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AI Researchers Produce New Kind of PC Game

Ken Stanley writes "In an unusual demonstration of video game innovation with limited funding and resources, a mostly volunteer team of over 30 student programmers, artists, and researchers at the University of Texas at Austin has produced a new game genre in which the player interacively trains robotic soldiers for combat. Unlike most games today that use scripting for the AI, non-player-characters in NERO learn new tactics in real-time using advanced machine learning techniques. Perhaps projects such as this one will encourage the video game industry to begin to seek alternatives to simple scripted AI."

342 comments

  1. Coral Cache by Anonymous Coward · · Score: 5, Informative

    Slashdotted before it even went live. Here is a working link. Downloads are currently at 511, I hope their counter has more than 9 bits...

    1. Re:Coral Cache by kccricket · · Score: 2, Insightful

      I'm rather surprised that they didn't set up a torrent.

      --
      * chirp * chirp *
    2. Re:Coral Cache by lordvdr · · Score: 1

      Odd, I had no problem getting to it, must have been lucky.

      Here's a BitTorrent Magnet for the Windows (only) version:
      magnet:?xt=urn:btih:TJBW4VRKRAYRSNDXARL2ILY7HLVC5N HD

      Don't kill me, and please share out. I'll probably kill it in a few hours.

      --
      If you are out to describe the truth, leave elegance to the tailor - Albert Einstein
    3. Re:Coral Cache by electrofreak · · Score: 0

      They actually only have the windows version avaliable... Here it is (Thanks to coral cache)

      --
      I need a sig.
    4. Re:Coral Cache by TCM · · Score: 5, Interesting

      What has become of simple HTTP downloads with relative paths? The whole binary could have been picked up by Coral. But nooooo, it has to be a fancy "download.php" with a parameter "go=yes"?! WTF? Is everyone growing retarded these days?

      </rant>

      --
      Of course it runs NetBSD. BTC: 1NT7QvbetmANwaMzhpVL6
    5. Re:Coral Cache by Randy+Wang · · Score: 1
      Well, thank god for Mirrordot.

      Pity.. they only mirrored the first page...

      --
      --- Egads, I glow in the dark!
    6. Re:Coral Cache by cloudofstrife · · Score: 1

      Hey, does anyone else have a copy of the exe file used for installation? Both the "working link" above and the real website are down. So much for a backup.

    7. Re:Coral Cache by Hork_Monkey · · Score: 1


      Am special, not tarded.

    8. Re: Coral Cache by Black+Parrot · · Score: 1


      > Am special, not tarded.

      Yeah, but 'fuqspecial' just doesn't have the right ring to it.

      --
      Sheesh, evil *and* a jerk. -- Jade
    9. Re:Coral Cache by slashdotnickname · · Score: 5, Funny

      Is everyone growing retarded these days?

      http://everyone.com/growing.php?retarded=yes

    10. Re:Coral Cache by Scoth · · Score: 1

      You know, I actually clicked on that too just to see if it went anywhere. I guess the variable applies to me ;)

    11. Re:Coral Cache by tehshen · · Score: 1

      It's usually used for tracking download numbers, locations, etc. for people who don't know how to/can't use their own server logs.

      --
      Guy asked me for a quarter for a cup of coffee. So I bit him.
    12. Re:Coral Cache by Anonymous Coward · · Score: 0

      It's simply the easiest way to preform some logic before the file download. Most people don't want to write an Apache handler or filter just for this purpose (assuming they're using Apache).

    13. Re:Coral Cache by vipaca · · Score: 1

      The Coral Cache is http://www.cs.utexas.edu.nyud.net8090./
      So much for plan go=yes, my counter prog.

    14. Re:Coral Cache by vipaca · · Score: 1
    15. Re:Coral Cache by Bellum+Aeternus · · Score: 1
      No kidding - 7 clicks to download a game?! What is this a MS update :-S

      Well, at least I'm reasonably sure it's not a virus - too hard to get, and this is a Windows box. ^_^

      --
      - I voted for Nintendo and against Bush
  2. University of Texas. by XanC · · Score: 2, Funny

    If it's UT anywhere but Austin, you say where.

    1. Re:University of Texas. by Anonymous Coward · · Score: 0

      If it's UT anywhere but Austin, you say where.

      UT Austin is Epic's big announcement? Sheesh.

    2. Re:University of Texas. by lordvdr · · Score: 0, Flamebait

      And as one of my old high school teachers taught me, it should be called Texas University. It isn't like it's the only University in Texas. :)

      Oh yeah, go Raiders!

      --
      If you are out to describe the truth, leave elegance to the tailor - Albert Einstein
    3. Re:University of Texas. by Shadow+Wrought · · Score: 1

      How about El Paso?

      --
      If brevity is the soul of wit, then how does one explain Twitter?
    4. Re:University of Texas. by JohnAllison · · Score: 0
      Yeah, get over it. It is UT Austin.

      UCB hates being called anything but Cal, Berkeley, or University of California. Well guess what, nobody cares!


      Alum: CS @ UCSD.

    5. Re:University of Texas. by Fallingcow · · Score: 5, Funny

      If it's UT anywhere but Austin, you say where.

      If it's UT and it's anything but Unreal Tournament, you say what it is.

    6. Re:University of Texas. by Tanlis · · Score: 1

      Cept there is already a Texas University.

      It used to be called Southwest Texas.

    7. Re:University of Texas. by Anonymous Coward · · Score: 0

      Well, let me put it this way: The University of Texas is the only Texas university that matters. Suck it, sand Aggie.

    8. Re:University of Texas. by XanC · · Score: 1
      Actually it's called Texas State. Shortened from Southwest Texas State University.

      The name makes it sound a lot more presigious than it really is, I think...

    9. Re:University of Texas. by kfg · · Score: 0, Flamebait

      If it's UT anywhere but Austin, you say where.

      If, and only if, you are in the Austin area.

      I'm afraid that the world at large does not care about your frat boy inspired "We're better than them because we are us" rules.

      KFG

    10. Re:University of Texas. by Anonymous Coward · · Score: 0

      lol, yah there is only one true "Texas" university, and that is the only one founded by the Republic of Texas...
      Baylor University

    11. Re:University of Texas. by Anonymous Coward · · Score: 0

      or San Antonio
      or Arlington
      or El Paso ...

      UT has branches in many places. Did you bother to look? Texas is a pretty big place, joker.

    12. Re:University of Texas. by jivy · · Score: 2, Funny

      Texas State actually has one of the best MFA programs in the country, but yes, the undergrad program is still made for people majoring in Hootenanny.

    13. Re:University of Texas. by Anonymous Coward · · Score: 0

      It's THE University of Texas (at Austin). Check out the website/logo/anything with their name on it.

    14. Re:University of Texas. by Anonymous Coward · · Score: 0

      If this software was developed anywhere but UT-Austin, the AI would be capable of more than recruiting the most awesome army possible and bending over for Oklahoma.

    15. Re:University of Texas. by Pinefresh · · Score: 1

      umm no its not. TSU is somewhere different.

    16. Re:University of Texas. by XanC · · Score: 1

      It's in San Marcos, a little bit south of Austin.

    17. Re:University of Texas. by Anonymous Coward · · Score: 0

      If it's UT anywhere but Austin, you say where.

      If it's UT and it's anything but Unreal Tournament, you say what it is.

      If it's UT and it's anything but Urinary Tract infections, you say where it is...

      Ah I miss gynodot.

    18. Re:University of Texas. by Vengie · · Score: 1

      ....i sense some anger. UCB gets a ton more respect in CS. LFS/Sprite didn't come out of UCSD babe. ;)

      --
      When in doubt, parenthesize. At the very least it will let some poor schmuck bounce on the % key in vi. (Larry Wall)
  3. If it's fun... by InferiorFloater · · Score: 5, Insightful

    If this technique provides for fun gameplay, or more importantly, a notable difference in the experience, then sure, it might become more common.

    Keep in mind though - entertainment is meant to be entertaining, not neccesarily realistic or academically advanced.

    --

    ---------
    Get back to me when my brain starts working.
    1. Re:If it's fun... by Leroy_Brown242 · · Score: 1

      Well, different people have different fun.

      some people, hasve more fun if they are playing the most realistic game out there.

    2. Re:If it's fun... by bratboy · · Score: 4, Interesting
      as an ex-game programmer, i can tell you that developing AI is hard mostly because you don't want the game to be too hard. developing AI which will always win is easy. in this case it's a somewhat specialized "core wars"-style genre, but in most games (in which AI interacts with players) overly potent AI is more of an issue.

      and then there's the fun factor. i seem to remember an article about one of the Id games in which they developed all sorts of interesting behaviors for the AIs, played with in for a while, and eventually came to the conclusion that "turn and move toward player" gave much better gameplay.

      on a separate note, i remember a game from the late 80's in which you had to program logic circuits to get a robot to perform tasks of increasing difficulty... not a game with a lot of commercial appeal, i'm sure, but i spent many hours trying to solve problems using those little graphical circuit boards...

      daniel

    3. Re:If it's fun... by InferiorFloater · · Score: 1

      It's not that good AI is a bad thing - you just have to keep an eye on the end-user's experience. Whenever I've done AI for characters, it has to be simple, with a focus on visceral reactions to the player as opposed to proper reactions.

      Look at Master of Orion III - they basically made a 4X game that played itself, and as a result it didn't do so well.

      --

      ---------
      Get back to me when my brain starts working.
    4. Re:If it's fun... by InferiorFloater · · Score: 3, Insightful

      Well, training machine-learning agents to fight in a digital battlefield isn't really result in "realistic" behavior - those agents are just going to behave in the optimal manner they've learned.

      The goal of most game AI is to get a lifelike and entertaining behavior, which can be pretty easily approximated in very simple algorithms.

      I'm not knocking the game there either; I haven't played it. There was just a hint of "why don't games use advanced AI techniques" academic frustration in the post - I was pointing out that entertainment and academia are two seperate problem spaces.

      --

      ---------
      Get back to me when my brain starts working.
    5. Re:If it's fun... by Leroy_Brown242 · · Score: 1

      "Well, training machine-learning agents to fight in a digital battlefield isn't really result in "realistic" behavior - those agents are just going to behave in the optimal manner they've learned."

      You make a very awesome point here.
      A training tool will produce results. But only good tools will produce good results.

      Meaning, a tool has to represent a real world situation with the best accuracy possible, for the trainies to come out properly trained.

      Something I hadn't really thought of, until now.

    6. Re:If it's fun... by DerWulf · · Score: 5, Insightful

      I've heard that before. Now, are you really telling me you could do an rts AI that could kick my ass by 'thinking' instead of:-knowing the map beforehand
      -having an increased production rate
      -having fights tweaked to the AI's favor
      -starting with more units
      -always being aware of all movement on the map, regardless if it'd be visible to that player
      -controlling everything at once
      -receiving all relevant information at once

      I really don't think so. It's driving me nuts in all games that harder settings *always* means 'AI can cheat more'. This is the reason I don't like RTSs and hardly can stand to play CiV. Omnipotence and Omnipresence is not AI. AI (in games) should emulate how a human would play (advanced planning, patteren recog. etc) with all the strengths and weaknesses that come with that. A good AI in that sense would hardly overwhelm the player seeing how sucessful multiplay games are. Just face it, technology and AI research is just not capabable of pulling it of. Just say that instead of 'well, you really wouldn't want it'.

      --

      ___
      No power in the 'verse can stop me
    7. Re:If it's fun... by kalirion · · Score: 1

      Maybe the people responsible for Unreal Tournament bot AI should get into the Strategy genre...

    8. Re:If it's fun... by Threni · · Score: 1

      > It's driving me nuts in all games that harder settings *always* means 'AI can
      > cheat more'.

      You'd need the source code to make that kind of statement with any certainty.

      > AI (in games) should emulate how a human would play

      Not really. If you were writing a game where you're fighting robots from the future then presumably you'd want them to emulate how a robot from the future would think. It's a bit of a moot point with todays games/computers, of course...

      > Just face it, technology and AI research is just not capabable of pulling it
      > of. Just say that instead of 'well, you really wouldn't want it'.

      Why would I (or the OP) want to say that? It's not true.

    9. Re:If it's fun... by DerWulf · · Score: 1

      > You'd need the source code to make that kind of statement with any certainty. Yeah, also I could play games and clearly see Computer opponents behave in ways that can only be due to 'cheating'. The harder the setting, the more obvious it become. Take Civ3 i.e.. You just developed a new, exciting technology that really would give you an edge. Count on it that any Civ that has more units than you (oops, how would a real player know that?) will chat you up this very round and blackmail you in order to get it. What are the chances? Really, I don't need to look at the source code. > Not really. If you were writing a game where you're fighting robots from the future then presumably > you'd want them to emulate how a robot from the future would think. It's a bit of a moot point with > todays games/computers, of course... Well, before you get to this point you might wanna start them off with emulating thinking per se. That has not happend, yet. Whats that you say? We only have one model of thinking available to us at this point? Couldn't believe it. I guess we are back at "AI (in games) should emulate how a human would play" > Why would I (or the OP) want to say that? It's not true. Well, show me a strategy game that is 100% (computer-) cheat free an I'll believe you.

      --

      ___
      No power in the 'verse can stop me
    10. Re:If it's fun... by DerWulf · · Score: 1

      > You'd need the source code to make that kind of statement with any certainty.

      Yeah, also I could play games and clearly see computer opponents behave in ways that can only be due to 'cheating'. The harder the setting, the more obvious it become. Take Civ3 i.e.. You just developed a new, exciting technology that really would give you an edge. Count on it that any Civ that has more units than you (oops, how would a real player know that?) will chat you up this very round and blackmail you in order to get it. What are the chances?

      Really, I don't need to look at the source code.

      > Not really. If you were writing a game where you're fighting robots from the future then presumably > you'd want them to emulate how a robot from the future would think. It's a bit of a moot point with > todays games/computers, of course...

      Well, before you get to this point you might wanna start them off with emulating thinking per se. That has not happend, yet. Whats that you say? We only have one model of thinking available to us at this point? Couldn't believe it. I guess we are back at "AI (in games) should emulate how a human would play"

      > Why would I (or the OP) want to say that? It's not true.

      Well, show me a strategy game that is 100% (computer-) cheat free and I'll believe you.

      --

      ___
      No power in the 'verse can stop me
    11. Re:If it's fun... by Morinaga · · Score: 1
      Since this AI in question is a 'learning' AI, couldn't you control the learning with various parameters? What if you calculated a kill ratio for a particular unit and basically limited the unit to stop learning when they achieved a kill ratio over 50%? Go with a philosophy that too high of a kill ratio and they begin to lose some of what they learned. That way the AI of the units remain dynamic. You could even implement certain ceilings or floors to learning to prevent manipulation or implement your easy,normal and hard functions of game options.

      You could even assign 'wisdom' for lack of a better term on different units for certain game developement. That way you could face high learning and slow learning foes etc... As long as the learning AI has a solid foundation I can imagine a lot of useful implementations from zombies to seal ops to rousing mods of Capture the Chicken.

    12. Re:If it's fun... by LarsG · · Score: 1

      You'd need the source code to make that kind of statement with any certainty. ..or by doing the math or watching behaviour.

      As in the AI enemy in a rts game producing more units than it should be able to, given the resources available.

      Or for example you play a 4X genre game, where the technology level of the opponents are hidden from the player. Then, immediately after you make a technology breakthrough the AI hits you with 'give technology X or we declare war'. When this happens consistently, it is a certain indication of the AI having access to information that a normal player would not have.

      --
      If J.K.R wrote Windows: Puteulanus fenestra mortalis!
    13. Re:If it's fun... by matric · · Score: 1

      I dunno about you ... but the 4x games I play have espionage in them. I know what tech the computers have, and I wouldn't be suprised if they knew what tech I had.

    14. Re:If it's fun... by Saeul · · Score: 1
      You'd need the source code to make that kind of statement with any certainty.

      I've reviewed the source code of the AI for Civ 2. I also was the producer for Microprose Austin's MP version of Civ 2 that we cancelled and of the Civ 3 version that was cancelled when they shut down the studio. Civ 2 cheated more on harder settings.

      There is precisely one product that I am aware of that has ever been created with "perfect" (non-cheating) AI. The person who did the AI for the Microprose product 1830 (Russ Williams) made this claim to me at the Microprose Austin studio.

      I just spoke with Ken Burd (programmer/designer/play-balancer for MOO, MOM, and MOO2) and he filled in that the 1830 computer-controlled players colluded heavily but did not cheat. He said that if he had been playing real-life opponents that behaved the same way, he'd probably slap them around and tell them he wouldn't ever play with them again, but it wasn't precisely cheating.

      Steve Barcia (MOO/MOM/MOO2 chief designer and founder of the SimTex / Microprose Austin studio) insisted that it didn't matter whether or not the game "cheated" as long as the illusion of well-thought-out play was maintained. Clearly if you see something like the same unit warping from one city to another or enormous resources appearing, inexplicably, out of thin air then that suspension of disbelief is lost and the sense of immersion of the game is lost.

      > Just face it, technology and AI research is just not capabable of pulling it
      > of. Just say that instead of 'well, you really wouldn't want it'.

      Why would I (or the OP) want to say that? It's not true.

      Games are entertainment. While you MIGHT be able to create perfect AIs, the scope of the game might be limited or the cost of the supporting hardware might be prohibitive/unmarketable. There is a tradeoff between art, visuals, game richness, and smoothness that must be made. The game developer has to make that choice somewhat artistically and somewhat in response to market expectations. Over-emphasizing AI purity is unlikely to improve the success of the product.

      Proof of that last statement? How many of the readers of this post were aware, before I made the post, that there was ANY game that could claim a non-cheating AI??

    15. Re:If it's fun... by Anonymous Coward · · Score: 0

      You have a really high opinion of yourself.

      I think an RTS AI could easily built in that it could control every unit almost individually because it doesn't have to worry about moving the screen around or hitting the right keyboard keys and mouse positions.

      If you think there's much more to an RTS game than that, you're deluded.

    16. Re:If it's fun... by Blackjax · · Score: 1

      Actually, not *all* games are like this, just nearly all of them. Galactic Civilizations plays an honest game no matter what, no AI cheating. It is one of the things I like about it. The new version is in the works, you might want to have a look.

      http://galciv2.com/

  4. What is old is new again by jockm · · Score: 4, Interesting

    One of the earliest forms of AI I ever learned about was MENACE. A pre-computer means of training a system to play and win Tic-Tac-Toe. I will confess to loosing more than a little time "training" my system.

    --

    What do you know I wrote a novel
    1. Re:What is old is new again by QuantumG · · Score: 1

      Call me short sighted, but isn't it at least possible that training soldiers is different to training tic-tac-toe players?

      --
      How we know is more important than what we know.
    2. Re:What is old is new again by Anonymous Coward · · Score: 1, Funny

      One of the earliest forms of AI I ever learned about was MENACE. A pre-computer means of training a system to play and win Tic-Tac-Toe.

      It refused to play?

    3. Re:What is old is new again by mikael · · Score: 1

      There was a non-digital method : The TinkerToy Computer, based on spools and sticks that children could make models out of.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    4. Re:What is old is new again by kaellinn18 · · Score: 2, Funny

      means of training a system to play and win Tic-Tac-Toe

      And we all know what that led to.

      --

      --------
      This isn't the sig you're looking for. Move along.
    5. Re:What is old is new again by gfody · · Score: 1

      thats global thermo nuclear war

      --

      bite my glorious golden ass.
    6. Re: What is old is new again by Black+Parrot · · Score: 2, Informative


      > Call me short sighted, but isn't it at least possible that training soldiers is different to training tic-tac-toe players?

      Yes. Tic-tac-toe has a manageable decision tree, and all MENACE did was prune branches that led to losing. It still required many playings, because it always pruned at the last decision that led to the loss. (Thus it trimmed the decision tree from back to front.) It would be completely untractable for chess, let alone for continuous-state games or simulations.

      Still, MENACE was a brilliant insight for the time. IIRC it was done way back in the 50's -- practically the beginning of time so far as computer science is concerned -- and brought to public attention when Martin Gardner covered it in his Scientific American column in the early 60's.

      --
      Sheesh, evil *and* a jerk. -- Jade
    7. Re:What is old is new again by smchris · · Score: 1

      I remember a program from a Commodore magazine to predict which of two keys you would press. When I flipped a coin to choose, it was right 50% of the time. No matter how thoughtlessly random I believed I was hitting keys, it would typically guess correctly in the 60s upward to 70% of the time.

      If you could train a robo-warrior on enough parameters, you could be in a lot of trouble -- like, say, the "random" pattern you pop your head around the corner to fire off a shot.

  5. Cluster by Anonymous Coward · · Score: 0

    Imagine a beowolf cluster of these AI robots!

  6. Brains in the Training Loop by Al+Mutasim · · Score: 5, Insightful

    This is a neat concept, with or without the "neuroevolution" approach (evolving artificial neural networks with genetic algorithms). Including human brains in the training loop for algorithm development is key. The reason so many AI algorithms have found limited application in fielded physical systems (such as weapon systems) is because the competing approach--dozens of smart engineers, working long hours, tweaking human-readable algorithm code and Monte Carlo simulating the tweaked designs over and over for years--is so effective.

    1. Re:Brains in the Training Loop by GroeFaZ · · Score: 0

      The reason so many AI algorithms have found limited application in fielded physical systems (such as weapon systems) is because the competing approach--dozens of smart engineers, working long hours, tweaking human-readable algorithm code and Monte Carlo simulating the tweaked designs over and over for years--is so effective.

      But how long will it stay that way? Advances in nanotechnology are going on today and might ultimately lead to macroscopic devices with atomic-precision specifications. Even by abstracting the design nightmare of placing mole quantities of atoms in the right place by creating far larger building blocks (cubes of some 100 nm edge length), the nanoblock design and their arrangement will still result in huge search spaces that have to be searched for their optimum somehow.

      --
      The grass is always greener on the other side of the light cone.
    2. Re:Brains in the Training Loop by argStyopa · · Score: 1

      Well it's all about where you invest the brainpower, isn't it?

      I mean, current systems have the brainpower invested in the front end, where the developers try to think of a number of hypothetical situations in which the system could find itself, and then program in at least gross responses to that situation. The problem is, the 'carrying capacity' of a system to encompass EVERY possible situation is not available. Or, more accurately, the time it would take to hypothesize every situation and program it in would mean a development time stretched implausibly far. So, we kludge it for critical systems (like weapons) by appending a human operator to fill in the gaps in imagination of the original engineers.

      That's why I don't think it's all too unrealistic to imagine self-directing robots. However, humans and other animals are learning machines. Someone just has to accept the fact that, presuming that we're not 'there' yet, TEACHING this construct is going to take years - probably an order of magnitude longer than it takes to raise a child.

      --
      -Styopa
  7. Or perhaps... by Prof.Phreak · · Score: 4, Funny
    Perhaps projects such as this one will encourage the video game industry to begin to seek alternatives to simple scripted AI.

    The DOD will get interested, and use a similar technique to train -real- robots?

    --

    "If anything can go wrong, it will." - Murphy

    1. Re:Or perhaps... by archevis · · Score: 0, Troll

      The Republican party will get interested, and use a similar technique to train -real- presidential candidates?

    2. Re:Or perhaps... by Anonymous Coward · · Score: 0
      Maybe they are already! Maybe this simulation has been "leaked" (with a cover set up, of course) in order to condition people in becoming familiar with "training" a battle simulation. Meanwhile the REAL top-secret killer robot program collects all the data and fine-tunes their killer robots!

      In Soviet Amerika, the robot soldiers simulate YOU?

      ...and no, I will not take my tin-foil hat off!

    3. Re:Or perhaps... by Planesdragon · · Score: 4, Funny

      The DOD will get interested, and use a similar technique to train -real- robots?

      The DOD is perfectly capable of creating robots that kill people. The hard part is making those robots NOT kill the people you don't want them to kill.

    4. Re:Or perhaps... by adam31 · · Score: 1

      The hard part is getting the robots into outter space. Or... at least to the tops of very tall mountains.

    5. Re:Or perhaps... by suzerain · · Score: 2, Insightful
      The hard part is making those robots NOT kill the people you don't want them to kill.

      Yeah, because as humans, we do a really good job of making that distinction. Hopefully that's not the model we're using to train these robots...

      --
      gameDB
    6. Re:Or perhaps... by Anonymous Coward · · Score: 0

      They already have said robots deployed..

      They call them the US Army.
      *rimshot*

      Slow Down Cowboy!

      Slashdot requires you to wait between each successful posting of a comment to allow everyone a fair chance at posting a comment.

      It's been 57 minutes since you last successfully posted a comment

      Chances are, you're behind a firewall or proxy, or clicked the Back button to accidentally reuse a form. Please try again. If the problem persists, and all other options have been tried, contact the site administrator.

    7. Re:Or perhaps... by nick_davison · · Score: 2, Funny

      The DOD is perfectly capable of creating robots that kill people. The hard part is making those robots NOT kill the people you don't want them to kill.

      Apparently real trick is to build robot soldiers that can withstand a slashdotting.

      Iraq 0600, April 4, 2013, US robot forces are on the border of Iraq for the start of Operation Iraqi Freedom II: The Really Really Patriotic One.

      US 0605, April 4, 2013, Slashdot posts a story about them.

      Iraq 0605:18, April 4, 2013, Entire US robot force is slashdotted. Invas^D^D^D^D^D Liberation postponed.

    8. Re:Or perhaps... by pete-classic · · Score: 1, Troll

      This isn't meant as a flame, and I apologize in advance for anything that follows that seems like a flame. The questions that follow are intended to stimulate thought and discussion, not to inflame your temper :-)

      What do you base your statement on?

      Was it an off-the cuff comment, or did you seriously consider it before posting?

      Do you think that war is ever necessary or appropriate?

      If you found yourself in a "him or me" situation, through no fault of your own, would you choose a strangers life over your own?

      I hope I've been civil. I hope you reciprocate :-)

      -Peter

    9. Re:Or perhaps... by PsiPsiStar · · Score: 4, Interesting
      --

      ___
      It's the end of my comment as I know it and I feel fine.
    10. Re:Or perhaps... by DamienNightbane · · Score: 1

      Well, they could just ban them from the server.




      With fire.

    11. Re:Or perhaps... by Anonymous Coward · · Score: 1, Informative

      This will seem even more like a flame but I can't think how else to word it.

      In Iraq, the uk lost more troops to US "friendly fire" than to the Iraqis.

      Unfortunately I'm not taking the piss.

    12. Re:Or perhaps... by pete-classic · · Score: 5, Insightful

      I'm going to be harder on you than I would/will be on the OP, since you decided to jump in.

      I'm sure that you think that link is a slam dunk, but I think that it is telling that you haven't a single word of your own on the topic.

      I think that your conception of combat is naive. I think these poor sons-of-bitches in the tanks that fired on their comrades made a gut-wrenching decision under impossible circumstances. In the dark, in a foreign land, in abject and immediate fear for their own lives they saw what appeared to be hostile troops firing on them.

      These weren't guys who had been "in country" for weeks and months, and had developed an instinct for differentiating an RPG hit from enemy cannon fire. This was some 20-something guy, maybe a year out of West Point, or two out of ROTC, and some enlisted men, maybe 19 or 20. If they had the presence of mind to formulate a though more complex than, "Fuck! Those bastards are trying to kill me!" then they are probably better men than you or me.

      Combat isn't like a game of chess. One can't sit back an contemplate the possible repercussions of one's actions. It's smoky, dark, dirty, hot, and freezing, windy, rainy mess. It's being hungry, scared, and confused. Sleeping standing up, and having rashes in places that we don't talk about in mixed company.

      Now, I'm in favor of any technique or technology that you can come up with that reduces fratricide. But smug, flippant comments that show no application for the realities of combat make me sick.

      -Peter

    13. Re:Or perhaps... by Anonymous Coward · · Score: 0
    14. Re:Or perhaps... by Anonymous Coward · · Score: 0

      From the initial point of requesting from OP or by lack of precision of request from any user a reference to the inappropriateness of the current methods for absolute or more effective means of preventing friendly fire and similar that must exist for this system or any other to become predominantly used over the current systems in combat you have altered your position purely to allow your rant advocating mindless support for soldiers without holding them responsible in all senses for their actions-that is a fault as they are always responsible-or by command their commanders are responsible-for every action that they take. You are a troll at best and simply mislead by again at best poor training in your service or at worst being mislead by ignorant fools.

    15. Re:Or perhaps... by Anonymous Coward · · Score: 1, Funny

      That's easy, just like in a game. Don't kill those with blue shirts. The red shirts are the enemy.

    16. Re:Or perhaps... by PsiPsiStar · · Score: 0, Troll

      I'm going to be harder on you than I would/will be on the OP, since you decided to jump in.

      I don't care how "hard" you think you are.

      I'm sure that you think that link is a slam dunk, but I think that it is telling that you haven't a single word of your own on the topic.

      You have no clue what I think, as you've made quite obvious.

      These weren't guys who had been "in country" for weeks and months, and had developed an instinct for differentiating an RPG hit from enemy cannon fire. This was some 20-something guy, maybe a year out of West Point, or two out of ROTC, and some enlisted men, maybe 19 or 20. If they had the presence of mind to formulate a though more complex than, "Fuck! Those bastards are trying to kill me!" then they are probably better men than you or me.

      Which means that you agree with the original poster that people are pretty bad at differentiating friendly from enemy fire.

      In the past, AI has not allowed people to make calmer, more objective decisions. Landmines, to take one example, kill civilians more easily than they kill soldiers, and without the accountability.

      Now, I'm in favor of any technique or technology that you can come up with that reduces fratricide. But smug, flippant comments that show no application for the realities of combat make me sick.

      Are you blind?

      I didn't make a 'comment' at all and let the facts speak for themselves. You're wandering around these messageboards looking for an argument, despite your earlier talk to the contrary.

      --

      ___
      It's the end of my comment as I know it and I feel fine.
    17. Re:Or perhaps... by Planesdragon · · Score: 2, Interesting

      Which means that you agree with the original poster that people are pretty bad at differentiating friendly from enemy fire.

      As the original "grandparent" poster, I have one thing to say to that:

      Humans may suck as telling friend from foe in the heat of combat, but right now AI is worse.

      In the past, AI has not allowed people to make calmer, more objective decisions. Landmines, to take one example, kill civilians more easily than they kill soldiers, and without the accountability.

      How do you mix landmines with AI? "Smart" landmines don't have any AI, they just have a timer or a radio frequency reciever so they can be safety disarmed after the war.

      Anyway, the way of the future is going to be soldiers and AI working together, not competing against each other. Kind of like how they do now in the USAF. (The F-22 through the A-10 all have computers to help the pilot; the UAVs have a human to direct the killing.)

      Two big ideas of note are the "Future Soldier" program, which is going to introduce a whole host of new tech to the army's riflemen, incudling a live-feed wireless situation transponder. (Kind of like those cameras on Aliens, but not as sucky.)

      The second big idea (please pardon my sentence strucutre; it's too early in the am) is a robot-controlled sentry. AI is great for this mindless, repetitive job of looking for movement and firing when given a certain situation. (I.e., "kill anything that crosses that line"). And as with the UAVs, the robot can recieve live guidance from an officer of the military if it is found to have a questionable situation (i.e., "there's a person standing on the edge of the line, not moving forward.")

    18. Re:Or perhaps... by Jon+Peterson · · Score: 1

      Well, maybe it was like that and maybe it wasn't. I've never been in combat, and with a bit of luck I won't be. But friends and relatives of mine have been, and they certainly haven't described it permanent terrifying chaos. Moments of that, yes, but not all of it.

      The point is that we hope to train soldiers to operate despite the fear. We train paramedics to deal with train wrecks. We recognise that they are stressful unpleasant situations, but we don't accept the excuse that there were lots of screaming people and burnt corpses as a reason for a paramedic administering fatal doses of anaesthetic by mistake.

      Likewise, we should not accept the fog of war as an excuse for shooting your own side. It's never good enough to simply say "It's war, shit happens". That's like saying after every plane crash "Hey, it's hundreds of tons of metal floating in mid air - they can't all stay up!"

      --
      ----- .sig: file not found
    19. Re:Or perhaps... by ifwm · · Score: 1

      Perhaps your analogy wouldn't be so wrong if the paramedics were being shot at while working on train wreck victims.

      As it stands, there is no analogy for being in an environment where people are actively trying to kill you while you do your job.

      I hope you can see where you're wrong about this.

    20. Re:Or perhaps... by Anonymous Coward · · Score: 0

      Standard Operating Procedure is supposed to be "if you don't know - don't shoot". Unfortunately, the US forces seem to read it as "shoot unless you're certain you shouldn't".

      The be certain before shooting should be second nature to any hunter. If you're on a hunt or a shoot, you DO NOT fire your gun unless you KNOW what you are going to hit.

    21. Re:Or perhaps... by pete-classic · · Score: 1
      they certainly haven't described it permanent terrifying chaos. Moments of that, yes, but not all of it.


      Sure. There are also hours upon hours of playing cards and dominoes. That isn't when fratricide happens. It happens in the heat of the chaos part.

      The point is that we hope to train soldiers to operate despite the fear.


      Fear is just one contributing factor. No amount of training will yield perfect performance under the gamut of combat conditions. Fear, smoke, exhaustion, dehydration, blistering heat, biting cold, torrential rain, bugs, animals, booby traps, crotch rot, etc.

      In spite of conditions as bad as we can imagine, most combatants are never involved in a fratricide incident. I think that's pretty impressive. That's why I thought the OPs message was foolish.

      -Peter
    22. Re:Or perhaps... by pete-classic · · Score: 1
      You have no clue what I think, as you've made quite obvious.


      You didn't give me much to go on, did you? You haven't said anything to change my opinion.

      I didn't make a 'comment' at all and let the facts speak for themselves.


      I took the fact that you simply posted a link as smug and flippant. Again, you haven't persuaded me to to contrary.

      -Peter
    23. Re:Or perhaps... by Anonymous Coward · · Score: 0

      Unfortunatly an awful lot of friendly fire comes from aircraft. There have been several examples in Iraq of pilots opening fire on convoys. Examples include a canadian apc that was destroyed by an warthog aircraft.
      In such cases there appears little reason for the aircraft to attack or no reason for them to not make several passes just to check.

      Also some of the attitudes in the military are unjustifyable. For example a video was released of a bomb being dropped on a crowd of people in Iraq. The video also contained the communication between the pilot and the official giving him permission to fire. What it showed was the willingness to kill large numbers of people who were not an immediate danger to anyone. Also gamers might be justified when it comes to being proud that they just got a multikill, but for the pilot to be equally proud when he just killed tens of people shows a deep problem in the US military.

    24. Re:Or perhaps... by pete-classic · · Score: 2, Funny

      The Architect! I knew I'd find you trolling Slashdot!

      -Neo

    25. Re:Or perhaps... by EZLeeAmused · · Score: 1

      Your post doesn't take into account that when you are hunting, the deer haven't laid an ambush out for you, nor are they shooting at you.

      --
      Some see the vessel as half full; others see it as half-empty; We pour it out on the floor and laugh
    26. Re:Or perhaps... by Anonymous Coward · · Score: 0

      Sorry to disagree with your 'war is hell, don't blame the troops' philosphy guys but if you were in a M1 Abrahams and you saw what you thought were enemy cannon flashes don't you think you should take the time to confirm? You only have 30cm of the most advanced armour in the world between you and the guys out their with the AKs and RPGS, the only thing that could possibly kill you would be... another Abrahams!
      I can't believe that the crews had a briefing that said "These Iraqis with their cold war 2nd generation russian tanks can blow the hell out of you real easy so fire at anything you see."

      And also - 2nd point - you don't tend to see British and other arms forces shooting the crap out of each other... is it training, or restraint?

      sorry guys what ever the problem is - its American!

    27. Re:Or perhaps... by PsiPsiStar · · Score: 1

      How do you mix landmines with AI? "Smart" landmines don't have any AI, they just have a timer or a radio frequency reciever so they can be safety disarmed after the war.

      The US position on landmines was the first policy that came to mind to answer the question; what rules of engagement would the US government follow if the decision to kill were taken out of a human's hands. How careful would they be?

      I would have explained it in more detail, but the other poster on this thread seemed like he was just looking for an argument (and was, apparently) and I didn't feel like getting into a conversation with him.

      Are they deactivating mines now? It was recent memory that they were saying that kind of thing would be too expensive, that they just wouldn't do it, etc. That may have just been an excuse to inflict further damage on a country's civilian population. Automating a kill decision tends to absolve people of too much responsibility. Nobody ever says "The landmine you placed killed a civilian. We're holding you accountable."

      Okay, a quick google search; I guess there was a policy shift about a year ago. They're phasing out persistant landmines by 2010.

      I'd be fine with AI being used as a tool, with a human decisionmaker. It's when they take the decision to kill out of a human's hand that I get edgy, because people aren't held properly accountable if somthing goes wrong.

      --

      ___
      It's the end of my comment as I know it and I feel fine.
  8. Vs by AxafluffRIP · · Score: 0, Funny

    Perhaps the robots can teach us geeks to get on up and shake that fatty booty!

  9. New genre? by Anonymous Coward · · Score: 0

    I could have sworn there was a Japanese game already like this. You could put different parts on the robot and teach it techniques in combat to fight other user created robots. It is probably no where near as complex but the same idea.

    Maybe someone has the name?

    1. Re:New genre? by KillerDeathRobot · · Score: 1

      I played a game like that in America years ago on the playstation, but I can't remember what it was called. It was cool, but the robots didn't really learn, which I guess is the point of this new game.

      --
      Thinkin' Lincoln - a web comic of presidential proportions
    2. Re:New genre? by Anonymous Coward · · Score: 0

      Would that game be Carnage Heart?
      It's a game where you design fighting mechs/tanks from different parts and can program the ai through a simple interface for battling against other mechs.
      Or if you pause and press select 11 times, you could take over the mechs yourself and totally own a good deal of the enemy ai.

    3. Re:New genre? by mikael · · Score: 0

      There was a game called Dungeon Keeper that allowed you to train up various monsters (like nethack in reverse), but that may have just been gaining experience.

      There was another game lost in the depths of time where you were the goal was to train spiders to explore an obstacle autonomously. The spider would be trained through a training course and rewarding with flies when it got individual obstacle right.

      Then, once trained up, you set it loose on the real obstacle course.

      But there are many God games that allow you to control the evolution of creatures, although I'm not sure if these allowed the player to train the AI.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    4. Re:New genre? by niteice · · Score: 1

      Rex or something like that. I've got one somewhere. (shows my age, i got one for my 11th birthday, those were introduced in 2001 - you do the math.)

      --
      ROMANES EUNT DOMUS
    5. Re:New genre? by niteice · · Score: 1

      Correction...it was called Pox. I just happened to call mine Rexxor. Pun not intended.

      --
      ROMANES EUNT DOMUS
  10. Not at all new by Digital+Avatar · · Score: 5, Informative

    This isn't entirely a new idea. CROBOTS, for example, put one in the position of designing AIs that control tanks and then pits them against one another in an arena.

    1. Re:Not at all new by Doctor+Ian · · Score: 1

      CROBOTS was designing an algorithm for a fighting robot. This is apparently more like teaching it. Still, it isn't new at all. There are some older games like Galapagos and Creatures which used this concept.

      --
      Trust me, I'm a doctor.
    2. Re:Not at all new by AxafluffRIP · · Score: 0

      And the even older game Omega.Trust me, I'm a doctor and haven't lost my license to practice.

    3. Re:Not at all new by Digital+Avatar · · Score: 1

      There was also a game within Hero's Quest/Quest For Glory which was similar, albeit that was more about guiding a monster through a maze rather than teaching it to run the maze per se. And, of course, Omega, as someone else mentioned.

    4. Re:Not at all new by greg_barton · · Score: 2, Informative

      The difference between this approach and those previous approaches is the way the underlying neural networks are constructed. NEAT (NeuroEvolution of Augmenting Topologies) constructs new network structures, whereas the old approaches used existing networks and tried to train them with user input. The NEAT approach is far more sophisticated.

    5. Re:Not at all new by Sigma+7 · · Score: 1
      There was also a game within Hero's Quest/Quest For Glory which was similar, albeit that was more about guiding a monster through a maze rather than teaching it to run the maze per se.
      The maze in that game involved no learning at all. The maze mouse simply followed the left/right hand wall taking whatever path it stumbles upon.

      The objective of that game was simply to build the path as necessairy, before running out of magic points, and before the other mouse finishes.
    6. Re:Not at all new by William-Ely · · Score: 1

      There is a game for the Playstation 1 called Carnage Heart that is similar. You assembled robots using a variety of body types and weapons and then programed the AI for them. After you were satisfied with your design you would use them to fight the bad robots. It's one of the few PS1 games I still like to play.

      --
      Mod me down with all of your hatred, and your journey towards the dark side will be complete!
    7. Re:Not at all new by Kiryat+Malachi · · Score: 2, Informative

      God, I loved Omega. I should track that down and play it again; its gotta be abandonware.

      (answer, after a quick google: http://www.toadstool.net/games/omega/ has the DOS and Amiga versions, as well as tanks and more)

      --

      ---
      Mod me down, you fucking twits. Go ahead. I dare you.
      (I read with sigs off.)
    8. Re:Not at all new by Anonymous Coward · · Score: 0

      I've still got my original C64 version in its box. I downloaded the pc version a couple of years ago but it just wasn't the same. :)

  11. Your sig by Ensign+Zatrole · · Score: 0
    From your sig:
    Imagine my supprise when I found I found I wrote a novel
    I'm not sure if I want to read your novel if you can't even spell surprise correctly.
    1. Re:Your sig by Osty · · Score: 1

      I'm not sure if I want to read your novel if you can't even spell surprise correctly.

      Or tell the difference between "lose" and "loose", or catch duplicate words/phrases ("I found I found"), or link properly to his own site. Yes, I really want to go and read that novel now.

    2. Re:Your sig by Anonymous Coward · · Score: 0

      I'm ashamed that I read your post with its terrible structure.

      "I'm not sure if I want to read your novel considering the fact you can not correctly spell 'surprise'."

      Ensign, indeed.

  12. uh-oh by GroeFaZ · · Score: 2, Funny

    Better download it now before their server learns to resist the slashdotting

    403 Forbidden. Nice try, maggot

    --
    The grass is always greener on the other side of the light cone.
  13. Torrent? by AndrenidEnder · · Score: 1

    Anyone have a torrent for the game?

  14. MY GOD by Anonymous Coward · · Score: 0

    You are such a nerd.

    1. Re:MY GOD by Anonymous Coward · · Score: 0

      You're right... even for /. that's reached a whole new stratum of nerdliness. It's like in that episode were Worf goes through a quantum multiphasic universe and he finds that close proximity to Geordi's visor sets of quantum shifting into alternate realities, but instead of Worf, it's the GP dude, and he's managed to reach the most nerdy universe possible.

      Well, except for this post, maybe.

    2. Re:MY GOD by Anonymous Coward · · Score: 0

      Everyone remembers the Worf multiple reality episode and the time loop episode.

  15. Forza Motorsport by Anonymous Coward · · Score: 0

    The drivatars in Forza Motorsport (Xbox) seem somewhat similar to this innovate technique. AIt's an AI that is taught by example. Check drivatar.com for more details.

  16. Geek Robots? by pin_gween · · Score: 5, Funny

    Oh hell, you know this will taken over by /.'ers AND do /.'ers know a damn thing about soldiering?

    Probably not, but beware -- you may just create a robotic system administrator/repairman. Don't put yourselves out of a job!!!

    --
    Ignorance is not a crime; neither should it be a way of life

    Congress control $ = inmates run the asylum
    1. Re:Geek Robots? by kfg · · Score: 1

      ". . .do /.'ers know a damn thing about soldiering?"

      Colin Powell has a degree in geology. He is a geek.

      "Don't put yourselves out of a job!!!"

      If a robot can put me out of a job it's likely one I don't want.

      KFG

    2. Re:Geek Robots? by jinzumkei · · Score: 1

      Great that's what we need robots telling us how infallible Macs are...oh wait, slashdot is already there.

    3. Re:Geek Robots? by Helvidius · · Score: 1

      Jobs? What jobs? Oh yeah, those guys and gals in India are going to have to worry about robots taking their jobs. Matrix anyone?

      --
      "Care about people's opinions and you will be their prisoner." ~~Tao Te Ching~~
  17. Greetings, Professor Falken. by infonography · · Score: 4, Interesting

    Joshua: Greetings, Professor Falken.
    Stephen Falken: Hello, Joshua.
    Joshua: A strange game. The only winning move is not to play. How about a nice game of chess?

    For those of you who actually look on a user's history of posts, yes this is a variant of another post I did, however it's apropos here as well.

    --
    Sorry about the writing. Robot fingers, you know? Cliff Steele in DOOM PATROL #23
    1. Re:Greetings, Professor Falken. by paul.schulz · · Score: 1

      I can see a use for such a 'watchdog' process
      running on my systems.

      It could be trained to react in certain ways,
      like shutting ports, killing processes or rate-limiting, should it see
      some sort of pattern of activity
      (eg. port scan, slashdotting).

      Having it participate in a dialog would be
      cool as well though, just don't give it the
      keys to the nuclear silos.

    2. Re:Greetings, Professor Falken. by pcgabe · · Score: 1

      ALAN: It's called Tron. It's a security program itself, actually. Monitors all the contacts between our system and other systems... If it finds anything going on that's not scheduled, it shuts it down. I sent you a memo on it.

      DILLINGER: Mmm. Part of the Master Control Program?

      ALAN: No, it'll run independently. It can watchdog the MCP as well.

      --
      Don't put advice in your sig.
    3. Re:Greetings, Professor Falken. by Anonymous Coward · · Score: 0

      Ach! I replied to the grandparent on accident! Now it doesn't make any sense.

  18. hopefully it will by Saven+Marek · · Score: 4, Insightful

    > Perhaps projects such as this one will encourage the video game
    > industry to begin to seek alternatives to simple scripted AI.

    hopefully it will encourage the video game industry to begin seeking alternatives to Yet Another High Resolution First Person Shooter.

    1. Re:hopefully it will by Anonymous Coward · · Score: 0

      Oooo I know 3rd person shoot em ups,

    2. Re:hopefully it will by indytx · · Score: 1
      hopefully it will encourage the video game industry to begin seeking alternatives to Yet Another High Resolution First Person Shooter.

      Why?

      Just kidding.

      --
      Make love, not reality television.
  19. What about this by eric_ste · · Score: 3, Funny

    Imagine a beowolf cluster of trained anonymous cowards imagining a beowolf cluster of these....

    Maybe, after all, such a cluster exists because there is such a post on everything remotely clusterable.

    1. Re:What about this by Budha_man_99 · · Score: 1

      So you are just describing a cluster F*ck?

      --
      Why do we correct our criminals but punish our children?
    2. Re:What about this by eluusive · · Score: 1

      Reminds me of a bad StarTrek Enterprise episode.

    3. Re:What about this by Anonymous Coward · · Score: 0

      It would only be surprising if it reminded you of a good one. I suppose this is the expected joke reply.

  20. T2 by hilaryduff · · Score: 2, Funny

    "may seepeeyou iz ay newral ned prooozezzor... a laaarning compooota"

    1. Re:T2 by seanadams.com · · Score: 1

      You forgot the link:

      Arnold calls gateway

  21. begin? by Surt · · Score: 2, Interesting

    I implemented learning AI in a couple of popular video games (including at least one multi million unit PC title) more than 5 years ago, and I'm pretty confident I wasn't breaking any new ground.

    --
    "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    1. Re:begin? by WhatAmIDoingHere · · Score: 0, Flamebait

      Care to name one of them and give proof that you worked on it?

      --
      Not a Twitter sockpuppet... but I wish I was.
    2. Re:begin? by Anonymous Coward · · Score: 0

      You could have posted anonymously

    3. Re:begin? by rbarreira · · Score: 1

      Yeah, it would look even MORE credible :P

      --

      The AACS key is NOT 0xF606EEFD628B1CA427BEA93A9CA9773F
    4. Re:begin? by Surt · · Score: 4, Interesting

      Diablo II, I'm Doug M.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    5. Re:begin? by Jackmn · · Score: 1

      and give proof that you worked on it?

    6. Re:begin? by Surt · · Score: 4, Funny

      So look me up in the credits already!
      If you can suggest how better to prove that I worked on it, let me know.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    7. Re:begin? by Jackmn · · Score: 1

      Best and only way I can think of, is if you have a previously established well known page in your name, place 'Yes, I am Surt' in it somewhere. Short of that, you cannot prove you are who you are, so there is little point in slinging names around. Prove your expertise by providing insightful comments, rather than hauling out a name.

    8. Re:begin? by Solitude · · Score: 1

      Moderation: +1, Bitchslap

      You two clowns got pwned.

    9. Re:begin? by Anonymous Coward · · Score: 1, Insightful

      don't be a punk. surt wasn't 'slinging names around' -- you asked him a direct question and he answered it. his original point was that AI really isn't new ground, even 5 years ago - he wasn't seeking celebrity status.

    10. Re:begin? by Creepy+Crawler · · Score: 1

      Read his journal. Expecisally the last paragraph....

      ---Worse, responsive postings seem to suggest that many people are taking this 'information' as a factual resource. To help combat this problem, I deliberately include gross misinformation in about 1 in 5 of my posts.

      --
    11. Re:begin? by jericho4.0 · · Score: 1

      Give it up. His UID is one vote, his posting history is another. Some of us actually work at being geeks.

      --
      "A language that doesn't affect the way you think about programming, is not worth knowing" - Alan Perlis
    12. Re:begin? by jericho4.0 · · Score: 1

      Did you create this account just to post this? Or did you just shove your foot in your mouth with your first post?

      --
      "A language that doesn't affect the way you think about programming, is not worth knowing" - Alan Perlis
    13. Re:begin? by Enoch+Root · · Score: 1

      He did go to great lengths to underline the fact he worked on a multi-million dollar PC game... If that ain't pimping for celebrity status on the side, I don't know what is.

    14. Re:begin? by James_Aguilar · · Score: 1

      Don't get me wrong, it's very impressive that you worked with Blizzard; I've heard how hard it is to get a job there. You must be a really smart guy. As an up-and-coming coder myself, I hope someday to be able to look back on things and say, "Diablo III, I'm James A," or something like that.

      However, your claim of working on Diablo II doesn't add much credibility to your talking about learning AI. Here, let me illustrate by sketching out a plausible simalcra of Diablo II's AI, and you can tell me if I miss anything:

      while (!dead()) {
      if (hasSpell() && canCast()) {
      castSpellAtPlayer();
      } else if (!healthLow()) {
      runAtPlayerAndAttack();
      } else {
      runAwayFromPlayer();
      }
      maybeRoarOrDoSomething();
      }

      All right, that's really it. Is there more to it than that that I'm just not seeing? So, what game did you work on that had a learning AI? Or even just a relatively complicated one? I don't mean to belittle your work, but I'm sure that you did more in Diablo than just AI, cause there just doesn't seem to be much meat to it.

    15. Re:begin? by Surt · · Score: 2, Interesting

      Now that's a challenge! Seriously, how would you establish yourself given a similar demand?

      I have one solution, but i'd like to hear yours, maybe yours is better than mine.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    16. Re:begin? by RQuinn · · Score: 1

      Hey, just out of curiosity, the moby games diablo II page (http://www.mobygames.com/game/windows/diablo-ii/c redits) says you also did a voice contribution to the game. Who did you voice?

    17. Re:begin? by Anonymous Coward · · Score: 0

      Lots of people work on multi-million dollar games... there are a lot of software companies pumping lots of money into lots of titles where lots of:
      - programers
      - voice actors
      - grapic designers
      - musicians
      - level designers
      - testers
      - etc. etc.

      It's not that uncommon. It's not like he said he was John Carmack (who does post on Slashdot), John Romero or something like that.

    18. Re:begin? by kitofers · · Score: 0

      Is it just me, or is there a difference between "AI" and "learning AI"?

    19. Re:begin? by daliman · · Score: 1

      *chortle* Yeah, I've been playing Diablo 2 again recently, I can't say I've noticed anything that really smacks of AI fullstop, let alone learning. Although the game still entertains me, to be fair.

    20. Re:begin? by Scorchio · · Score: 1

      My thoughts exactly: this isn't unexplored territory. While I personally keep AI at arms length, a good friend of mine specializes in the subject. He was working on the AI for the cpu-controlled drivers in a racing game a couple of years ago and implemented some kind of neural net based learning system. He would switch it into learning mode and drive around the tracks himself while the AI monitored the control inputs and learned how to handle the simulation of the car. I'm not sure that it continues learning in the released version, but it certainly isn't a script-based or the old car-on-rails system.

    21. Re:begin? by Pollardito · · Score: 1

      right, "AI" is about giving your program improvisational smarts, "learning AI" is about giving your program the ability to keep getting smarter. i agree that Diablo II was damned subtle if it included this. i liked Diablo II, but it didn't even seem to be very good at pathing. perhaps the learning AI was teaching itself to make those goddamned buzzards fly around more so that you couldn't hit them.

    22. Re:begin? by Anonymous Coward · · Score: 0

      Because there is no more room for improvement over your AI implementation. Which is why AI research has ground to a halt and we all have robotic butlers in our homes.

    23. Re:begin? by Surt · · Score: 1

      Exactly. This stuff is not rocket science. There's plenty of documentation out there, I wouldn't even call it hard. A neural net learning AI is trivial to implement, the problem you run into is a training time vs complexity vs capability trade off. To make a really effective neural net AI for something as complex as a modern video games takes a huge neural net with a lot of inputs. I could easily see using gigabytes of memory and the processor power of about 100 p4s to make a better AI for action games like D2, but that level of AI obviously won't be seen for another few years. In the meantime we make do with poor substitutes that just obviously aren't as effective. But it's not like the original poster implies that we aren't trying this stuff out, or even using it in more limited ways.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    24. Re:begin? by Surt · · Score: 1

      I'm the cow king.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    25. Re:begin? by Surt · · Score: 1

      Actually the point of that was to emphasize that doing 'real' AI in games is not outside the mainstream. People who make games love to learn new technologies (you have to) from sound to graphics, to AI techniques. It's not like we're sitting there ignoring what is going on in the research field.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    26. Re:begin? by Surt · · Score: 1

      I realized this morning that to some extent I actually can do this.

      Have a look at:

      " Analysis of State Exposure Control to Prevent Cheating in Online Games"
      Kang Li, Shanshan Ding, Doug McCreary , and Steve Webb. In ACM Nossdav 2004, Kinsale, County Cork, Ireland.

      http://www.cs.uga.edu/~kangli/src/nossdav_2004.pdf

      This is some of my research work at University of Georgia.

      Then email my slashdot user name @uga.edu to receive final convincing.

      If that's not sufficient evidence ... well, I think it will be pretty hard to convince you.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    27. Re:begin? by IsoRashi · · Score: 2, Insightful

      *worship*

      --
      This is not the greatest sig in the world, no. This is just a tribute.
    28. Re:begin? by Surt · · Score: 1

      There's obviously vast room for improvement in the field of AI in games. My point was only that people in games do keep up with what's going on in the research community, and in some cases are actually inventing things that dont get published.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    29. Re:begin? by Surt · · Score: 1

      See my reply to jacknm and email me if you're curious enough.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    30. Re:begin? by Surt · · Score: 1

      Thanks, that was easily the most fun thing I did for the game. :-)
      The script was great. Stuff like: Now tell a funny joke in cow:
      Moo moo moo moo, moo moo: Moo!

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    31. Re:begin? by Surt · · Score: 1

      What's missing is the genetic algorithms built neural network deciding which action to take.

      It looks more like
      MonsterAction action = myNeuralNet->pickAction(inputs);
      doAction(action) ; ...
      myNeuralNet->feedBack(feedBackInputs);

      where the first set of inputs is a bunch of parameters picked from the environment (direction and distance to each player, health % each player, class of each player, etc), and the second set of inputs is some information about the success of the doAction (number of players hurt, how much, how much I got hurt etc).

      The second set of inputs retrains the neural network a little bit, and theoretically the doAction gets a little smarter over time.

      The problem of course, is that it takes a pretty big neural net to play any game very smartly, and a lot of training time. That's why most games only bother with pre trained neural nets (at least among people I've talked to) and in my case I have dynamic training, but its mostly a toy as there isn't enough time to learn anything meaningful, and the neural net can't be big enough for performance reasons anyway. To really play a game like D2 effectively (at a guess) the AI would need probably a few hundred inputs, many thousands of nodes, and in the tens of thousands of connections. I could happily use up several gigabytes of memory and roughly 100 p4s worth of cpu just to do a competent learning AI.

      For more information, have a look at this:
      http://www.comp.nus.edu.sg/~cs6211/papers/TNNKChel lapillaAndDBFogelText.pdf

      It'll give you an idea of the computing resources necessary just to play something like checkers effectively.

      My original point in posting on this topic was just to note that game devs aren't ignorant of the computer science behind AI, and that in fact we've been developing and using 'real' AI techniques for a long time. It's really just that they don't work very well in the context of such complex game environments that you don't really see more talk about the subject.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    32. Re:begin? by Redwin · · Score: 1

      "All right, that's really it. Is there more to it than that that I'm just not seeing?"

      summon_town_portal_and_run_away();

      I suppose that group enemies might prove more complex, also, the shamans resurecting other demons. Cooperative hirelings maybe, although in my experience they always seem to run in a get killed in about 2 secs ;-)
      End act characters, certainly Baal (assuming he worked on the expansion as well) have some interesting behaviours depending on what class of character you play against them. I suppose the motivation for a learning AI is based on what to do given that the worlds (except the end of act character zones) are randomly generated so path finding, initial location selection etc all have to be generated as well. I could see a learning AI could be used to do this much more neatly than scripts. I assume that the definition of a learning AI is training them during game development and not in game. I've certainly not noticed (or maybe not appreciated!) enemies learning my strategies as I have been playing it! Just my thoughts though!

      --
      Warning, comments may not have been passed by the sanity department of my brain.
    33. Re:begin? by Enoch+Root · · Score: 1

      I agree with your main point; I just thought your point didn't need the inclusion of your credits on a multi-million dollar PC game to work, and it's the reason your entire argument was derailed.

      And hey, I know all about the strong link between videogames and emerging technologies, and I think the tone of the original poster is bullshit. I'm a videogame producer.

    34. Re:begin? by Surt · · Score: 1

      Yeah clearly that got people into disbelief mode when my point was really that the work wasn't going on in some niche game no one had heard of or played.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  22. AI? on a video card? by kryptx · · Score: 1, Insightful

    Perhaps projects such as this one will encourage the video game industry to begin to see alternatives to simple scripted AI.

    Not unless companies like Sony start making their hardware with ideas like this in mind. 2 TFLOPS is impressive for insane real-time graphics operations, but floating point operations aren't exactly optimal for things like AI.

    (I know TFA was referring to PC games, but so many games are multi-platform these days that often developers just work with the least common denominator.)

    --
    Mods: Do you disagree with me? Go ahead and mod me down. Meta-mods will sort it out. Good luck!
  23. Why train them to fight? by AFairlyNormalPerson · · Score: 2, Informative

    It would be a lot easier to train a robot to train the other robots to fight (in the long run)...Wouldn't it?

    1. Re:Why train them to fight? by Drantin · · Score: 1

      Train a general and some drill sargeants / recruit division commanders and throw a bunch of dumb recruits at them... then put them in different games against traditional "AI" ... and make a TV series highlighting differnt parts of the training and campaigns...

      --
      Actio personalis moritur cum persona. (Dead men don't sue)
    2. Re:Why train them to fight? by objekt · · Score: 1

      Easier to train one to fight, then copy its brain into other robots.

      --
      -- Boycott Shell
  24. Sounds like "Galapagos" by metamatic · · Score: 4, Interesting

    "Galapagos" by Anark had a robot creature with some kind of neural net, and you had to teach him to navigate around by providing him with appropriate stimuli and rewards.

    It could get frustrating--sometimes if he hit a particular deadly obstacle too often, he'd become traumatized, and would then refuse to go anywhere near it, which could make the level impossible until you had allowed him to wander around and petted him and calmed him down.

    Great game, though. I wish there were more like it.

    --
    GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    1. Re:Sounds like "Galapagos" by zorg50 · · Score: 1

      Thanks for the suggestion. I googled the game, and apparently it's abandonware seeing as the HotR has a CD-rip of it available here for download.

    2. Re:Sounds like "Galapagos" by cephyn · · Score: 1

      sooooo a roomba?

      --
      Moo.
    3. Re:Sounds like "Galapagos" by baadfood · · Score: 1
      I got a copy of Glapogos bundled with one of the Wing Commander games. It sucked. I cant belive anyone had the patience to try and train that fucking spider. It walked off things, fell off edges. It got fried by laser beams. It was a fucking stupid AI bot in a fucking stupid game. The only "training" that game does is teaching humans to go into some sort of switched off must-click-mouse-button over and over trance state.

      Then I got Black and White, and discovered that machine learning AIs in games could get even worse.

  25. OMG by guardiangod · · Score: 1

    If it is anything like David Lightman little game with WOPR's Joshua then I am out of planet earth with the next shuttle flight.

  26. Linux port? by RoadkillBunny · · Score: 2, Funny

    Linux port is comming soon :D And it's gonna use GTK1!?!?!

    --
    Cheers,
    RoadkillBunny
  27. Will have to wait for it by Anonymous Coward · · Score: 0

    There's no Linux version, although it seems that one is planned, and the Windows installer won't run under Cedega :(

  28. Re:University of Texas by Anonymous Coward · · Score: 0

    Respectfully, the flagship institution UT Austin is simply "UT" everywhere in Texas except UT-El Paso, UT-Arlington UT-Muleshoe, etc. TH UT '91

  29. In Soviet Russia... by Anonymous Coward · · Score: 0

    Ah, fill in your own punchline here.

    1. Re:In Soviet Russia... by WilliamSChips · · Score: 1

      Bots train you?

      --
      Please, for the good of Humanity, vote Obama.
  30. Please dupe by r00zky · · Score: 1, Flamebait

    Please dupe this article when there's a torrent available and the Linux version is finished.
    Until then it's quite useless.

    --
    I'm a chainsmokin' alcoholic sociopath, so-ci-o-path
    1. Re:Please dupe by Anonymous Coward · · Score: 0

      Though the Linux version remains unfinished, they just set up a mirror for the download, so the load on the server has been greatly decreased, and the game is now quite possible to download.

    2. Re:Please dupe by jefmes · · Score: 1

      Yes, because anything NOT on Linux MUST be worthless. Right? Wait. No, wait, that's sarcasm I smell. I'll give you the torrent comment though; their site is been hammered into oblivion at this point.

    3. Re:Please dupe by Shazow · · Score: 1

      Actually, I second that.

      I wouldn't mind additional notification when a Linux verison is available. :-)

      (I really do run solely Linux.)

      - shazow

    4. Re:Please dupe by Zedrick · · Score: 1

      Right. Please dupe this article when the game is in the FreeBSD ports collection. Until then it's quite useless.

  31. What is that? by DuckofDeath87 · · Score: 1

    I am greatly confused.
    What is a bittorrent magnet link and how do I use it?
    Also, please make the wikipedia page for this better.
    http://en.wikipedia.org/wiki/Magnet_link
    Thank you.
    Although Azureus is mentioned, I do not have a lot of ram, so I dont want to use that.

    1. Re:What is that? by Fusen · · Score: 1

      its used for azureus' DHT

  32. Why did they program us to feel pain. by Anonymous Coward · · Score: 0

    Didn't rtfa, site down. Wonder if they trained their webserver this way as well.

  33. Black and White by Anonymous Coward · · Score: 1, Informative

    It's been done before.

    1. Re:Black and White by yancey · · Score: 1

      I'll second that. In Black and White, you train your creature to do battle, and other tasks, for you. While you do have some ability to interact directly with the world, the objective is to show your creature how you want it to behave and ultimately to get your creature to do the job for you.

      --
      Ouch! The truth hurts!
    2. Re:Black and White by 0111+1110 · · Score: 1

      Yup. I liked Black and White. It was my first and only RTS game. But it was really a Molyneux hybrid RTS/virtual pet game. I cannot remember a game that was so hyped pre-release. Molyneux even had an interview on NPR IIRC. For a video game! It was hyped as a whole new concept in gaming. In reality I couldn't even finish it until a patch was released. It was very buggy. It was hyped as revolutionary and I guess it was. Sort of. A nice blend of different gaming types. And the only game where you literally play a god and get to train a virtual pet which is also worshipped. Also I'm not sure if any game had used gestures before. With so much complexity I guess it's not surprising that there was a lot of bug squashing. To their credit I think they did a pretty good job with the patch releases.

      Most people complained about the micromanagement and the resulting tedium. It did kind of resemble work, but of a less offensive variety than the FedEx delivery quests of certain RPGs. I loved the virtual pet aspect, the use of gestures, the wolves and poisoning the grain. Lots of fun stuff to do. It was easy to get carried away training your creature. Made me think I should just step away from the computer and buy a real dog or maybe an AIBO. I hated the two sidekicks though. Seemed like a feature for the kiddies.

      There is a bit of a story behind the ultra-hyped AI aspect of the game. Molyneux talked a lot about neural networks and connectionist AI pre-release but actually didn't end up using it. They tried it, but the creatures didn't seem as convincing. So they dumped it in favor of something they thought worked better. Fair enough, but I felt kind of ripped off when I read about that. I wanted to believe that my virtual ape was actually learning what I taught him in an unpredictable, non-scripted sort of way. I never did try Creature Isle. I heard the AI was supposed to have been tweaked a bit. I can't wait for Black and White part deux which is in alpha stage right now.

      --
      Quite an experience to live in fear, isn't it? That's what it is to be a slave.
    3. Re:Black and White by Quince+alPillan · · Score: 1
      There is a bit of a story behind the ultra-hyped AI aspect of the game. Molyneux talked a lot about neural networks and connectionist AI pre-release but actually didn't end up using it. They tried it, but the creatures didn't seem as convincing. So they dumped it in favor of something they thought worked better.

      Which was something that I hated about Black and White. There were so many times that I attempted to teach my creature something basic (like...don't eat people, but eat sheep, pigs, etc). Every time I attempted to teach the creature to eat meat, it thought people were meat too.

      I kept hearing stories from development how they got their creatures to eat only females, etc, but honestly, I couldn't get past very very broad generalizations even with supposedly "smart" animals like the chimp.

      Add that to spells that could only be learned in childhood (or so it seemed) where I would teach the creature to use level 3 lightning and it only ever used level 1 and the shower spells and I felt like the creature wasn't learning at all (it was following templates or trees of knowledge) and only randomly did something that appeared to be "smart".

      I haven't tried the game in the above story, but hopefully the soldiers are smarter than the creature was (or can be).

  34. Never mind! by XanC · · Score: 2, Informative
    I got to wondering if the correct usage was codified anywhere, and found this style guide.

    The correct reference is to use "The University of Texas at Austin" the first time you refer to the title of the university in text. Upon second reference and thereafter, use "university." When writing for internal audiences familiar with the university, it is acceptable to refer to the university as UT Austin.

    Apologies to the submitter!

    1. Re:Never mind! by Anonymous Coward · · Score: 0

      ...and some of us don't live on the right side of the globe to recognise that acronym.

    2. Re:Never mind! by happybethel · · Score: 1

      While that is indeed the correct reference, Austin is the primary University of Texas campus. Within the state of Texas, simply stating UT implies the Austin campus.

  35. Torrent by TaxSlave · · Score: 4, Informative

    Only for the purposes of helping distribution, and for a limited time, torrent available at nerogame.exe.torrent

    1. Re:Torrent by Ismilar · · Score: 1

      You expect me to download and use an executable file linked to from a random Slashdot user?

      I'm just asking, because I have some time while the download completes..

    2. Re:Torrent by Anonymous Coward · · Score: 0

      its an sfx rar

    3. Re:Torrent by TaxSlave · · Score: 4, Insightful

      Trust everyone, but count the cards. I'm just sharing the file I downloaded, but I don't expect you to trust me any more than I trust you. Scan it. Run it on a testbed machine. I could be evil.

      I'm not, but I could be.

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

      That's why more sites should post official/signed checksums.

  36. I can accept doing unpaid testing for game company by Anonymous Coward · · Score: 0

    But you expect ME to finish CODING the game for you?!?!? Will they stop at nothing?

  37. Oxymoron? by riptide_dot · · Score: 1

    Isn't "scripted AI" a contradiction in terms? Can't we start using more correct jargon when referring to computer controlled enemies/allies until AI is finally perfected?

    How about this:
    Artificial, Non-Intelligent Matrix Associated To Individual Object Nodes

    Or ANIMATION for short...:)

    --
    I was in the park the other day wondering why frisbees get bigger and bigger the closer they get - and then it hit me.
    1. Re:Oxymoron? by eluusive · · Score: 1

      Actually it's called ARTIFICIAL Intelligence, because it's not True Intelligence. True Intelligence is what is being worked towards.

    2. Re:Oxymoron? by Anonymous Coward · · Score: 0

      Actually, artificial doesn't mean it's fake, it just means it's been created by human beings (coming from the word "artifact"). What you really mean is that it's artificially intelligent.

      (Just kidding, that doesn't work out either, but it's a common saw. Really, the most accurate term for what's called AI in video games is scripting--it's basically no different from programming your computer to emit beeps when you push buttons.)

    3. Re:Oxymoron? by suitepotato · · Score: 1

      Cool. That would make the old Star Wars into the Global Observation Navigation And Defense System.

      --
      If my grammar and spelling are off, I am [distracted/tired/careless] (take your pick)
    4. Re:Oxymoron? by GreatBunzinni · · Score: 1

      I'm no AI pro here but I believe that "animation" is a good name to the scripted AI approach. Or even "reactive animation", if the script varies according to a certain action.

      --
      Slashdot, fix your code or at least hire someone who is competent at it to do it for you.
  38. Good, but... by badbit · · Score: 3, Insightful

    Is it fun to play?

    1. Re:Good, but... by Chyeld · · Score: 1

      I didn't have much time to play with it before work, but I did get into the tutorial on training your army for a few steps.

      I think I can safely say that it shows alot of promise in the fun department.

  39. The AI Problem...From the Publisher's Perspective by CodeBuster · · Score: 5, Insightful

    The problem with expensive investments in AI is that the publisher must have a series of successful games built on the fruits of that labor before there is any profit. This could possibly be mitigated somewhat by licensing this engine for use by other companies, but this is also weighed by the fact that your competitors are now using the same or similar types of advanced artificial intelligence in their games which may hurt sales of your own games. Large publishers, such as EA and Microsoft, have the resources and wherewithal to make these long term bets, but the smaller boutique firms have neither the willingness nor the ability to finance the development of these types of advanced engines in house. It may be useful to look at some numbers from 2004, courteously compiled by the http://www.shrapnelcommunity.com/blog/2005/02/24/" >shrapnelgames blog.

    The total revenue for the game industry in 2004 was 1.2 billion dollars which was down 100 million from 2003. During this same period only two games had sales of over 500,000 units, but there were 18 games which had sales of 250,000 or more. Based upon the varying definitions of what constitutes a "new release" there were roughly 1,100 games released in 2004 of which maybe 6% earned a profit. The average budget for a competitive game is said to be around two million dollars with an average break even point of around 110,000 units sold. The average retail game price is $24.45 with only 5,000 total units sold.

    Clearly, the open source community is willing to undertake these efforts on their own initiative or for other reasons related to research, as was the case with the student produced game. I am in no way denigrating the efforts of these students, what they produced with the resources available to them was simply amazing and of surprising quality. However, in the world of retail games it takes a certain amount of marketing, advertising, and Wal-Mart end caps to rise above the background noise, unless you are like the aforementioned established game companies and the reputation speaks for itself, at least until they release a real stinker. At the end of the day, when all things are factored in, there is simply not enough money in the budget of the average game to make this type of advanced artificial intelligence worth the risk and expense, at least right now. However, if there is any constant in the game industry it is change and this will probably change in the years to come. I would like to see some new and innovative games too, instead of Madden 2017, but it looks like we will have to wait a while yet.

  40. New Realtime Learning! by MyLongNickName · · Score: 1

    Why is it that folks throw around "AI", when all they've done is teach computers how to switch around and use pre-defined strategies to deal with a tightly situation? Real AI is when you can take pre-learned strategies, adapt and apply them to a situation that are only minimally like situations you've faced before?

    Of course, using that definition, most folks aren't intelligent... which makes me think my definition must be close :)

    --
    See my journal for slashdot ID's by year. Mine created in 2005. http://slashdot.org/journal/289875/slashdot-ids-by-year
    1. Re:New Realtime Learning! by Dachannien · · Score: 1

      Why is it that folks throw around "AI"

      Because that's actually the proper term to use. Sure, automatic adaptation is a goal/hope/dream of some AI researchers, but artificial intelligence is quite a varied field.

  41. Re: AI? on a video card? by Black+Parrot · · Score: 1


    > Not unless companies like Sony start making their hardware with ideas like this in mind. 2 TFLOPS is impressive for insane real-time graphics operations, but floating point operations aren't exactly optimal for things like AI.

    For AI based on neural networks, 2 TFLOPS might be just the thing.

    --
    Sheesh, evil *and* a jerk. -- Jade
  42. My cousin is in the military.. by Sir+Pallas · · Score: 4, Funny

    ..and he says that's what the Marines are. But really, the DoD does fund a lot of machine learning; however, the current state of the art only allows machine to solve specific problems. You need a traning metric, etc. and that's not trivial.

    1. Re:My cousin is in the military.. by wowbagger · · Score: 4, Funny
      ..and he says that's what the Marines are


      Hey now - let's not get insulting here: robots are much smarter than Marines, and Marines are much tougher than robots!

      (Note: JOKE! My brother was a Marine before he worked for NASA, my insurance agent is a Marine, and there are few people I'd rather have guarding my ass than Marines.)
    2. Re:My cousin is in the military.. by Anonymous Coward · · Score: 0

      there are few people I'd rather have guarding my ass than Marines.

      So you young people call it 'guarding' nowadays?

  43. Playstation 3 by EMIce · · Score: 1

    Repeat after me.

    7 SPEs for vector processing = bayesian learning goodness

    Those 7 SPEs with their bandwidth will be able to take inputs like video, sound, even EEG data from the brain. Combine this with bayesian learning techniques and the machine will infer what factors in the raw data correlate with its advantage in the game world. Imagine a game that can sense your fear with the right "helment" perhiperal containing active electrodes.

    All the people who are saying SONY/IBM wasted die space on the SPEs don't realize why they called it the CELL.

    It acts like the human brain.

    The SPEs will be used for inference. Much like freud described our ego, the cognitive part of our brains.

    The PowerPC chip to model the game world and to work toward certain ends with respect to the game, based on results inferred from data going through the SPEs. This sounds like the behavioral part of the brain. What freud called the id, if you are looking for a biological analog.

    Hrmmm... Just some thoughts.

    1. Re:Playstation 3 by ciroknight · · Score: 1

      Well, I would agree with you, but there are a few problems with your conclusions.

      Cells work with vectors and floating point numbers. While this is great normally for video games and such, this is kinda horrible for control/branch operations. Human minds are MIMD, not SIMD or MISD, therefore we don't transfer into machines well.

      I like the idea of implementing a learning system based on the electrical activity in our minds, I just don't think it'll work. We issue instructions on the neuron-to-neuron basis, much like a CPU issues micro-ops on a logic unit-to-logic unit basis. We don't really have the ability to read the data with that kind of resolution.

      I'd call the POWER processor closer to a human brain cell. At least each of its onboard CPUs has an independent unit for control, integer and float math.

      --
      "Victory means exit strategy, and it's important for the President to explain to us what the exit strategy is." G.W.Bush
    2. Re:Playstation 3 by Anonymous Coward · · Score: 0

      Hell, I challenge you to actually try coding that. Or think of how to code it, using all 7 SPEs to their full potential. It would not be easy, to say the least.

      I still don't think the CELL has a huge advantage over the 3 Cores used in the Xbox 360 (which are related to the SPEs, and also made by IBM) for games. Just sounds harder to code for. But for other purposes, the CELL architecture looks great.

    3. Re:Playstation 3 by Anonymous Coward · · Score: 0

      The SPEs have no branch prediction, this would dictate that it might be a poor choice for such a model unless you can manage it with some serious loop unrolling. Im sorry, but the SPEs are serious number and vector crunchers while the PowerPC is a horribly canablized processor, really only for thread/system control.
      I did some digging into the Cell and everyone is missing the true power of this system.
      Think modular chip architecture with serious IO rates.
      192 Gb/sec between the processors
      76.8 Gb/sec to the IO backplane
      25.6 Gb/sec to the memory
      That is the power of cell.
      I have a small writeup avail here. http://www.friendsglobal.com/cell.htm
      Sorry for the horrid formatting, the power point version is much better.

    4. Re:Playstation 3 by mconeone · · Score: 1

      Combine this with bayesian learning techniques and the machine will infer what factors in the raw data correlate with its advantage in the game world.

      PS3: Hmmm... If I lower the performance of the graphics unit 99% and amplify the sound as much as possible I suddenly have a tremendous advantage!

  44. Re:AI? on a video card? by adam31 · · Score: 4, Informative
    but floating point operations aren't exactly optimal for things like AI.

    False.

    FLOPs are not generally useful for things like scripted AI which are very branch heavy with a lot of indirection, and many possible branch targets and data requirements.

    The techniques described in this game are highly mathematical in nature with a small memory foot-print, (adaptive neural networks and genetic programming via Kenneth Stanley's NEAT algorithm) and would benefit hugely from parallel vector proccessing.

    Additionally, at the end of the day, the AI decision making is not nearly as expensive as the proximity-query and pathfinding routines that affect the decisions. These routines also benefit hugely from vector processors and high bus-bandwidth.

    So fittingly, the AI will only suffer if the human intelligence can't adapt and make the fairly obvious decision to move toward more mathematical AI routines.

  45. Anyone else think of Carnage Heart? by xx01dk · · Score: 1

    ..a game where you used preset commands and scripted them into a run routine for robots and then pitted them against one another?

    http://www.gamespot.com/ps/strategy/carnageheart/r eview.html

    I was never really very good at it but it intrigued the heck out of me back in 98/99...

    --
    There is simply too much glass..
    1. Re:Anyone else think of Carnage Heart? by Anonymous Coward · · Score: 0

      I loved that game it was the reason I got a playstation.

  46. lesson 1: defense by tota · · Score: 1

    if referer=slashdot
    return 500

    Simple yet efficient way to prevent DoS.

    --
    TODO: 753) write sig.
    1. Re:lesson 1: defense by Vorondil28 · · Score: 1

      I'd revise that to: "Simple yet efficient way to prevent publicity."

      ;)
      I mean, IMHO, a slew of hits and a smoking pile of burned-out silicon is better than no hits and an intact server.

      --
      This sig rocks the casbah.
  47. Praystation 3 by Anonymous Coward · · Score: 0

    You do realize that there's much more to A.I than statistical methods (Bayesian)?

    "It acts like the human brain."

    Only for those who don't understand the human brain.*

    *And yes I'm not implying we know everything about the human mind. Just that we know enough that the CELL isn't it.

  48. atrobots by selfdiscipline · · Score: 1

    I liked this series of games... I think I spent the most time with ATRobots, where programming was done in a sort of assembly.

    --


    -------
    Incite and flee.
  49. link for nerogame d/l by Anonymous Coward · · Score: 0
  50. can they learn suicide runs? by potus98 · · Score: 3, Insightful

    I'd like to know if the NEROs can evolve more advanced tactics such as:

    When its health is less than 5% and likely to die, make a final kamakaze run at a tough enemy to deliver a mega bomb, draw fire, etc...

    Gang beat downs - Even though the NERO is closer to enemy tank B, focus your fire on enemy tank A since its damage is critical and about to be pushed over the edge.

    Unload power ups - Before picking up a weapons upgrade that would replace my super grenade, go ahead and lob all of my super grenades before picking up the power-up.

    Waiting for power ups to cycle - In some games, a power-up changes every few seconds. Could the NEROs learn to wait for spread-fire on one level versus lazer fire on another level? Okay, levels is too easy, how about depending on the situation, what my friends have, etc...

    And most importantly, could NERO's be taught to perform "ethical cheats"? By ethical cheat, I mean take advantage of the game engine or environment in a way not intended by the developers. -Not by patching code or using network sniff bots.

    Sure, these seem like pretty simple tactics, but YOU try programming this kind of AI. It's next to impossible!

    --
    This one gang kept wanting me to join cause I'm pretty good with a bo staff.
    1. Re:can they learn suicide runs? by jtogel · · Score: 3, Interesting

      As for what you call "ethical cheats", that is what evolutionary algorithms are really, really good at. Trust me. You have design your fitness function (scoring system) very carefully for this not to happen. It is a major source of frustration, disappointment and thoughts of getting a normal job among neuroevolution researchers. E.g., you want evolution to come up with a nice neural network that drives smoothly around a track, but evolution (that bastard!) finds out that it can actually score higher faster by creating something that drives in circles, bounces between walls etc.

      I don't know about the other tactics, but it is certainly not impossible, given that NEAT is more open-ended that most NE systems out there. Let's find out!

    2. Re:can they learn suicide runs? by Antifuse · · Score: 1

      I *totally* found that his is exactly what happened when I was trying to train my Nero guys to go around obstacles in a bit of a maze to find the enemy. They ended up loopty-looping around, which eventually got them around the corners, and so they never learned to just run straight around the damn thing because the guys who were doing that didn't find the enemy soon enough. Definitely a neato game, but a bit on the frustrating side. :)

    3. Re:can they learn suicide runs? by potus98 · · Score: 1

      Ahhhhh yes, I can see how that would be the case. Because the algorithims could be searching all possible paths/scenarios with lighting speed, the environment they are constrained within has to be rock solid -no wiggling through cracks in polygons, etc...

      What frustrates a non-neurevolution researcher who watches game AI, is when an NPC gets stuck in a loop running around the same post, or starts banging and jittering against a wall. It seems "they" could put an out-of-bounds counter that says: "If you repeat the same path 6 times in less than 10 seconds, then try some random manuever." The random manuever could be chosen from a small library of "break free" moves. They might still be silly to an observer like me, but at least the NPC would break out of the loop.

      BTW: I'm sure neuroevolution learning bots is far more complex than traditional gaming AI scripts. I am not attempting to equate the two.

      --
      This one gang kept wanting me to join cause I'm pretty good with a bo staff.
    4. Re:can they learn suicide runs? by Anonymous Coward · · Score: 1, Interesting

      Re: Ethical cheating, it will absolutely happen. One of the more famous cases may well be an urban legend but it's exactly the type of thing that happens every day: The army is training image analysis software to locate enemy tanks in the field. They feed it 10,000 images and over time develop the perfect weights so it performs expertly. They move on to test it in the field and find that it's not even close to accurate! What happened? In their test images, the pictures with enemy tanks had all been taken at night, and the others during the day. They had just spent hundreds of thousands of dollars developing a sophisticated way of telling night from day in pictures. Or you could say, the program learned an "ethical cheat."

    5. Re: can they learn suicide runs? by Black+Parrot · · Score: 1


      > One of the more famous cases may well be an urban legend but it's exactly the type of thing that happens every day: The army is training image analysis software to locate enemy tanks in the field. They feed it 10,000 images and over time develop the perfect weights so it performs expertly. They move on to test it in the field and find that it's not even close to accurate! What happened? In their test images, the pictures with enemy tanks had all been taken at night, and the others during the day.

      When I heard it, it was clear photos vs noisy photos.

      But the point remains, urban legend or not. If you dig around the web you can find lots of first-hand stories along these lines, especially when genetic algorithms were used. They have an annoying habit of finding bugs in your simulator program too; I've read about a guy whose GA discovered it could win by causing an overflow in a variable.

      This isn't really surprising, because GAs know nothing about the problem they're supposed to solve. They only see better scores and worse scores, and have no idea why any particular solution's score is better or worse than another's.

      --
      Sheesh, evil *and* a jerk. -- Jade
    6. Re:can they learn suicide runs? by Boronx · · Score: 1

      There was a group that evolved FPGA circuits to produce a sine wave at a particular frequency. Only problem was the circuit worked when a computer in the room was on, and didn't when the computer was off or out of the room. It had solved the problem by building an antenna and receiving a signal at the frequency instead of producing it.

    7. Re:can they learn suicide runs? by Boronx · · Score: 1

      I've played around with it now and it looks like you can only set artificial goals for fitness level, like the robot that scores the most hits has the highest fitness, or the one best able to stick to a group.

      I don't think that kind of boring fitness function is likely to breed any of the cool things you want.

      Also, many of those things just aren't in this game, like powerups, or perhaps even the ability to detect the health of the enemy.

    8. Re:can they learn suicide runs? by happybethel · · Score: 1

      Have you tried asking this on the NERO forum itself? The original programmers spend a lot of time answering these kind of questions there.

    9. Re:can they learn suicide runs? by Anonymous Coward · · Score: 0

      What you describe CAN be programmed, but it takes months to program, and months to debug...
      and is not guaranteed to give the game a commercial success because there are several more important factors that make a game successful. And I know too well what the priorities are when it's time to ship a game.
      With an "AI training" game, whenever the AI disappoints you, you can blame it on yourself instead of cursing the game programmers!
      Being an AI game programmer, I find it brilliant.
      But don't expect every game to use this technology in the near future.

    10. Re:can they learn suicide runs? by Dachannien · · Score: 2, Interesting

      In my earlier graduate research, I had several instances where the GA would discover physically unrealistic solutions due to bugs or tuning problems in the model. The problem involved the evolution of a neural network to control a hybrid wheeled/legged robot (the legs were mounted similar to the two rear legs on a cricket). In the robot model, we used a spring/damper model to simulate the ground contact of the feet. However, our integration method was sensitive to high-stiffness equations, and ground contact is about as high-stiffness as low-velocity motion gets, so we had to be careful not to set the ground stiffness too high if we expected the model to conserve energy.

      Anyway, the GA discovered with one iteration of the model parameters that it could just peg the feet on the ground with the actuators turned on, and the force from the actuators was sufficient to overcome the springs that prevented the legs from hyperextending. (In the physical robot, there are hard stops that prevent this, but modeling a hard stop would involve using high stiffnesses again.) We didn't model "knee" contact with the ground, since that could never happen with the physical robot. So, there it was, a simulated robot with its knees hyperextended and protruding beneath the ground. Its feet were still at ground level, and the whole setup was very high stiffness. So, all it had to do was hold that position, and the jitter from the numerical inaccuracies caused it to accelerate itself forward without actually having to do any walking.

      There are other examples of cheating GAs in the literature. One example was (I believe) from Karl Sims's work, where he evolved virtual creatures both in structure and control. The task was to get the virtual creature to achieve as much altitude as possible, given physically realistic physics. However, there was a problem in the physics model, and the GA discovered a cheat. The result was creatures that would beat themselves over the "head" repeatedly, with each smack causing the creature to rise up into the air more and more.

    11. Re:can they learn suicide runs? by shaka999 · · Score: 1

      I had to laugh at this.

      I'm a circuit designer and have made some optimization routines based on genetic algorithms. I've seen exactly what you describe. I use a commercial simulator to simulate each candidate circuit. The genetic algorithms are great at finding problems in the simulator rather than a working circuit...

      --
      One should not theorize before one has data. -Sherlock Holmes-
    12. Re:can they learn suicide runs? by Alsee · · Score: 1

      The result was creatures that would beat themselves over the "head" repeatedly, with each smack causing the creature to rise up into the air more and more.

      Yes, Congress came up with this hack as well.

      -

      --
      - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
    13. Re:can they learn suicide runs? by Anonymous Coward · · Score: 0

      I've taught a team of bots to walk into the wall in the map shadow cove continuasly while shooting. Which odly enough means that some shoots pass by. This training was done simply by rewarding this kind of "cheat". Very effective against botteams that assault the wall directly and then just wait there.

    14. Re:can they learn suicide runs? by mink · · Score: 1

      I dunno how much more you have toyed with it, but it helps to train then to aproach the enemy unobstructed first, then once they have the hang of that, go and start giving them obstacles. You still sometimes get circlers but less often and they can learn their way out of that.

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
    15. Re:can they learn suicide runs? by mink · · Score: 1

      From his post it looks like he wants to adapt this kind of AI to use in bzflag.

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
  51. And then there's MindRover by kentquirk · · Score: 1

    MindRover is a PC game where you design the AIs and let them compete.

    And before that there were Omega and Carnage Heart (Playstation).

    None of those were "learning" games, though.

    Galapagos, for the PC, was a game where you had to train an object to navigate challenging terrain. Negative reinforcement came from both the user and from "losing". It was *wayyy* too easy to cause your robotic bug to stand quivering at the edge of a cliff, unable to decide to move anywhere.

    --
    All human beings should try to learn before they die what they are running from, and to, and why. --James Thurber
  52. Creepy Fish Soldiers by Anonymous Coward · · Score: 0

    Seaman move rock.
    Seaman attack base.
    Seaman stop dropping artillery on our own guys!

  53. It is more likely that by Solr_Flare · · Score: 1

    This will probably be integrated into existing genre's rather than creating a "new" one(and it isn't a new genre either, just an old one taken to a level of sophistication far beyond what we are used to).

    This sort of technology would be ideal for a learning AI for real time strategy games and other military genres. It actually could be pretty cool. The computer would basically be learning to play the game with you, thus providing an increased challenge as you progress. Then later, you could just have your AI fight versus another player online and just watch the fun. This too, has already been done. A more recent example would actually be Virtua Fighter 4(a fighting game).

    I think we are pretty much reaching the point where genre's are falling away. While they will always have their place, going forward instead of new genres, we're just going to see more an dmore technologies added to existing ones until we eventually get the "uber game" that simulates real life perfectly minus a few "boring" things like laws, etc.

    The greatest game of all time will be the one that lets you create a fantasy version of your own life to every detail, and live it. Bit by bit we're getting there, and probably will achieve that within this century.

    --
    You are who you are, let no one tell you different. But, never close your mind to a new point of view.
  54. 1337 by ginotech · · Score: 1

    It just hit 1337 downloads ;)

    1. Re:1337 by julesh · · Score: 1

      Nearly every day I look at my clock and notice it's 13:37. What's going on? ;)

    2. Re:1337 by TykeClone · · Score: 1

      It just means that you need to hit the snooze button once or twice more - you're getting up too early.

      --
      A fine is a tax you pay for doing wrong and a tax is a fine you pay for doing all right.
  55. great idea by Sjobeck · · Score: 0

    Hey, I ahve a great idea, let us continue to be mired in this mindset of games that teach killing so we can do more real killing & waring then get on our high christian horse and talk about morality as we kill more and give our kids more video games that teach them how to be killers. Great idea.

  56. Just like the ICFP... by tek_hed · · Score: 2, Interesting

    "In the far-flung future of the year 2000, functional programming has taken over the world and so humans live in an almost unimaginable luxury. Since it's so easy, humans have used robots to automate everything, even law enforcement and bank robbery -- the only job left to humans is to write their robots' control programs." http://icfpc.plt-scheme.org/

    1. Re:Just like the ICFP... by ibi · · Score: 1
      the only job left to humans is to write their robots' control programs (ICFP Programming Contest)


      silly cs majors - the last remaining job will be, of course, to sue everyone else for violating software patents :-)

  57. Good. by julesh · · Score: 1

    I've been thinking for a while that we need some innovation in game AI. It's the one area that really hasn't progressed very much lately. Sure we've got a bit more processor time to throw at it, but that doesn't really achieve that much.

    New approaches are needed, and I think machine learning is the way to do it.

    Also note that most machine learning algorithms require lots of floating point arithmetic. I'd gladly sacrifice one of my pixel rendering pipelines to it in order to get better gameplay. /me has been fragged by a dumb bot on his own team one too many times.

  58. Correction by zorg50 · · Score: 1

    Meant HotU (Home of the Underdogs), sorry about that.

  59. Saturn's Race by Anonymous Coward · · Score: 0

    For any SF Fans out there NERO was the name of an AI program in Saturn's Race by Larry Niven and Steven Barns.

  60. Reinforcement learning, Dynamic programming, etc.. by Anonymous Coward · · Score: 0

    This sounds like a search problem, (as it always is in AI), whether that be to search for the optimal architecture and weights in a neural network, the most rewarding sequence of state-action pairs, or simply the best strategy out of an endless combination of playing strategies. It does not matter so much how the "agent" learns, but how fast it learns, or adapts to new situations.

    However, the problem with training an "agent" off-line, as in for instance Monte Carlo simulations, or on-line as well for that matter, like with temporal difference learning, is that the learnt strategy/policy/whatever is brittle across domains, that is, it fails to generalize to new situations. Of course there are also various degrees of success in generalization when it comes to AI techniques, but usually what you gain in generalization you lose in accuracy.

  61. Flinging Shit and Eating Villiagers by gmhowell · · Score: 1

    I hope this is better than Black and White, although I must say a squad of US Marines flinging shit and eating the villiagers might be more entertaining than Yet Another Doom Monster.

    --
    Jesus was all right but his disciples were thick and ordinary. -John Lennon
  62. Help us out here by Neoncow · · Score: 1
    I have Azureus; I have a magnet link.

    How do I put them together?

    Tried putting the magnet link into the location box.. It sits for a while and seems to be searching, but fails to return.

    1. Re:Help us out here by Fusen · · Score: 1

      its supposed to put into the url field but I also tried and it just sat so I'd blame the dodgy magnet link

  63. Re:recipe troll posts new type of recipe by Anonymous Coward · · Score: 0

    Tastiest. Troll. Ever.

  64. pac-man with emotion-like behavior by 0111+1110 · · Score: 3, Interesting

    Does anyone remember a research 'game' which was sort of like Pacman but with real motivation. IIRC, the Pacman character was programmed to seek pleasure and avoid pain. Certain pellets were considered positive reinforcements and others were considered negative reinforcements. It ended up having some almost spooky emergent behavior, like hiding in a corner if there were too many negative reinforcement pellets. It seemed to develop responses almost like fear. Stuff like that. I can't recall the details unfortunately. I think it was done as a university project or something, maybe in the late 80s. The idea of generating unpredictable emergent behavior from a relatively simple computer program has stayed with me.

    I think that will be the next stage of computer characters: to make them unpredictable even for the programmers. Rule-based learning can get you somewhat complex behavior, but it is all predictable. What we need is genuine example-based learning. So that the resulting behavior would be impossible for anyone to predict and constantly changing and evolving. Of course I am thinking along the lines of various neural network, connectionist architectures. Their unpredictability is generally considered a downside, but for a game the black box aspect seems perfect.

    --
    Quite an experience to live in fear, isn't it? That's what it is to be a slave.
  65. Branch Prediction by EMIce · · Score: 1

    For all of you taking about the branch prediction issue AnandTech has brought to light, that is in light of modelling physics in the game world. That can be pretty chaotic all the collisions and what not, but that is not what I am talking about.

    I am talking about extracting data from streams of user input. Not modelling physical consequences in the game world, which does involve lots of branching.

    Imagine an SPE taking raw video and running a tight algorithm to detect particular movements. This could be an incredible form of control. The PS3 could for example analyze video of say someone playing a fake set of drums and synthesize the music in real-time.

    Now imagine another SPE taking that video feed + an EEG feed, and independent of the algorithm to read the player video input, studying it for correlations with respect to when the user makes a mistake with respect to its world, the game rules. It could use those inferences to screw with the player!

    The control of neural response should be pretty rapid with respect to changing game factors. You would have to force the computer to make false inferences the way you try to fool a real human player.

    I bet if such an EEG input device came about there would be some debate over whether to let console "condition" kids at this level.

  66. MMORPG by ImaLamer · · Score: 1

    Imagine training gnomes in World of Warcraft to go out and do battle! Or better, massive multiplayer online first person shooters that give you battalions to train. If you train them right you win, if not you lose.

    Gives people the ability to have AI on their side for once.

  67. Is that something like Forza? by Stormwatch · · Score: 1

    In Forza Motorsport for the XBox, I heard that you can have something called a "drivatar", that learns your driving style and can race for you when you don't feel like playing on a certain track.

  68. working download? by daenris · · Score: 1

    So, the main site is down. The first working download link posted in the comments resulted in a corrupt file twice, and for some reason I can't connect to the torrent. Any working download links?

  69. Re:The AI Problem...From the Publisher's Perspecti by Black+Parrot · · Score: 1


    > At the end of the day, when all things are factored in, there is simply not enough money in the budget of the average game to make this type of advanced artificial intelligence worth the risk and expense, at least right now.

    More to the point, it's in a game company's best interest to ship a brittle AI that people will learn to beat handily after a few weeks of play, so they'll be back to the trough for the next offering.

    The game industry's worst nightmare is a game that stays fun for two years. An AI that learns the game with you, and adapts its strategies to yours so that you have to keep innovating, might make that possible.

    --
    Sheesh, evil *and* a jerk. -- Jade
  70. Elder Scrolls IV by Anonymous Coward · · Score: 0

    I remember reading about how the npc's in this game go on with their daily lives and one of the guards started a fight or stole something and then faught all the other guards. So while the guards were distracted things with the other npc's started to get out of hand. All very interesting.

  71. UT: Good college choice by keven · · Score: 1

    To all those who haven't graduated already.. =) Wow. This is great. I've been contemplating going to UT Austin for a little over a year now. Seeing something like this from UT students makes me want to go even more..and only a 4 hour drive from home!

    1. Re:UT: Good college choice by Anonymous Coward · · Score: 0

      you live in beaumont too???

  72. Re:The AI Problem...From the Publisher's Perspecti by TykeClone · · Score: 1
    The game industry's worst nightmare is a game that stays fun for two years. An AI that learns the game with you, and adapts its strategies to yours so that you have to keep innovating, might make that possible.

    I'd like to see a football game that does that - where the other teams in the conference evolve to use strategies that counter your style of play.

    --
    A fine is a tax you pay for doing wrong and a tax is a fine you pay for doing all right.
  73. Anyone remember by tdent1138 · · Score: 1

    Robot Wars? Program a robot to scan, move and/or shoot via an if-then chain. Then run the program - turn based - against another bot on the battlefield. Also, whatever happened to Bilestoad?... never mind, google had the answer.

    1. Re:Anyone remember by discHead · · Score: 1

      I definitely remember that. I thought I was the only one.

      I always wanted to see someone re-implement that game but make it possible to program the robots in real-world languages. Then the next time someone says, "Well, I think Perl/Python/Ruby/Scheme/Tcl is better than..." they can have their virtual robots square off against each other. Might cut down on the mailing-list bickering. :-)

      Anyway... While NER0 sounds to me like a huge (and welcome) evolution from Robot Wars, it does seem a bit presumptuous to call it a brand new genre.

  74. The problem with this... by Anonymous Coward · · Score: 0

    The problem with this is that a game is supposed to be fun. How much fun is a game in which you play by turning it on and then leaving the room for a few hours?

    1. Re:The problem with this... by dummyname12 · · Score: 5, Funny

      That kind of game may have a very sizeable market. My girlfriend seems to enjoy a game in which she turns me on and then leaves the room... heh heh... girlfriend... I almost kept a straight face...

  75. New Genre? One girl's blues by xdancergirlx · · Score: 2, Insightful

    I always get interested in "new genres" of video games, especially because most video games these days involve carrying big *cough* guns, shooting people, and having the opportunity to hear abusive one-liners said to women.

    Needless to say it's pretty boring for anyone who isn't all that macho. Even Vampire: Bloodlines was spoiled by the offensive scenes and the dull FPS combat gameplay... and that's hard for me to say because there's nothing I like more than sneaking around in shadows and sucking out people's blood.

    So when this revolutionary new genre involves... training soldiers to shoot each other with big guns. I mean, wow, how "new"!

    If they had more time, the "researchers" would have probably added a few more "sexy" woman screens.

    1. Re:New Genre? One girl's blues by togofspookware · · Score: 1

      I suppose the new genre is that of training characters to do something, rather than doing it yourself or directly telling your population what to do. A war simulation is the most obvious application, but it could be applied to all sorts of genres of a different dimension. Like an ant colony simulator...

      --
      Duct tape, XML, democracy: Not doing the job? Use more.
    2. Re:New Genre? One girl's blues by Anonymous Coward · · Score: 0

      Probably ugly, too.

    3. Re:New Genre? One girl's blues by happybethel · · Score: 1

      Actually I'm a neurobiology major who also was the runner up for miss teen Texas 2000. I have no problems being a chick, but I don't think the only way to improve a game is to sex it up. I'm not denying sex sells, but it's not what makes a great game. Remember that volleyball game? It did ok, nothing compared to the sims2.

  76. ChipWits? by Mr+44 · · Score: 1
    on a separate note, i remember a game from the late 80's in which you had to program logic circuits to get a robot to perform tasks of increasing difficulty... not a game with a lot of commercial appeal, i'm sure, but i spent many hours trying to solve problems using those little graphical circuit boards...
    I think you are thinking of chipwits. Probably what first got me into coding. I had the good fortune to cross paths with the author about 5 years ago, but he was (terminally?) ill at the time. Don't know what ever became of him.
  77. FOOLS !! by Anonymous Coward · · Score: 0

    New type ? buhahahaha
    Anyone remember Colobot from 2002[?] ?

  78. Come on by KDR_11k · · Score: 1

    A story about a learning AI fighting "virtual" wars and no Ender's Game references yet? You're disappointing me.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  79. Advertizing by frikazoyd · · Score: 1

    Not retarded, just greedy. A lot of news sites these days (especially ones involving video games) will generate ad pages, and insert some variable into the PHP to indicate that you have passed through the advertizement. I don't know if it is the case for this particular page, but it doesn't seem unlikely.

  80. Anyone remember.... by Norfair · · Score: 1

    the NeuralBot for Q2? Thats what i thought of as soon as i read this. If anyone wants it, email me (since the authors site went down, it became difficult to get hold of). If i get too many, i might just put a torrent up somewhere. BTW some of the src is included.

    1. Re:Anyone remember.... by Norfair · · Score: 1

      haha, forgot to leave my email as usual. norfairian on british-flavour yahoo. (got enough spam already, thanks)

    2. Re:Anyone remember.... by Meneth · · Score: 1
    3. Re:Anyone remember.... by Norfair · · Score: 1

      Now follow the link through and try to download. Have a lot of fun when you get to the broken link.

    4. Re:Anyone remember.... by Agret · · Score: 1

      and for people who aren't british?

      --
      Have you metaroderated recently?
    5. Re:Anyone remember.... by Norfair · · Score: 1

      Ok, let me make it even easier for you: norfairian at yahoo dot company dot unitedkingdom. Obvious enough? I have had enough spam the last few weeks, so i have to take these annoying measures to protect my email. I think most of you can work it out from the clues i've given.

    6. Re:Anyone remember.... by Anonymous Coward · · Score: 0

      norfairian@yahoo.company.unitedkingdom?

      no, that's too long..

      it must be nofairian@yahoo.co.uk
      possibly nofairian@yahoo.com.uk
      it's hard to tell....

    7. Re:Anyone remember.... by Norfair · · Score: 1

      omg i didn't think that would be the confusing part :) here ya go, norfairian at yahoo dot co dot uk. Norfair as in the lava place in Super Metroid (ya, my fave game), not nofairian, as you wrote.

  81. Wonderful! No more yelling by Anonymous Coward · · Score: 0
    at stupid units:

    "Why can't you stay outside of enemies' firing range? Why do I have to click to keep you at safe distance?"
    "Why do you have only three modes of operation; defensive, neutral and aggressive? Can't you make up your own mind when 10 levels smaller, slow, unarmed enemy utility vehicle approaches ALONE.. Could you please destroy it, please?"
    "Don't go after units which are faster than you. Shoot them but don't chase them and get yourself killed."
    "Hey! There's our unit getting killed near you and you're just standing there! Do something!"
    "Isn't repairing your gear like standard thing to do when you don't have orders? Do I really have to tell you each and every time again when you should repair and resupply yourself?"
    "Ok, so, let's take a five minute coffee break, smoke if you got em. At ease, soldiers... AT EASE I SAID! Dumbasses! Can't you do anything recreative when you're not fighting?!"

  82. AI by l3v1 · · Score: 1

    For average gamers a really good AI with combined CNN/SVM/GA/BI/HMM/A* could seem like magic. For others it's just a time to wait until more efficient implementations pop up, or more suited/powerful hardware comes around so as every NPC of a game could be controlled by its own "brain". Until then, there are many dozens of areas of application of these and similar methods.

    --
    I am putting myself to the fullest possible use, which is all I can think that any conscious entity can ever hope to do.
  83. Game AI Needn't be Smart by zenpiglet · · Score: 1

    There is no need for there to be any real AI in games, only the appearance of intelligence.

    When the makers of Halo were testing the original game they discovered that testers consistently rated the AI to be "smarter" if they changed the game such that it took more shots to kill the aliens.

    No changes were made to the way the AI engine worked, just that you had to shoot the bad guys an extra couple of times before they fell over - the testers were fooled into thinking the AI was cleverer than it was and they enjoyed the game more.

    1. Re:Game AI Needn't be Smart by pelrun · · Score: 1

      So... the best game AI therefore must be one which just stands in one spot but has infinite hit points.

      Having decent AI in the first place is still important, even if there are other things you can tweak to improve game balance.

  84. Madden 2017 by KlausBreuer · · Score: 1

    Very interesting post, the parent.

    However - EA has produced lots of massive stinkers for quite a while now.
    Yet people are still buying lots and lots of them.

    I remember a time (veeeery long ago, yes, I'm an Old Fart) where Electronic Arts games were hits, nearly all of them... sigh.

    I'd suggest looking at (and acting like) companies such as Introversion. They produced really good games: Uplink and Darwinia. Both are cheap (I am NOT spending 50 EUR on YAPOS (Yet Another Piece Of Shit)), and something quite new and interesting. Cheap to produce, too: they're just three people :)

    Two million dollars budget for a game... no wonder profits are so low.

    --
    Free PC version of ChipWits at http://www.breueronline.de/klaus/chipwits/
    1. Re:Madden 2017 by CodeBuster · · Score: 1

      Two million dollars budget for a game... no wonder profits are so low.

      In the case of EA at least some of that is amortized licensing costs for securing the game rights to certain leagues, teams, and player names. EA, for example, just recently paid many millions of dollars for the rights to all of the NFL team, player, and league names for the next several years. This means that anyone who wants to compete with them cannot use any of those names in their game and has to use made up leagues, players, and teams instead. When your average Wal-Mart shopper sees the choice between Madden NFL 20XX Football with the names of their favorite teams and players or Championship Footbal with made up teams and players which one do you think he will chose? They are paying two million dollars per game to lock their competitors out of the market through exclusivity agreements...and for EA at least profits on sports games are certainly not low.

  85. Incorrect reference by happybethel · · Score: 1

    The University of Texas is different from Southwest Texas (aka Texas State University) in San Marcos. The only argument about the phrase "Texas University" comes from Texas A&M who claim they were the original Texas university. The A&M students also refuse to correctly reference UT correctly and instead call it TU for "Texas University."

  86. "Slashdotted" by Eatmorecake · · Score: 0

    They've got a notice: "Welcome Slashdot" -doesn't that mean that it specifically *wasn't* slashdotted? So none of us have read it? I'm confused.

    --
    Don't you mean.. BIZZARO! ..Signature?
  87. more than sex by happybethel · · Score: 1

    This game is based on realistic models of learning and evolution. What is interesting is the tatics, I see it even more as something as a useful model of psychology or sociology. You can make aggressive teams and see how they do against sniper-like teams. (When a very agressive team fought a team trained to avoid the enemy, the teams were about equally matched.) You can see what affect it has to reward soldiers for shooting at each other, to see if they exhibit more "deviant behaviors" such as spinning around in circles. This type of game is definately different than some stagnantly programmed game. And this female is getting tired of people being closed minded enough to think the only way to make a cool game is to "add a few more 'sexy' woman screen."

    1. Re:more than sex by gothfox · · Score: 1

      Yeah, but what does your average virgin slashbot really empathises with? Right, that's why she is +4 insightful, and your moderation is 0. :-)

      2Grandparent: I've never actually understood these kind of whining "arguments" you showed us.

      If you don't like shooters or tactical simulators or whatever - don't play them, it's that simple. Get your latest japanese dating sim (which could be improved with machine learning too, btw) and blow your mind away with all female bondage dominatrix or whatever other sexy scenes you could possibly imagine.

      But please, don't dismiss innovation if you don't like the package. It's actually much more degrading than macho oneliners on computer screen.

  88. Sounds like... by mwvdlee · · Score: 1

    The Sims with combat robots.

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    Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
  89. After they are trained, then what? by Tatarize · · Score: 1

    Please say I can run this over the network and have it kill my roommate's retardobots!

    --

    It is no longer uncommon to be uncommon.
  90. Innovative? by DoctorNathaniel · · Score: 1

    "In an unusual demonstration of video game innovation with limited funding and resources..."

    This sentance presumes far too much. I have yet to see a well-funded, well-resourced game that was innovative. I urge all you game players to think back to the games that truely broke ground (that is, did not simply have the most detailed graphics or the slickest 3d interface.) All of them were made by a small group with very limited resources.

    I have not seen ONE big-media title that was in the slightest bit innovative in any grand sense. Slick, yes. Fun, often. Innovative, never.

    Make up your own list here for innovative games. I'll get you started:

    Tetris. Nethack. Myst. Bolo.

    Add your own here.

    1. Re:Innovative? by Tairnyn · · Score: 1

      Katamari Damacy

      --
      "Don't waste your time or time will waste you" -MUSE
    2. Re:Innovative? by jericho4.0 · · Score: 1
      Doom.

      It had the most detailed graphics and the slickest 3d interface, and was by a small group.

      --
      "A language that doesn't affect the way you think about programming, is not worth knowing" - Alan Perlis
  91. Finally!! Geeky Gameplayer Employment! by smchris · · Score: 3, Informative


    Will these things be marketable? "Ma, I'm not playing games, I'm training my robo-warrior!"

  92. MOD PARENT FUNNY by Anonymous Coward · · Score: 0

    D'oh people, how stupid can you get? :)

  93. C64 by Anonymous Coward · · Score: 0

    Please dupe this article when there's a cassette available and the C64 version is finished.
    Until then it's quite useless.

  94. Money by WebfishUK · · Score: 2, Interesting

    I remember thinking (not very hard) along these lines some years ago. I was doing a PhD in machine vision and we were using Doom/Quake engines to generate simulated environments for testing robot navigation algorithms.

    My thought was that you would train an entity yourself in a series of one-on-one battles or training bouts. These could be staged or otherwise constructed to make mini-games e.g. perhaps testing your entity in predefined scenerios. Once you were happy with its performance you could dump it onto a USB stick and take it around your friends house or upload it to a server for an online game. The main game would put your entity in an arena against a number of other 'gladiators'. They fight it out etc. Online this could allow for 'spectators' who watch the game and potentially even bet on the winner. This might allow for prize money or other revenue stream to be introduced.

    --
    -- "Can't sleep, clowns will eat me!"
  95. Enders Game........ by Rule_Of_The_Bone · · Score: 1

    Are the folks at the university going to give Orsen Scott Card a bit of love?

    --
    "We herd sheep....we drive cattle...we LEAD people! Lead me...follow me...or get out of my way!" GEN George Patton
  96. not new by farker+haiku · · Score: 2, Interesting

    I remember programming AI for a mech combat game. Me and some friends would spend hours programming bots to hunt each other down and then do battle. I'm pretty sure this was on the PS1, so it's not even vaguely new.

    --
    Your sig(k) has been stolen. There is a puff of smoke!
  97. Forza Motorsport by Spacelord · · Score: 2, Interesting

    The X-box racing game Forza motorsport already has something like this. You can train a "Drivatar" to race just like you. Once it's properly trained, it will take generally the same line as you, take corners the same way... and it also makes the same errors as you.

    More info about it here: http://www.drivatar.com/

  98. The DOD has *already* created killer robots by Colin+Smith · · Score: 1
    --
    Deleted
    1. Re:The DOD has *already* created killer robots by elrous0 · · Score: 1
      I wonder how many hours it will take the enemy to figure out how to best these glorified remote controlled cars and strip them of their weapons and ammo?

      Probably a lot sooner than it will take the military to admit that they've wasted another several billion dollars on a boondoggle that doesn't work worth a shit.

      And it will be infinitely sooner than the Pentagon admits its only purpose is to hand out multi-billion $$ contracts to Bush campiagn supporters and friends.

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
  99. Is this necessary? by Hoi+Polloi · · Score: 1

    Does the US military, with a budget well over $500 billion dollars, really think it needs this? If we can't win wars with all the satellites, carriers, tanks, bombers, etc we have now then I think we should ask for our money back.

    Seems like this country is becoming a military worshipping nation like the worst dictatorships.

    --
    It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
  100. RoboCode by propagandize · · Score: 1

    Another semi-interesting program your robots game is RoboCode http://robocode.sourceforge.net/. It's a web game where you code your robots in Java and set them loose on each other. It's more about teaching Java (and programming in general) then about AI though.

  101. Re:Black and White : wrong ! by Anonymous Coward · · Score: 0

    Black and white doesnt work that way.
    It doesn't use neural networks, it can't learn tactics.
    The creature can only do the interactions that the programmers coded, and all you can do is decide whether or not the creature should do it on such and such target.
    Neural networks allow proper varied tactics, non-programmed interactions with the environment, understanding of the geometry of the world and how to take advantage of it during combat.
    A Black & White creature would be completely incompetent at Counter-Strike, for example, whereas a neural network can be trained to be competent.

  102. Re:AI? on a video card? by VanWEric · · Score: 1

    On the Contrary. AI is just statistics on crack (gross simplification). All of the values in my AIs are floating point so they can be sort of true, sort of false, mostly true, etc... I guess I could scale it to integers, but that would be a conceptual pain in the ass - I'd rather just program it in a way that makes sense and throw more TFLOPS at it.

    I'm writing a neural net that can learn its own weight update rules genetically. That requires more floating point operations than I can shake a stick at - sigmoids EVERYWHERE.

    --
    www.olin.edu
  103. Another application of the technology by Anonymous Coward · · Score: 0

    > Unlike most games today that use scripting for the AI, non-player-characters in NERO learn new tactics in real-time using advanced machine learning techniques.

    Maybe we could use this on politicians. Even artificial intelligence would be better than no intelligence.

  104. But Miss Tron, horses can't be astronauts! by Anonymous Coward · · Score: 0

    Curry Rice! Spaghetti! A Lunch! Curry Rice! B Lunch!

  105. The Battle of Tempest IV: Tango Base, Day 0 by jellyfish_green · · Score: 1

    Eventually we'll turn out a swath of military officers who are very good at running teams of droids. Then we'll need some droids. In the meantime, here's a story.

    http://www.everything2.com/index.pl?node_id=108233 9

  106. This could be cool if done right by borawjm · · Score: 1

    There are so many other aspects in current gaming where this could be applied. In an RPG game it could add another aspect to an AI controlled party where, not only would the levels of the other part members matter, but their combat training/experience would matter as well. In fact, the "level" aspect of your part members could be completely removed and it would make sense. Just think of all the stupid things we do when we are first starting out in an MMORPG or RPG because we are inexperienced (well, that might change for some, but in general we do get smarter about approaching our enemies and know our strength and weaknesses better as we level).

    Personally, I think it would be cool to be able to go through a series of training sessions to teach my squad of 5 AI controlled soldiers to do what I want (urban warfare comes to mind). However, it would also add to the "work" factor that is present in some games. I picture an online scenario with me and my AI controlled squad versus another player and his AI controlled squad, where he has put many hours into "training" his soldiers, and he just destroys me. This is probably fair, even in a real world situation, since the better trained troops should win, but it would take the "casual" out of gaming.

  107. Depends on "Brain" "Inputs and Outputs" by IceAgeComing · · Score: 1

    I'd like to know if the NEROs can evolve more advanced tactics such as: (list of ideas)

    From my reading of their research paper, many of these are not possible because the robots do not "know" their health levels. Their paper shows a neural network where the variable inputs to the network are

    1. Enemy radars (5 variables)
    2. On target (1 variable)
    3. Object rangefinders (5 variables)
    4. Enemy LOF sensors (2 variables)

    In principle, adding a "health" input is completely straightforward. However, imagine how much longer you may have to train your robots as you add more inputs. Basically, if you wanted the robot to learn to IGNORE its health in performing some strategy, it would have to be exposed to training runs with health at different levels.

    And the problem compounds quickly as you consider adding more and more input variables. If you add K new input variables to your network, you've increased the dimensionality of your input space by K dimensions. In the worst case, the "density' of training examples drops exponentially as a function of the number of input variables added.

    This is one of the central problems of machine learning: limiting input variables to a small collection (in practice, usually under 20), in order to avoid it taking a geologic age for it to learn something interesting.

    For the record, the outputs of the network are "forward/backward", "Left/Right", and "Fire".

  108. Mind Rover by Anonymous Coward · · Score: 0

    Mind Rover

  109. Depends on the game... by MMaestro · · Score: 1
    Or for example you play a 4X genre game, where the technology level of the opponents are hidden from the player. Then, immediately after you make a technology breakthrough the AI hits you with 'give technology X or we declare war'. When this happens consistently, it is a certain indication of the AI having access to information that a normal player would not have.

    Actually, this only happens in certain games and in different degrees. In Master of Orion 2 (MOO2), the AI generally 'knew' what technologies you had because they spied on you rampantly. On the hardest difficulty and on a huge galaxy, it was common to have over 30 spies sent against you by ONE opponent. On top of that, the only way to 'kill' enemy spies was to have your own spy army on defense and hope your spies went on a counter-intelligence purge.

    Vice versa, if you had a technology the enemy did not have and the enemy had technology you did not have, you couldn't trade the technology simply because neither side knew what the other had.

    Whereas in other games such as in Civ 2 and 3, no the AI did not 'cheat'. It just used the embassy system. A lot. The game never gave you notices, but if you kept track and kept checking every turn, you could figure out exactly what was being researched, their average rate of research, and even roughly guess whether they were plotting to team up against you.

  110. Re:University of Texas - the CS dept in particular by elhaf · · Score: 1

    As far as CS programs are concerned, I think University of Texas at Dallas is bigger and better. The CS faculty at UT Dallas numbers about 60, vs about 35 for UT Austin. Of course there are corresponding differences in enrollment. Also, UT Austin's enrollment is declining, whereas UT Dallas's is increasing, and the average SAT for incoming freshmen to UT Dallas is perhaps the highest in the state at 1230. UT Austin has to deal with all those 10 percenters.

    --
    Six score characters.
    Brevity being wit's soul
    I have enough space.
  111. Re:University of Texas - the CS dept in particular by happybethel · · Score: 1

    While UT Dallas is a good school, UT Austin is consistantly rated in the top 10 for computer sciences and UT Dallas is not.

  112. I think you're the one over the top. by aug24 · · Score: 1
    Reading the thread, it seems to me that the OP was right and you just gave a lot more reasons why he was right.

    If we accept that our current ground troops warfare model ('shoot if it may threaten you') is flawed, not because the individuals are flawed but because war is confusing and nasty, then the OPs point is made: God help us if we don't find a better way to train robot warriors, unless there are only robot warriors out there on our side.

    I think you have to accept - and here's where you can flame my arse to hell and back - that the US's method does suck, as you chaps execute far more friendly fires than other (developed) nation's armies. I don't know why this is, but like the man said, it's got to be addressed, cos the average Brit on the street doesn't like their relatives 'sharing' wars with your guys any more.

    Genuinely sorry if that burns you up, but I see his point really well made by your own post.

    Justin.

    --
    You're only jealous cos the little penguins are talking to me.
    1. Re:I think you're the one over the top. by pete-classic · · Score: 1
      This is probably the first interesting post in the thread!

      you chaps execute far more friendly fires than other (developed) nation's armies.


      I'd like to know more about this. More in terms of raw numbers? More on a per soldier basis? More in terms of shots fired? Or adversaries killed?

      Can you point me to your source? I'd really like to understand this better. I'm not so patriotic as to be unable to admit that we could improve, or that someone else's way is better. (I think I mentioned in this thread that I don't think the US should have gone to Iraq.)

      I will tell you that my initial reaction is that we fight more aggressively. Every fratricide is a tragedy. But look at the Desert Storm numbers. Yes, a HUGE percentage of the causalities were fratricides, but there were an astoundingly small number of casualties by any standard.

      If we could, would you have reduced friendly fire casualties by 50%, at the expense of doubling the total number of casualties? I'm not saying that would be the exact result. It does seem clear to me that more aggressive fighting will lead to a quicker, clearer victory. It seems equally clear that this will reduce the total number of coalition du jour casualties.

      Anyway, I'm very interested to read your reply.

      -Peter
    2. Re:I think you're the one over the top. by aug24 · · Score: 1

      My source is prolly going to be invalid by the standards of a lot of people here, but it's interviews with UK squaddies by the BBC and other news media in the UK.

      I should point out that I was thinking of US on UK accidents - I had no idea there were substantial incidents of US on US.

      In answer to your 'aggressiveness' argument, I can only quote the sergeant I read a while ago who described being shot at while driving towards a US check point in UK army vehicles, flying the Union Jack, leaning out of the door shouting "Hi guys", or the description of the UK convoy members who were shot by an A10 pilot. It was later explained that the pilot had been flying for several days, and made able to do so by benzedrine (or similar). Unfortunately his ability to make rational decisions had been harmed by the 'aggressive' *schedule*.

      By contrast, as I understand it (and I'm not trying to bang the drum, just expanding on my opinion that the OP was right and that the method can be improved), UK soldiers make fewer fratricidal errors, but still have a lower % body-count. I could be wrong on the latter, but just for the record I'm not talking about Iraq specifically when I say that, I'm talking about wars and peace-keeper actions the world over.

      Justin.

      --
      You're only jealous cos the little penguins are talking to me.
  113. If anyones still paying attention.... by Norfair · · Score: 1

    .. i just upped the torrent for the neuralBot at demonoid, no signup needed (well, maybe).