit either that we are speciesist bigots, or that our laws are unequiped to deal with such questions. If the later, then we must set out to rectify this.

    11. Re:Ethics, IP, amd AI by poiu · · Score: 2, Redundant

      no an ai will not be considered alive until it can sucessfully judge a turing test (i.e. tell if a someone is a human or a machine) as well as pass it.

      --

      ---
      "Don't anthropomorphize computers. They hate that."
    12. Re:Ethics, IP, amd AI by Orne · · Score: 5, Interesting
      Ok, take a step back for a second. An artificial intelligence is essentially code running in a state machine... heck, "threads" of code running in an asynchronous processor pretty much defines biological life too, doesn't it? The difference is that we have a top-down design control with AI that we don't have with biology (yet). The meta-question that we haven't answered yet is: Is the intelligence in the code being run, or is it in the processor running the code?

      Let me throw some more questions into the mix:
      • Suppose you can save the "state" of every variable in the process, and write it to disk. Does your AI "die" if you halt the processor, or does it "pause"? If you reload from disk, the AI has no sense of time loss... from its internal viewpoint, no time has elapsed between processor clock ticks.
      • Is "death" now defined as never re-executing the code? Or, if the AI has the ability to move its code stream from one processor to another, do we say that the entity "moved", or that the original stream "died" and a second one was "born" on the new process... because in theory, the original code can keep processing after forking the copy to the 2nd processor...
      • Now save the state, launch a second processor from the same data while executing the 1st... you've just cloned the AI. What would happen if you bring AI(original) to meet AI(clone)? Unlike biological replicants, there is no "age" difference between the copies, and a 100% history/memory duplication.. what kind of psychological damage will occur?
      • Assume a human programmer writes the initial code, and pipes it into the processor, and through self-modification, the AI drifts from the original specs. Should the human be paid for running the processor, or should the human be paid for the original code?
      • If an AI earns money for playing games, should it pay for the processor time that keeps it alive? After all, humans work, then go to the grocery store to pay for food that keeps our bodies going...
      And lastly, I heard a different version of your closing quote... Ancient Chinese Curse: May you live in interesting times. :)
    13. Re:Ethics, IP, amd AI by Timothy+Brownawell · · Score: 2, Informative
      The Turing test is not supposed to measure consciousness, it is supposed to measure 'intelligence'. And because of the way it is designed, it really only tests for knowledge of a specific subject, with minimal conversational abilities (think, souped-up ALICE-bot).

      Now, why do assume it is even possible to have an "AI life form"? One problem of many is that things that are alive (alive like animals are alive, not like plants are alive) are indeterministic (they do what they want to (free will)), and computers are deterministic. And why do you assume it would be equivalent to a person? Fleas are definitely alive, but they have exactly NO rights.

      Tim

    14. Re:Ethics, IP, amd AI by Laplace · · Score: 3, Insightful

      Oh yes, I love these little "thought experiments." Propose a means to devise an electronic circuit that behaves exactly like a neuron, then I will take your little argument seriously.

      Remember, Newtonians felt that the whole of the universe could be described if you could only write the state down of everything in it. Then came Quantum Theory and opps, all of that went out the window.

      What makes a neuron a neuron is that it is, well, a neuron. Take your philosophy 101 (Denet's "Brain in a Vat" article anyone?) and stuff it.

      --
      The middle mind speaks!
    15. Re:Ethics, IP, amd AI by firewrought · · Score: 2, Informative
      One problem of many is that things that are alive (alive like animals are alive, not like plants are alive) are indeterministic (they do what they want to (free will)).

      This is the ghost in the machine myth. Many believe that human intelligence is somehow "special" in a way that mechanical devices can't be, as if the brain were made of more than mere matter that follows predictable laws of physics. It's a common view. I would wager that >90% of the population believes it. Virtually every religion embraces and teaches it, either explicitly or implicitly. People want to believe that their identity is somehow transcendent to the universe.

      We've seen this before with vitalism: people used to be convinced that living matter was somehow "special" and different than non-living matter in a fundamental way that dips below physics. Now we know that organic life is just a special arrangement of atoms that allows those atoms to be self-replicating.

      Obviously, a living cell is a particulary complex arrangements of atoms. The difference between the animate and the inanimate is huge: we relate to grizzly bears much differently than we do to a pile of rocks. Prehaps this is why our intuition is so misinformed... it's not representationally meaningful to think of a grizzly bear as being composed of dirt, air, and water, even though it is.

      The same thing applies to intelligence. We have every indication that brains cause minds. We've mapped which areas of the brain correspond to which areas of functionality. Emotions can be altered predictably with drugs. Every aspect of a near death experiences (NDE) can be triggered with chemicals, sensory deprivation (IIRC), a sharp blow to the head, or something mundane and physical. Ultimately, the experience known as self and the sensation of free will boil down to being just a special set of computations that can run on any Turing Machine or x86 with enough memory.

      Of course, the complexity difference b/t you and an Unreal bot is several orders of magnitude. It's not representationally meaningful for me to think of you as the same thing... there's just not as much satisfaction in fragging a bot. :-)

      --
      -1, Too Many Layers Of Abstraction
    16. Re:Ethics, IP, amd AI by hawkestein · · Score: 4, Informative

      C'mon, thought experiments are the stuff that philosophy is made of. You give me a scientific, measurable definition of conciousness and I'll lay off the thought experiments.

      When it comes to building circuits that act like neurons, I'm not a neuromorphic engineer. But even today people are building circuits that can interface with neurons (look at the guys at Cal Tech, for example). There was that guy in Britian (can't remember his name, references somebody?) who was doing experiments with re-routing electrical signals from his arm to his computer and back to his arm to see if the computer could reproduce the signal adequately to control the muscle (this was the same guy who walked around with implants that tracked where he was around the school).

      If it makes you feel better you can skip the step about "synthetic" neurons and go right to the step where you've got a little computer that simulates the neurons and can interface with them.

      As for simulating the brain exactly: first of all, there isn't much evidence that there is any quantum effects in the behavior of a neuron (people don't seem to take Roger Penrose too seriously in this area). Second of all, even if there are quantum effects and there was some randomness to the simulation, so what? Just because there are quantum effects, doesn't mean you can't simulate them. You aren't trying to *predict* what someone else's brain is going to do, you just want a simulation that follows the same laws. You just have to add some randomness to your experiment.

      What makes a neuron a neuron is that it is, well, a neuron.

      Can't argue with you there. :)

      --
      -- Will quantum computers run imaginary-time operating systems?
    17. Re:Ethics, IP, amd AI by CoughDropAddict · · Score: 3, Interesting

      Fan of John Searle [utm.edu], are you?

      The argument was evident to me before I ever heard of John Searle, but yes, I do agree with him.

      How's this for a thought experiment. Take a human being, and swap one of his neurons for an electronic circuit that behaves identically to a neuron. One at a time, swap out each real neuron and swap in an electronic one. Is he still concious when his brain is entirely made up of electronic neurons instead of organic ones?

      I don't believe such a thing is possible. But let's assume that it is. Now try this for a thought experiment: instead of swapping out biological neurons for mechanical ones, take an instantaneous state snapshot of an entire brain. Now find a person for every neuron and give them a set of instructions for how to behave exactly like a neuron, making telephone calls to communicate with the other neurons (if it's possible to create an electronic circuit modeling a neuron, it must be possible to codify the behavior into a set of human-understandable instructions). Give them the initial state of the brain you are copying. Is this vast network of people following instructions a conscious (albeit vastly slower) clone of the brain whose state was surveyed?

      Repeat the above, but only use two people to simulate two random neurons from the surveyed brain. It is conscious? Now try three. Is that conscious? What is the magic threshold that can achieve consciousness?

      I think your position of "consciousness is no more than the sum of the brain's neurons" is a much more perilous position to defend than the claim that there's something going on there that we don't understand.

    18. Re:Ethics, IP, amd AI by Sycraft-fu · · Score: 2

      As another poster said, you take Jon Searle's view. However, this isn't the be-all, end-all and many disagree with you. Many people subscribe to a theory more around what Alan Turing talked about: If a computer appears to be sentiant, it IS sentiant. Just cenause you have the ability to look into how its brain works doesn't change that. Heck, don't knock it, we may some day be able to look in a human brain and see how it work (I mean on the same levels as a computer, pinpoint individual operations in the network).

      Just realise that there are other compelling viewpoints on the issue and keep an open mind. Don't become like Searle and just reject anything against your view as impossable or silly :)

    19. Re:Ethics, IP, amd AI by Annoying · · Score: 1
      Ultimately, the experience known as self and the sensation of free will boil down to being just a special set of computations that can run on any Turing Machine or x86 with enough memory.


      Tell me quickly, will this set of instructions (a program if you will) ever end?
      "Recurse: definition, see recurse."
      Turing machines as far as I know can't solve the halting problem.
    20. Re:Ethics, IP, amd AI by Anonymous Coward · · Score: 0

      But isn't this *exactly* what bees and ants do ALL the time? Are they not alive?

      I think the IP problem will be a doozy.

    21. Re:Ethics, IP, amd AI by Scarblac · · Score: 4, Insightful

      No an AI will not be considered alive until it can successfully judge a turing test

      I never understand requirements like this; you're putting the mark way higher than you do for humans, or other life forms.

      People (who knew nothing about AI) have been fooled in Turing tests by the likes of Eliza. And you're saying those people aren't even alive?

      If you assume all adult humans are intelligent and alive, you can't make a test for intelligence that excludes some adult humans.

      Note that the Turing test is a sufficient, but not necessary test for intelligence, as proposed by Turing. That means that he would consider a computer that passed it certainly intelligent, but it does not mean that "an AI will not be considered alive until it can pass a Turing test" - it may be considered intelligent for other reasons.

      --
      I believe posters are recognized by their sig. So I made one.
    22. Re:Ethics, IP, amd AI by Scarblac · · Score: 3, Interesting

      If you like thinking about these sort of questions (what's the consequence of running a mind on a computer - what happens if we compute all its subjective instants on another computer in a worldwide cluster, etc) then you should read Permutation City by Greg Egan, which takes this discussion to extremes, with rather deep consequences.

      Obviously the book is fiction, speculation, but still rather good - every time you finally wrap your brain around a new idea, you go "wow" as you get it, the next paragraph takes this new idea to its extremities :-)

      --
      I believe posters are recognized by their sig. So I made one.
    23. Re:Ethics, IP, amd AI by erixtark · · Score: 1

      "Turing machines as far as I know can't solve the halting problem."

      Neither can humans.

    24. Re:Ethics, IP, amd AI by Anonymous Coward · · Score: 0

      OK, now start swapping out groups of neurons for computers that can simulate the I/O behavior of the group. Proceed until his entire brain is just one computer. When did he go from a human being to a soulless automaton?

      When he joined the civil service. Duh. :)

    25. Re:Ethics, IP, amd AI by hawkestein · · Score: 2

      But isn't this *exactly* what bees and ants do ALL the time? Are they not alive?

      The ants are alive individually. The question in that case is whether the colony itself is alive, as some sort of meta-organism.

      It's funny you mention this example, which is explored in Douglas Hofstadter's book: "Gödel, Escher, Bach: An Eternal Golden Braid"

      --
      -- Will quantum computers run imaginary-time operating systems?
    26. Re:Ethics, IP, amd AI by Orne · · Score: 2

      Thanks, I think I'll check that out... on another note, the Gateway series by Fredrick Pohl (writeup) deals with a lot of the same topics... not as much in the first book, but the "computerized human" idea really takes off in the second book... the series is a quick read, but I enjoyed it.

    27. Re:Ethics, IP, amd AI by hawkestein · · Score: 2

      Your argument is, once again, pretty similar to Searle's (he give the example of having the people of India carry out the telephone calls, and asks "Is India concious?").

      Here's where I think our intuitions just differ. I would think that no matter how many people are carrying out the exeuctions of the program, even if it was one person carrying it out, or the entire planet, conciousness wouild arrive through the act of carrying out the computations (albeit at a much slower level).

      Unfortunately, there's no real sense of arguing after this point, because what we think would happen simply differs, and there's no way to check conciousness (though you could interact with the simulated brain and it would respond intelligently).

      --
      -- Will quantum computers run imaginary-time operating systems?
    28. Re:Ethics, IP, amd AI by CoughDropAddict · · Score: 2

      Your argument is, once again, pretty similar to Searle's (he give the example of having the people of India carry out the telephone calls, and asks "Is India concious?").

      I swear I'm not ripping him off, I thought of that argument just now!

    29. Re:Ethics, IP, amd AI by CoughDropAddict · · Score: 2

      Many people subscribe to a theory more around what Alan Turing talked about: If a computer appears to be sentiant, it IS sentiant.

      Turing said nothing of the sort. He didn't speak to sentience at all, and he even considered the question "Can machines think" to be "too meaningless to deserve discussion." He only spoke to the question "could a machine some day win at the imitation game?"

      Just realise that there are other compelling viewpoints on the issue and keep an open mind. Don't become like Searle and just reject anything against your view as impossable or silly :)

      I have to admit that I do. More than 50 years of AI have failed to produce anything that can function at the level of a four-year-old. I believe we are a long way off from understanding sentience and biological intelligence, if they can be understood and analyzed at all. I'm not saying that it's impossible, but it's certainly more than the sum of a massive neural network. Current proponents of strong AI won't admit that there's something going on there that they don't understand.

    30. Re:Ethics, IP, amd AI by Skal+Tura · · Score: 1

      My bet is that it is both the 'hardware/processor' and software what makes intelligence.

      ie. human brains has some premade 'functions' when we born for some very simple things, like moving body parts, breathing, heart beating etc... etc...

      The AI if it is done and it's working it should pay for the electricity to keep it alive it is individual 'computer' or if running in some supercomputer (no special processor needed or something) then for both it's own part of electricity and cpu time.

      If everything is saved to a hard disk or equivalent and then closed down, put back up, it would continue if everything inside cpu cache(s) etc... is restored also.

      We do not have a working prototype even so talking about this is kinda stupid, let the future show us =D

    31. Re:Ethics, IP, amd AI by alnjmshntr · · Score: 1

      laymans answers:

      Does your AI "die"

      an AI "dies" when it looses its saved state.

      what kind of psychological damage will occur

      nothing - twins dont suffer any damage.

      should it pay for the processor time that keeps it alive?

      an AI is like a border collie, it has inherently strong work ethic and asks nothing in return. it cannot survive very well on its own - it is dependant living in processor time but you keep it alive, nothing else - like a goldfish in a bowl.

      --
      If I had created the world I wouldn't have messed about with butterflies and daffodils. I would have started with lasers
    32. Re:Ethics, IP, amd AI by Anonymous Coward · · Score: 0

      Also note the difference between "alive" and "intelligent", and that both are a matter of definition.

      The Turing test is a test of Turing's definition of "thinking".

      However, I very much agree with Dijkstra here - asking whether a machine can think is like asking whether a submarine can swim.

    33. Re:Ethics, IP, amd AI by dorzak · · Score: 2

      I thought of several rejoinders to the comment about a four-year old. Something along the lines of X years of slashdot, and yet to create a troll with the intelligence of a four-year old.

      Then I thought a better approach, is how many thousands of years has it taken to develop computational devices to the point they are now? Yes, the last 50 years has seen the process accelerating, but that doesn't mean it hasn't taken longer.

      In many ways we are still at the abacus level of AI.

    34. Re:Ethics, IP, amd AI by dorzak · · Score: 2

      Breathing and heart beating, I might give you, however moving body parts is NOT built in. However, in the case of my daughter, she was NOT breathing at birth and had to be resuscitated. It was not because anything was wrong, but she needed an extra boost to get started.

      Much of the first few weeks of a baby's life is spent learning how to move their body parts, and the discovery process continues for the first several years.

      With both of my children I enjoyed watching them discovering their own feet with their hands. First the process of learning to move their feet and hands, and then the shock, and delight when they managed to grab on to their own feet.

    35. Re:Ethics, IP, amd AI by Skal+Tura · · Score: 1

      i ment a very low level movement, like that they know they are there, they can move them but do not how to control the movement etc..
      i doubt babies are all relaxed not moving except for their eyes & mouth etc... when they are born...

      Ok, i haven't watched a single birth nor have children, i'm 18 now so it isn't that point in my life just yet...
      Although i have watched a lot of my cousins to grow, i have 7 cousins on my mothers side and oldest is 7 years younger than i am... duh, i'm going off topic here, sorry for that....

      But all i'm trying to say that even i have not watchehd that closely i still know that they do move somehow & a little bit and i ment that movement, they try but they do not know exactly how to control the movements.

      And yes there are sometimes these who aren't breathing when they are born etc... it's just the chaos of life (read: randomness), dunno what makes it that way but anyways...

    36. Re:Ethics, IP, amd AI by jafuser · · Score: 2
      A fellow slashdotter pointed me to this page last week, which makes the point that there is a "singularity" of artifiical intelligence, at which point the technology we have created will perpetuate itself (create it's own code, develop it's own hardware), much faster than we ever could.

      The advancements from there would snowball, as the hardware and software used to make things would then become meta-creators themselves (and therefore be the meta-meta-creations of the humans who designed this AI). This would go on and on...

      While the site calls it a "singularity" I tend to think of it more as an "event horizon" (in more than one sense).

      --
      Please consider making an automatic monthly recurring donation to the EFF
    37. Re:Ethics, IP, amd AI by dorzak · · Score: 2

      Correct me if I am wrong, but isn't a singularity, similiar to, or perhaps a type of black hole, and the event horizon is the edge of it.

  18. MMRPG "societies." by Boogaroo · · Score: 5, Interesting

    QUOTE: For a project code-named Dmitri, Evans is now focused on improving the ability of AI to interact socially. Agents' behavior will be controlled by their membership in overlapping social groups.
    ----

    So how long until the AI gets good enough that we don't need it to be truly multiplayer and can all play on our local machines with AI characters that can chat with us about our real lives instead of just the game?

    -

    1. Re:MMRPG "societies." by GigsVT · · Score: 1

      For a project code-named Dmitri

      In soviet russia, Dmitri codes AI!

      (or at least codes things that pisses Adobe off)

      --
      I've had enough abrasive sigs. Kittens are cute and fuzzy.
    2. Re:MMRPG "societies." by AOC_plus_five · · Score: 3, Funny

      I'm waiting for the day when my bloody computer can go online and play by itself, so I can refamiliarize myself with real life. What would be real nice is if I could tell the computer, "I'm feeling obnoxious today," and it will go out and mock those it humiliates.

      At that point, I can have a fulfilling online experience in ten minutes a day. Maybe I'll read a book or something.

      :: spins the Wheel of Karma ::

      fturnonlylfutrnnolyfunntrollyfuntrollfunnytrollf unny.troll.funny..troll...funny....troll.....funny .....troll.......f.....TROLL

      Damn. Oh well, some days, I can't tell myself.

    3. Re:MMRPG "societies." by Anonymous Coward · · Score: 0

      I would have to say it would be interesting and would have a whole new level to RPG's. No, I don't want something that will chat with me about my own life, but a MMORPG where time only passes when *I* am playing does sound interesting. I guess I'm imagining a shadowbane-esque world (Holy Vaporware Batman!) with an extremely advanced AI. Could be very interesting to play for a bit.

  19. Re:beowolf... by Anonymous Coward · · Score: 0

    In Soviet Russia...Beowulf [note correct spelling] clusters YOU!

  20. I don't know about anyone else by Freston+Youseff · · Score: 3, Informative

    but I find that the AI in Hitman II is quite exceptional. I havn't seen AI this good since Turok2 Dinosaur hunter!

    --

  21. Re:AI = my biggest complaint with the games indust by Maul · · Score: 5, Interesting

    I have yet to find an FPS where I felt the bots had really believable AI.

    In most FPS games, the bots simply have really good "aim" and really good "dodging ability" in the higher difficulty levels, coupled with the fact that the computer technically knows where you are all the time. Even so, a player will usually develop reflexes that will allow them to outgun the bots.

    Players without the "reflexes" to beat the bots' super aim can still beat them, as the bots will repeatedly fall for the same tricks over and over.

    To have realistic bots, they need to be able to learn from their mistakes. Bots fail to learn things such as the following:

    1) The player's favorite weapons.
    A common technique in games like Quake is to "control" the weapons. If you are playing against someone who is great with the rocket launcher, but not so hot with the other weapons, you can try to limit their access to that weapon. Bots don't pick up that you use the RL all the time, and thus don't really do a great job of stopping you from getting it.

    2) The player's techniques.
    Obviously, if a player likes to re-use certain techniques (circle strafing, etc.) too much, other players will pick up on it. Bots, however, don't really anticipate what the player might do in this fashion.

    3) Mistakes.
    At the same time, the bots will often reuse the same techniques as well. However, the human player will pick up on it. Bots need to learn what tactics it has used that have failed, and try something else.

    --

    "You spoony bard!" -Tellah

  22. Morrowind's AI by dreamfactory · · Score: 2, Interesting

    I have been playing Morrowind for quite a while and the AI of the characters is simply breathtaking. I must admit it has been the only game that had me talking to people "And suddenly this big whale like creature jumps out at me so I run as fast as I can to a house and hide inside" ... "So I goes outside and the coast looks clear.. the monster is only hiding *behind* the house peaking out and then charges for me"

    Morrowind, if you have not played it, you must. But make sure you have a fast processor 1ghz+ ;)

    1. Re:Morrowind's AI by arkanes · · Score: 2

      I don't think you've been playing the same Morrowind I have. I mean, it's a good game and the graphics are amazing, but the AI isn't anything they didn't have in final fantasy. All the NPCs are either generic or read from obvious scripts (think of a help desk monkey), and the monster combat AI is pretty much limited to "I'm a warrior, so cast spell and charge" or "I'm a caster, so run away and cast spells".

    2. Re:Morrowind's AI by Anonymous Coward · · Score: 0

      you haven't done a mission were you have to get people to follow you yet, have you?
      and enemys aren't any more inteligent. jump on top of them, and they forget you ever existed. jump over some rock, and they try to run through it. cross a bridge, and they will almost definatly fall down

  23. Moore's Law by Rip!ey · · Score: 4, Insightful

    Given that this is the IEEE, it was somewhat disappointing to read the following.

    Fortunately, most graphics processing had by then moved onto dedicated graphics cards, and CPU resources and memory--already increasing dramatically, thanks to Moore's law--were being freed up for computationally intensive and hitherto impractical tasks, such as better AI.

    They make Moore's Law sound as if it is something more than just an observation.

    1. Re:Moore's Law by Anonymous Coward · · Score: 1, Insightful

      This is the IEEE Spectrum; it covers all of the sciences. If this was a computer-specific magazine, then such dissapointment would be well-placed.

    2. Re:Moore's Law by GT_Alias · · Score: 2
      I think you're reading too much into how it "sounds" (that's an awkward statement).

      It's just easier to say "Things have gotten faster due to Moore's Law" than it is to say "Things have gotten faster due to the fact that processor speed doubles every 18 months, according to a statement made by Intel's Gordon Moore in 1965." It's just kind of one of those understood things in the tech world.

      Hell, professors here at my school will use it in class. Not as though it were an actual law (as in law of thermodynamics) but as in an understood concept of how fast technology is advancing.

      OK, that was way too much time devoted to a petty posting...

    3. Re:Moore's Law by Bish.dk · · Score: 1

      The thing about Moore's law is that it has essentially become a self-fulfilling prophecy. Chip-makers everywhere are now following Moore's law, and if they see that they drop below it, they'll pour more resources into R&D, so that they are not behind.

  24. Poor Article by Comster · · Score: 1

    To me it seemed as though the article didnt really have much to say. Or rather, I didnt get much out of the article besides reading about all of the stuff I already know; that AI exists and that it is advancing. I wish it would have been something more in depth about the future of AI and computers taking over the world!

    1. Re:Poor Article by s88 · · Score: 1

      I agree. I learned nothing from this article. I was expecting a survey of current games' AI. I would be interested to read such a state-of-the-art survey. The closest thing I've seen to such a writeup was in Wired a while back.

      Scott

  25. AI in games? by outlier · · Score: 1

    What, there's something beside A*?

  26. Re:AI = my biggest complaint with the games indust by thinkninja · · Score: 2, Informative

    Supposedly both D3 and Q4 will be shifting the focus back to single-player (great news for narrowband nerds like myself). But then again neither will mark a vast improvement in AI.

    id's focus is on graphics and physics (game engines) not providing strong heuristic bots (resource intensive entities) :(

    --
    "The number of Unix installations has grown to ten, with more expected." (Unix Programmer's Manual, 2nd ed.; june 1972)
  27. Re:I like it, but am unsure. by morgajel · · Score: 1

    was it tomi? I hate that bastard. he deserves to fry...

    --
    Looking for Book Reviews? Check out Literary Escapism.
  28. Best quote by Rufus211 · · Score: 0, Redundant

    "people want a good single-player experience to practice before they go on-line because they feel stupid when they get their butt kicked by a 12-year-old in Ohio," laughs Michael Zarozinski.

  29. Re:Only one problem by Anonymous Coward · · Score: 0, Flamebait

    If you're referring to simulating human thought, computers will *never* be that advanced
    People like you really piss me off. You've been alive less than 30 years. The universe has been around for aprox 10-15 BILLION years. Your puny mind has no idea of the time involved with NEVER. Who mods this shit up??

  30. D'oh! by 6Yankee · · Score: 1

    Read the headline too quickly again. I thought someone had found a way to get AI out of a ZX Spectrum. It's coffee time.

  31. Bull by Prune · · Score: 1

    > If you're referring to simulating human thought, computers will *never* be that advanced.
    Says who (besides you?). Can you back that up buddy? I think a hell of a lot of AI researchers will have a bone with what you said. And I don't just mean Kurzweil (http://www.kurzweilai.net/), though that's a good start.
    > At least not if we continue down the path we've been on, and engineering techniques make that unlikely.
    Once again, a vague statement thrown out of nowhere. Care to elaborate? Sounds to me like you're just gushing out your personal bias.
    > Artificial sentience (Sci-fi AI) is a design problem, not a speed problem.
    With enough speed the brain can be simulated (even though that's not really the goal of AI), because i)the brain is a physical device, ii)physics is computational, and therefore a computer can simulate it. If you simulate the brain fully, then sentience is there (and don't give me crap like the zombie arguments and other nonsense of David Chalmers et al)
    > I think it's possible, but not on your PC.
    He didn't claim there would be sentient AI on his PC.
    PS: the original post didn't make all that much sense either, like where did he get that exact number (2025).

    --
    "Politicians and diapers must be changed often, and for the same reason."
    1. Re:Bull by DarthWing · · Score: 1

      I thought that this was covered under Godel's Incompleteness Theorem. In order to simulate human intelligence, first we must be able to understand human intelligence. However, we cannot do this because human intelligence is ultimately axiomatic, and Godel states that we cannot create an axiomatic system without going beyond its constraints. Since we are obviously constrained by human intelligence, we cannot understand it, much less recreate it ourselves. If we could understand human thought, the social sciences would become true mathematical sciences, rather than humanities which use scientific thought processes. Perhaps we could eventually develop AI to the point where it can simulate lower animal behavior, but the search for machines capable of human levels of thought is ultimately futile.

    2. Re:Bull by Prune · · Score: 3, Insightful

      Consider this thought experiment: scan a brain on a low level (neurons and their interconnections), and then put the whole thing into a computer (that will be available in say 40 years, according to some estimates; there are also currently quite good models of neuronal behavior, and I don't mean the simplified ANNs we often hear of), and then just run it. It doesn't matter that you don't understand how it works, it works anyways -- proof of concept -- not to say that's the most practical way to do AI, but just to show it's possible.

      About Godel -- Godel's theoremis very specific, and says absolutely NOTHING about human intelligence

      Like the article linked above says, it has been much abused (Penrose comes to mind). As far as your statement that intelligence is ultimately axiomatic, I don't know what you mean. You say the social sciences would become mathematical scienes: this is in fact not the case simply because social systems are too large, intricate, and complicated in order to consider them on the fundamental level (i.e. physics). It is a practical issue. It is perfecly clear, however, that theoretically social behavior is based on biology which reduces to chemistry which reduces to physics.

      > Perhaps we could eventually develop AI to the point where it can simulate lower animal behavior [popsci.com], but the search for machines capable of human levels of thought is ultimately futile.

      This comment is no better than the claims of the message I originally replied to.

      --
      "Politicians and diapers must be changed often, and for the same reason."
    3. Re:Bull by benwb · · Score: 2

      None of your points follow from each other. Godel's incompleteness theorem only applies to systems of logic which include arithmetic. Going on that basis, since the brain is so poor at arithmetic it seems likely that Godel's theorem does not encompass the workings of the human brain.

      In actuality, Godel's Theorem deals with the limits of our ability to describe formal systems of logic. That discussion, while interesting in and of itself, is completely tangential to discussions about simulating intelligence.

    4. Re:Bull by Anonymous Coward · · Score: 0

      Wow, do you have a script to generate your spews of pseudo-intellectual bullshit or is it just a finely honed skill?

    5. Re:Bull by matrix29 · · Score: 2

      I thought that this was covered under Godel's Incompleteness Theorem. In order to simulate human intelligence, first we must be able to understand human intelligence. However, we cannot do this because human intelligence is ultimately axiomatic, and Godel states that we cannot create an axiomatic system without going beyond its constraints. Since we are obviously constrained by human intelligence, we cannot understand it, much less recreate it ourselves. If we could understand human thought, the social sciences would become true mathematical sciences, rather than humanities which use scientific thought processes. Perhaps we could eventually develop AI to the point where it can simulate lower animal behavior [popsci.com], but the search for machines capable of human levels of thought is ultimately futile.

      Ah yes, the infinite problem of the hand drawing itself. The problem is naturally in concept rather than execution. I may not be able to easily model my own functioning brain all in a instant, however, since your working brain is modelable, I can do that instead.

      I can draw a image of my own hand, I can sculpt an 3D model of my own hand, I can even grow cells into a working model of my own hand, and ultimately create a funtional replacement of my own hand. I CANNOT however separate my hand into component cells and use that to create a new hand.

      Remember that all functions can be modeled into another medium if the abstract concepts behind those functions are sound and complete.

      I could feasably model another duplicate body of mine in functional metals yet in a higher temperature enviroment (around 800 degrees where most metals become near liquids), but it would not be easy to make a suitable stable form given the higher ambient energy levels.

      You are taking the mindset of "If we were meant to fly then we should have been born with wings."

      Which is indeed bullshit as humans could be given wings provided they had sufficent bioenergy reserves to handle the effort of flapping wings, the skeletal frame reinforced to handle the stress of having huge wingspans, a circulatory system with two or three hearts to circulate blood into the wings, larger lungs to feed more oxygen into the body to compensate for the oxygen draw of the wings, and the ability to consume more food to feed the wings power storage supplies.

      The other option is to create removable wings of a biological manner which are fed from a biological food tank and have some control manner for the humans to manipulate or mechanical wings which follow distinct flapping patterns which humans control by a handpad and control stick.

      If it is allowable in the rules of physics (which a mechanical brain is indeed allowable) then the only limit remains in the effort in effort devoted to creating that device. Biological brains exist thusly mechanical brains can exist as many properties of brain functions are duplicatable with existing technology.

      --
      "Face it, a nation that maintains a 72% approval rating on George W. Bush is a nation with a very loose grip on reality.
  32. IN SOVIET RUSSIA... by Anonymous Coward · · Score: 0

    ...Richard Evans interviews YOU!

  33. Re:AI = my biggest complaint with the games indust by Kashif+Shaikh · · Score: 3, Interesting

    1) The player's favorite weapons.
    A common technique in games like Quake is to "control" the weapons. If you are playing against someone who is great with the rocket launcher, but not so hot with the other weapons, you can try to limit their access to that weapon. Bots don't pick up that you use the RL all the time, and thus don't really do a great job of stopping you from getting it.


    In my experience human players are no different in Q3A, UT2k3 or BF1492 in those 32+player servers. I mean there are so many players like "3l33t-b0rg" or "lick my pu$$y"(no joke), that the focus is more on "I killed 'BFGFucker9000'!" than strategy that requires both team-work and (gasp) thinking.

    Now if you're talking about clan games or one-on-one matches, then yes, humans move to a higher level of strategic thinking to block resources that give opponents advantages.

    For an AI subsystem to perform this type of thinking requires lots of dynamic("oh shit he has a rocket launcher...time to sniper") and static analysis("grab rocket launcher so he doesn't kick my ass and own me").

  34. Re:AI = my biggest complaint with the games indust by BitwizeGHC · · Score: 3, Insightful

    Lack of good AI is perfect for the Doom zombies I think. And when you're confronted with a horde of mindless zombies, the fact remains that there's a horde of 'em, no matter how mindless they are. That's what made the original Doom such a chillingly great game.

    --
    N4st0r, trixx0r h0bb1tz0rz! Th3y st0l3 0ur pr3c10uzz!
  35. Re:AI = my biggest complaint with the games indust by Anonymous Coward · · Score: 0

    way OT: but, if you really want to play MOVE. If it matters to you, do something about it, if not, stop whining. Shit, stop complaining about something you can change. I moved to get good cable, and it's surely not just about games. The whole net works kinda well. Try it. I still smile (like the feeling of having a child) at the speed/always on for the same price as modem+line.

  36. Re:AI = my biggest complaint with the games indust by Anonymous Coward · · Score: 0

    Half-life had to be the best AI I have everplayed, so far still my favorite game and probably best AI i have used, besides maybe some RTS

  37. The Major Problem by Sigma+7 · · Score: 3, Interesting

    After observing a large number of games, the major problem with game AIs is that the developer puts very little effort into the AI itself. While there are a few good/excellent AI systems out there, these are the exception and not the rule.

    Naturally, the AI has the shortest time frame in the software engineering, but there is no reason it should remain stagnent across the future patches. From these patches, the developers can identify the shortfalls of the old AI, and correct them. This is very rarly done, and is only performed across versions.

    It's also very difficult to find a game with a decent or challenging AI, since mose formal reviews ignore that portion of the review entirly. Most people will look for the 9/10 IGN Review award as opposed to the real deal in the message boards (the AI in the game is a cheating piece of c***).

    1. Re: The Major Problem by Black+Parrot · · Score: 5, Interesting


      > Naturally, the AI has the shortest time frame in the software engineering, but there is no reason it should remain stagnent across the future patches.

      Another problem is that lots of games are just engines that support an 'official' dataset plus whatever modpacks the players care to come up with, but even the cheatAI that ships with the game won't work worth a damn on the modpacks.

      I hope in the future machine learning methods can help with both of these problems. I.e., a couple of months before release when the code is fairly stable and the graphics are in production, turn on the old Beowulf cluster and let reinforcement learning or an evolutionary algorithm train a good AI for the game. As for modpacks, the vendors could support something like sourceforge, where gamers could upload their modpacks and have the Beowulf cluster automagically re-tune the AI to work right with them.

      And of course, the machine learning could continue in the background for as long as people were interested in the game, allowing them to download "new improved" AIs every few months.

      --
      Sheesh, evil *and* a jerk. -- Jade
    2. Re: The Major Problem by Pxtl · · Score: 2

      Well, Unreal Tournament allows the mod devs to include AI code to handle their addons. IMHO, it works well - it doesn't have the "online only" mentality of Half-Life mods, even in mods.

    3. Re:The Major Problem by Anonymous Coward · · Score: 0

      Maybe that's because no one in the game industry is interested. Take Outcast, for example. Did its AI propelled its sales?

      Or, I've even seen an open source AI engine for simulating lifelike behavior in CRPGs. It seems that its developers abandoned this project because of lack of interest, but it looked like a first step to those Star Trek Holodeck worlds. Did anyone hear about it? I bet not.

    4. Re: The Major Problem by ShoeHead · · Score: 1

      Beowulf cluster? Reinforcement learning? Evolutionary algorithm? What are you, the buzzword king?

      First of all, how would this "solution" answer your problem with modpacks?

      Second, most of your AI is going to need to be produced on the spot. The toughest part is going to be adapting to eccentric players and their habits--that can only be done locally.

      Game designers are pretty good at writing "general" AI, on what a computer tries to do to win in certain cases. Only the designers can limit their accuracy there.

    5. Re: The Major Problem by Black+Parrot · · Score: 1


      > Beowulf cluster? Reinforcement learning? Evolutionary algorithm? What are you, the buzzword king?

      No, just mentioning some things I've been reading up on and experimenting with that I think may eventually offer a solution.

      > First of all, how would this "solution" answer your problem with modpacks?

      Read my post.

      --
      Sheesh, evil *and* a jerk. -- Jade
  38. Indeed, Godel's theorem merely. . . by kfg · · Score: 4, Insightful

    places limitations on algebraic systems. One of the things that it does *not* do is place limits on understanding because it imposes no limits on * the number of algebraic systems* you can devise.

    If a theorem cannot be expressed in one system you simply make another where it can.

    One of the fascinating things about the human mind is its ability to go *beyond* single logical structures and fully understand an infinite number of incompatible algebras.

    The problem with developing AI isn't so much that we don't understand the human mind, it's that we *do* understand it to be something well beyond a simple algebraic computer, which at the moment is all computers are. They are *computational* devices with a preprogramed logic. *That* logic is subject to Godel.

    Your computer is a giant abacus. Nothing more, nothing less. This says nothing about the possibilities of developing machines that are *not* simply a bank of bistable switches.

    Nor is there any axiom which states that intelligence must be *human* in form.

    That last point is outrageously important to all sorts of fields.

    KFG

    1. Re:Indeed, Godel's theorem merely. . . by Prune · · Score: 2, Interesting

      > all computers are. They are *computational* devices with a preprogramed logic. *That* logic is subject to Godel.
      Consider the analogous statement you get when you substitute the word "brains" for "computers". And indeed that is a valid substitiution:
      1) Brains are computational, because they work based on the same fundamental physics, which is computational (Penrose notwithstanding).
      2) Brains are preprogrammed no less than computers -- except that evolution did the programming; indeed, we now know (see Pinker et al) that the brain is mostly optimized for special-purpose information-processing (i.e. vision, running autonomic body processes, etc.) and abstract logical thought is far far slower than a planning algorithm or theorem prover running on a general purpose computer; indeed it is to a large extent the common sense that is so specialized to our environment through millions of years of evolution that makes us better in it than computers are (thus the 'situated agent' concept in AI).
      Regarding 'understanding' -- there's nothing mysterious about this term -- it is simply a certain level of familiarity with a subject, and being able to answer to some detail 'how' and 'why' questions about it; people like Penrose misguidedly (is that a word?) try to suggest there's more to that. But Penrose's crap has been disproved a thousand times over.

      --
      "Politicians and diapers must be changed often, and for the same reason."
    2. Re:Indeed, Godel's theorem merely. . . by Timothy+Brownawell · · Score: 1
      Brains are computational, because they work based on the same fundamental physics, which is computational
      How do you know this? Even if, as is apparently the case, you don't believe in God, and aliveness being something special and immaterial, there is still the fact that Quantum Mechanics is considered at least somewhat noncomputable, due to the Uncertainty Principle. Brains are very intricate and complex, and not well understood. How do you know that they aren't affected by this, making them impossible to digitize?

      Regarding 'understanding' -- there's nothing mysterious about this term -- it is simply a certain level of familiarity with a subject, and being able to answer to some detail 'how' and 'why' questions about it;
      Maybe, maybe not. Regardless, there seems to be a difficulty with teaching 'understanding' to computers, else there'd be little/no need for human tech support call-center staffing.

      Tim

    3. Re:Indeed, Godel's theorem merely. . . by Mr.+Mikey · · Score: 1
      Brains are computational, because they work based on the same fundamental physics, which is computational

      How do you know this? Even if, as is apparently the case, you don't believe in God, and aliveness being something special and immaterial, there is still the fact that Quantum Mechanics is considered at least somewhat noncomputable, due to the Uncertainty Principle.

      The doctrine of vitalism, the idea that living things have some extra "something" besides matter and energy that makes them distinct from non-living things, was discarded long ago for lack of evidence.

      Quantum Mechanics gives us a very accurate discription of how matter and energy interact at very small scales. Neurons exist and operate on much larger scales. It may be that the operation of neurons have a significant noncomputable component to their operation, but, so far, the evidence we have does not support this position.

      Brains are very intricate and complex, and not well understood. How do you know that they aren't affected by this, making them impossible to digitize?
      It isn't a matter of "know"... it's a matter of evidence. Do you have any evidence which indicates that brains are impossible to digitize? Do you even have a somewhat-supported hypothesis?
      Regarding 'understanding' -- there's nothing mysterious about this term -- it is simply a certain level of familiarity with a subject, and being able to answer to some detail 'how' and 'why' questions about it;

      Maybe, maybe not. Regardless, there seems to be a difficulty with teaching 'understanding' to computers, else there'd be little/no need for human tech support call-center staffing.

      AI is hard... that is a far different thing from saying AI is impossible. The most you can reasonably say is "We don't know, but so far there do not appear to be any fundamental reasons why we won't be able to." Personal incredulity doesn't count as a reason.

      Mr. Mikey

      --
      wants to be the first monkey to touch the monolith
  39. Didn't you hear? by Anonymous Coward · · Score: 0

    President Bush recently signed Congress' "Moore's Law." It mandates that processor speed will continue to double every 18 months under penalty of law. AMD and Intel better not crack under the pressure!

  40. too close for comfort by Tablizer · · Score: 5, Funny

    Not long before Lara Croft rejects me like a real woman would.

  41. "2% stupid" by Tablizer · · Score: 2, Funny

    "The hardest thing in game AI is just making sure that the game never looks dumb. You'd be better off having an AI that was just above average all the time, rather than one that was brilliant 98 percent of the time and stupid 2 percent of the time..."

    Why not? Don't they want to model a typical geek, or did they find that hurts sales?

  42. Some real info on Game AI by fosh · · Score: 3, Interesting

    Here is one of the sites we used for new ideas in my CS class at cmu

    http://www.seanet.com/~brucemo/topics/topics.htm

    Here is another one

    Enjoy

    1. Re:Some real info on Game AI by Anonymous Coward · · Score: 0

      Man, it's way too early; I read CS class and thought Counterstrike before I realized it meant Computer Science...

  43. Re:AI = my biggest complaint with the games indust by edmo · · Score: 1

    "1) The player's favorite weapons....
    2) The player's techniques....
    3) Mistakes...."

    In most games these are problems, however, while it's not a FPS, the AI's in Oni are fairly good.
    The AI's will learn what wepons(attackes) you use and will learn to counter. Furthor more the AI's modify their attacks based on how well you defend yourself.
    The AI's couldn't be confused as humon players(even if the game had a multiplayer), however they are skilled and adaptive enugh to be chalanging and can't be beten with any one stratagy

    --
    Don't save your orgasms for Heaven; Heaven knows we need them here.
  44. The Attention Problem by MonkeyBoyo · · Score: 2, Interesting
    Sigma 7 wrote: AI has the shortest time frame in the software engineering, but there is no reason it should remain stagnent across the future patches. From these patches, the developers can identify the shortfalls of the old AI, and correct them.

    The major problem in AI is the Attention Problem - what features should be paid attention to in order to make a decision and how to ignore the huge ammount of irrelevant information (without explicitly examining that information to determine that it is irrelevant).

    Game engines often present a very small "world view" (in terms of feature space) to AI agents because for every simulation cycle each agent has to check facts in its world view to guide its action, and the more complicated the world view the more CPU cycles are used by each agent.

    For example, an agent might be exposed to the same fact in 3 ways:
    near(a, b)
    distance(a, b, 20)
    pos(a, 241, 43)& pos(b, 261, 43)
    The first uses a hard-coded definition of what near means (that can be precomputed by the engine), the second allows the agent to use its own definition of nearness, while the third allows the agent to decide what distance means (if it has access to map information).

    While the 3rd definition is the most flexible, it is also the most computationally expensive particularly when this computation may be run every simulation cycle.

    So, what I was trying to say is that much of the flexiblity possible to an AI agent is limited by the feature space it has access to, and this feature space is usually very limited for efficiency purposes.

    To improve the behavior of an AI agent, script tweaking may help some, but what is often needed is for the underlying physical engine to expose slightly more information. For example, the above "near" might be split into "sortof-near" and "really-near".
  45. Re:AI = my biggest complaint with the games indust by Hubert_Shrump · · Score: 3, Funny

    How are they supposed to learn if you keep killing them?

    Give the bots a chance.

    --
    Keep your packets off my GNU/Girlfriend!
  46. AI is not AI by Junks+Jerzey · · Score: 5, Insightful

    AI is a euphemism for "behavior." When I hear people complaining about how games aren't using the latest in AI research, I want to respond "that's because games don't really use AI" at least not what people think of as AI. AI in a typical game is just a list of weighted rules, such as "if the player has a more powerful weapon than character X, make character X run away." When you have lots of such rules and you twiddle with them a lot, then you get so-called AI.

    Putting in random factors makes things much harder to pin down. Maybe when a character spots you, there will be a 50% "run or attack" decision. If the decision to run, then you think "Ha, ha, ha, he's running scared!" If the decision is to attack, and he gets you, then you think "Wow, that guy was good." If he attacks and you get him, then you feel like you're doing well.

    To a great extent AI is psychological. You read into things what you want.

    1. Re:AI is not AI by Anonymous Coward · · Score: 0

      Agree with you. Apparently, developers should work on simulating behavior rather than building smarter AI. Like this so-called "behavior engine".

    2. Re:AI is not AI by droleary · · Score: 2

      To a great extent AI is psychological. You read into things what you want.

      In your rant, the use of A is extraneous, though I wager no moderator will see my post as insightful as some think yours was. Just as you no doubt see moderations to your comment as a sign of I instead of "Ah ha! A Markov Model was used to associate the text of my post with other, similar posts that were highly rated!" Shucks, you probably think the Turing Test is just about the computer's intelligence, too.

    3. Re:AI is not AI by Quelain · · Score: 1

      I saw a good example of that in a review of Everquest when it was released. The reviewer was amazed at the advanced AI, and described his experience of being stalked by a pair of wolves, acting co-operatively. It was something like one circling around in the hope of making a surprise attack, while the other followed him at walking pace.

      In reality the wolves were just walking a random path which happened to look like something intelligent. Anyone who has played it for more than an hour will know that the creature AI is non-existent.

      --
      Cthulhu loves you.
  47. Links? Here's more. by Hubert_Shrump · · Score: 1

    This is a good overview, but Gamasutra tends to have the meaty tech.

    Who knew pathfinding was such a drag?

    --
    Keep your packets off my GNU/Girlfriend!
  48. Re:AI = my biggest complaint with the games indust by Maul · · Score: 1

    Err... I should have mentioned that I was talking about GOOD players, not average players who think that the fact their parents bought them a GeForce 4 Ti 4600 for their birthday makes them God's gift to FPS games.

    --

    "You spoony bard!" -Tellah

  49. The Civ 3 AI decyphered by Anonymous Coward · · Score: 0

    a) any computer civilization gets a technology advance
    1) all AI civs suddenly have that technology by the end of the turn

    b) a human civilization is in the lead
    1) all AI civs suddenly declare war on the human civ

    c) a human city builds a tank
    1) tank is destroyed by AI's archer

    d) human player wants basic features that were in civilization 1 v1.0
    1) charge human $30 for an "expansion pack"
    2) ???
    2) profit!

  50. A game AI test by Jimmy_B · · Score: 5, Insightful

    Some time after getting Unreal Tournament 2003, I set out to appraise its AI. I decided to set up a game in which it couldn't cheat; I made a one-on-one game, on the map DM-Gael (a small, open map, so while the bot may always know the player's location, also vise versa), and with rocket launchers only (so that the bot couldn't do some simple trig to always hit). I set the bot to its highest difficulty, and played.

    The bot had some notable weaknesses (it kept getting killed going for the powerup in the center, or while coming up a lift, and never seemed to learn from these mistakes), but did fairly well overall. In the end I won with a substantial, but not overwhelming, margin.

    So, I said, the AI had failed the test: given a fair match, on its most difficult settings, it lost. But then I realized, I had a lot of fun administering it. Then I realized that the point of an AI isn't to beat the player, but to be fun to play against; whether it wins or loses really doesn't matter.

    1. Re:A game AI test by Anonymous Coward · · Score: 0

      Actually, UT is a really bad example. There's just no AI there, in my opinion. We're talking bot paths here; programmed paths that take the bots to weapons, power ups and equipment. So yes, of course it goes for the powerup in the center; that's what the bot path is programmed for. If you can deny it to the other players, and have it yourself, you're in the advantage. Simple if-then rules. In much the same way, you can definitely see the moment when the "if hurt too much, go for healthkit" rule kicks in (that is, if they manage to escape your rocket launcher of doom); they suddenly stop attacking you and start running for the nearest health kit. UT is fun, but you shouldn't confuse bot paths, if-then rules and bot aim with AI. Same as with Half-Life and its marines in single player; they felt like challenging opponents, but also all bot paths. Once you figured that out, you could simply charge them and watch in laughter as it screwed up their path advantages.

    2. Re:A game AI test by Anonymous Coward · · Score: 0

      A recent issue of Edge had an interview with David Braben of Elite fame. Braben explained how when they wrote a 'good' AI, it did the smart thing: enemy ships stayed far away from the player, preferring to shoot him down with rockets.

      Since this was no fun at all they then changed it so the enemy ships would come closer, and be easier to see and shoot down.

      The article made the point that good AI is a no-brainer; it is fun, believable AI that is hard to do.

      Which matches your conclusion ;-)

  51. IN SOVIET RUSSIA by Anonymous Coward · · Score: 0

    Current Games' AI Surveys IEEE Spectrum!

  52. AI is still by katalyst · · Score: 1, Informative

    in its infancy. It's scope is restricted. It can never be a "jack of all trades". AI, to a large level, still seems to be hardcoded. But soon, I guess you have an AI module, to which a physical model is assigned, and then it is "trained". That module could be taught how to drive a car, or how to duck and shoot, or BOTH.
    Anyways, coming to the topic of AI and entertainment, if u have visited the LOTR - TTT site, you'll see an interactive MASSIVE system. Imagine making a few entities interact, waiting for the sequence to render and then view the final movie that has been created....

    --
    |/________
    |\A|ALYS|
  53. Re:Only one problem by Randolpho · · Score: 1

    Did you read my post? I said that simulating sentience, i.e. human thought, will never work because of the way modern computers are designed. I also sais I think such a simulation is possible but it requires a new hardware paradigm that current computers do not use.

    Computers are, regardless of how many pipelines you put into the chip, essentially sequential. The brain, however, is massively parallel. It would take a fundamental shift in the way computers are made to allow us to even come close to modeling the way the brain functions.

    --
    "Times have not become more violent. They have just become more televised."
    -Marilyn Manson
  54. Says me. by Randolpho · · Score: 1

    Says who (besides you?). Can you back that up buddy? I think a hell of a lot of AI researchers will have a bone with what you said. And I don't just mean Kurzweil (http://www.kurzweilai.net/), though that's a good start.

    Well, if you notice, I wasn't talking about AI, or that field of research. I was talking about artificial *sentience*, or what I called "Sci-fi AI". That's what the original poster (who has been modded into oblivion) seemed to imply would be available in 20 years.

    As for "says who", I don't know, I haven't got any papers to quote offhand. Nor do I know if anyone has even taken such a position. It's simply one that has slowly been occuring to me over the last few years as I learned more and more about computer architecture and organization in the course of my studies. I'll discuss the whys (in hand-waving-I-haven't-done-a-doctoral-thesis-on-th is terms) below.

    With enough speed the brain can be simulated..., because i)the brain is a physical device, ii)physics is computational, and therefore a computer can simulate it.

    Ah, see that's part of my point; it's a physical/physics limitation. Computers are essentially sequential devices; read instruction, execute instruction, repeat. Brains work in parallel. And, although we can simulate parellism with computers by dividing the time programs have access the CPU into very small chunks, there is a limit to the amount of parellelism that can be achieved by doing this, and that limit (again waving hands here, I haven't worked out the math other than intuitively) doesn't come close to the amount of parallelism that even a child's brain is capable of. Putting more speed into the computer can raise that parallelism limit, but eventually you get down to limitations on the physical level, which (again, no math worked out here) still doesn't come close.

    (even though that's not really the goal of AI)

    Very true, which is why I'm extremely careful to diferentiate what I'm calling artificial sentience from AI. AI, to most people who research it, is thinking or acting rationally (i.e. getting or estimating the right answers). AI to most everyone else is HAL 9000. There is a very big difference between the two.

    If you simulate the brain fully, then sentience is there (and don't give me crap like the zombie arguments and other nonsense of David Chalmers et al)

    I agree to that. No zombie arguments from me. :)

    I'm just suggesting that we won't be able to simulate the brain fully on computers. We need something different. And it's a hardware issue, not a software one. Essentially, we need to construct an artificial brain, not build a Java-based buddy.

    Wow... all that and I haven't even started on the problems involved in memory I/O!

    --
    "Times have not become more violent. They have just become more televised."
    -Marilyn Manson
    1. Re:Says me. by Prune · · Score: 1

      Parallelism offers at most a linear in terms of the amount of parallelization. Many high-level cognitive tasks are exponentially hard, so there's limited advantage for them. As we reach fundamental limits of CPUs parallelism will become more widely used. Ultimately with nanotechnology parallelism will be ubiquitious. Already, massively parallel supercomputers have been around for a long time. The point is that it doesn't matter in theory, because sequential execution and parallel execution are computationally equivalent. Whatever you can do one way, you can do the other way (and parallel does not always mean faster, because many problems cannot be parallelized).

      --
      "Politicians and diapers must be changed often, and for the same reason."
    2. Re:Says me. by Randolpho · · Score: 1

      Sequential and parallel functionality are entirely different. You cannot compute 1+2+3 in parallel; you need the result of the first computation to get the total. What you can do in parallel, which is what the brain does anyway, is recognize a pattern.

      --
      "Times have not become more violent. They have just become more televised."
      -Marilyn Manson
  55. Best quote from the article. by millette · · Score: 2
    Here's the best quote from the article:
    By 1998 developers "were trying just everything they could think of...there was a lot of touting that this AI is going to be the last AI you'll ever play," says Woodcock.
    Sure, if the AI is so terrible, chances are I won't try another one...
  56. What? by inerte · · Score: 1

    A transport ship had sneaked past my naval blockade and was unloading a division of tanks onto the shore beside my own capital.

    If you left your resource center unprotected, you are dumb. No AI can fix this.

  57. good book (mentioned in article) by Xtifr · · Score: 4, Informative

    I've just been reading Steve Rabin's book, AI Game Programming Wisdom, mentioned briefly in the article. I'm not a game programmer, but I am a programmer, and I've always been curious about game AIs. And I have to say that the book is very good, well worth it if you have any interest in the topic. It's actually a collection of articles written by a bunch of game AI programmers, collected and edited by Rabin. It covers a lot of ground, explains approaches that have worked and approaches that have failed, and why (in both cases). It contains both useful general principles and interesting examples of specific cases.

    I'm not sure I'd recommend this book to a novice programmer, but for a moderately experienced programmer who's interested in practical game AI design, this book is well worth a look. The name says it all, this is a book written by the folks in the trenches, passing along their hard-earned wisdom. Very enjoyable.

    Now I want to try my own hand at writing some game AI. Maybe I should poke around on sourceforge for games that need AI help. (Assuming I can weed my way past all the projects that have NO CODE AT ALL, which seems to be especially common with the games on sourceforge.)

  58. Not a bad compliment either.... by Anonymous Coward · · Score: 0

    Back when reaper bots came out for the original quake me and my neighbor were trading off in a game of capture the flag (best game idea ever BTW). I was pretty decent by the standards of the day, and so was he, so there was a little audiance going. I go throw down home invasion style on the Blue base, and get a rather terse message advising me that cheating with bots isn't cool. On the one hand, I'm not a bot, and that was kinda gay. But on the other, I thought it was a nice compliment in a too good to be human sort of way.

    1. Re:Not a bad compliment either.... by Archfeld · · Score: 2

      I was a medium skill player is a high skill clan and I can honestly say I saw several of the top 5 UT players in the world go at it, at NGI once and WOW, even watching them play was tiring, and they did things so automatically that I was sure some of them were BOTS in real life.

      --
      errr....umm...*whooosh* *whoosh* Is this thing on ?
  59. Re:AI = my biggest complaint with the games indust by Sycraft-fu · · Score: 2

    The thing is that you CAN find higher levels of human combat. The first online game I ever played was Team Fortress (Quake 1 mod) and ya, on the public servers it was generally what you described. You'd get a couple smart peopel (maybe) and everyone else would just kinda run around with no strategy. However I managed to get into a good clan and THAT was where the fun began. We, and the people we played, were highly skilled and cooridnated. Teams were quick to adapt to new situations, exploit weaknesses and so on.

    If you are really in to a game, there are groups and legues of players like you that can challenge you.

  60. IN SOVIET RUSSIA by Anonymous Coward · · Score: 0

    Pearl harbour was the best thing that ever happened.... too bad more yankee pigs didn't die!!!!

  61. Invisible AI by ktorn · · Score: 2, Insightful

    By the looks of it, we still have some way to go until AI in games reaches the 'good enough' stage.

    Good enough for what? For us to stop speaking and caring about it I guess.

    When that happens, we'll have 'Invisible AI'* that just works, and game producers can no longer use it as a selling point.

    Of course, I guess that won't happen anytime soon, and I can already see hardware manufacturers making AI-accelerator cards, with built-in multi-processors and neural net chips, to fit next to your graphics card. The 'Intel Inside' logo will gain a whole new meaning...

    * - Yes, I'm adapting Don Norman's Invisible Computer term.

  62. AI is dead by Anonymous Coward · · Score: 0

    When exactly did Finite State Machines become AI ? this is a 50's model in computability theory that started in the Turing days.

  63. And me says you don't know shit by Anonymous Coward · · Score: 0

    The average CPU in a PC is millions of times faster than highest estimates of a neuron's computing speed. If a brain is composed of n neurons, and a CPU is n times faster than it, one can simulate the brain in realtime as if it the underlying computation is parallel. Mind you, according to some researchers, we already have the capability.

  64. Beowulf! by stg · · Score: 1

    Wow, an actual use of "Beowulf cluster" in a post that isn't a stupid joke!

    I'm impressed... :-)

    I'm not sure you'd get a lot of improvement from the technique though - bots would tend to play well with bots this way, unless you somehow managed to get a fitness function that reflected playing with humans. You could also invite a lot of human beta testers and evolve them based on survival rates.

    Some algorithm that noticed patterns in actual gameplay would probably induce cooler behaviour - something in the lines of:

    - Noticing any hots spots for damage taken in a certain map and trying to find alternate routes (thus avoiding points where the bot is sniped), or increasing speed and strafing while crossing these areas.

    - Remembering spots where a player was sniping from frequently and trying to compute a route that allowed the bot to shoot without crossing the player's potential POV.

    These are both things real players do, and it'd help them avoid falling in the same traps every time.

    1. Re: Beowulf! by Black+Parrot · · Score: 2


      > I'm not sure you'd get a lot of improvement from the technique though - bots would tend to play well with bots this way, unless you somehow managed to get a fitness function that reflected playing with humans. You could also invite a lot of human beta testers and evolve them based on survival rates.

      You could bootstrap the system by having it play itself. That doesn't always result in the desired "arms race" of continual improvements, but people are looking at ways of inducing arms races.

      If you could ever get it up to some basic level of performance (say, about what the typical game AI does now), you could enter a phase of distributed learning where thousands of people who had bought the game downloaded the latest AI, played it a time or two, and uploaded the results. That way no individual would have to play through a lot of games with a stupid AI as it explored options to improve its behavior against humans. Presumably if you downloaded the latest AI every week you would get a more competitive opponent every time.

      > Some algorithm that noticed patterns in actual gameplay would probably induce cooler behaviour - something in the lines of ... These are both things real players do, and it'd help them avoid falling in the same traps every time.

      Yeah, those are hard problems for AI if you try to generalize the behavior. I wish more AI researchers were working on this kind of stuff instead of the toy problems that so many of them are still on. Several AI researchers have suggested games as the best research domain for acheiving "human level" AI.

      --
      Sheesh, evil *and* a jerk. -- Jade
  65. Re:AI = my biggest complaint with the games indust by nusuth · · Score: 2

    It is not that hard to give the impression of an AI that doesn't have shortcomings you mention but will you be able to beat it?

    --

    Gentlemen, you can't fight in here, this is the War Room!

  66. Re:AI = my biggest complaint with the games indust by Kashif+Shaikh · · Score: 2

    However I managed to get into a good clan and THAT was where the fun began. We, and the people we played, were highly skilled and cooridnated. Teams were quick to adapt to new situations, exploit weaknesses and so on. This is offtopic, but I also joined an awesome clan for Tribes2, and I tell you -- it sucks all of your time as you get higher into the ladder. If you're married(and want to stay that way) forget about joining a clan...

  67. Re:AI = my biggest complaint with the games indust by Sycraft-fu · · Score: 2

    I quit playing FPSes competitively because they take too much time. However, my freshman year it was fun :)

  68. Well if AI can't even compete with this guy... by domselvon · · Score: 1

    ...Then we've got a long way to go. Check out the article

  69. Last Post! by alpg · · Score: 1

    Thus spake the master programmer:
    "Let the programmers be many and the managers few -- then all will
    be productive."
    -- Geoffrey James, "The Tao of Programming"

    - this post brought to you by the Automated Last Post Generator...