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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."

59 of 342 comments (clear)

  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 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
    3. Re:Coral Cache by slashdotnickname · · Score: 5, Funny

      Is everyone growing retarded these days?

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

  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 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.

    2. 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.

  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 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

    2. 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.
    3. 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
  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 kaellinn18 · · Score: 2, Funny

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

      And we all know what that led to.

      --

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      This isn't the sig you're looking for. Move along.
    2. 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
  5. 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.

  6. 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 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.

    2. 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
    3. 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.

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

      ___
      It's the end of my comment as I know it and I feel fine.
    5. 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

    6. 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.")

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

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

      -Neo

  7. 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 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.

    2. 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. 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.
  9. 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
  10. 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
  11. 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.

  12. 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.

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

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

  14. 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 Surt · · Score: 4, Interesting

      Diablo II, I'm Doug M.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    2. 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
    3. 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
    4. Re:begin? by IsoRashi · · Score: 2, Insightful

      *worship*

      --
      This is not the greatest sig in the world, no. This is just a tribute.
  15. 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?

  16. 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
  17. Linux port? by RoadkillBunny · · Score: 2, Funny

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

    --
    Cheers,
    RoadkillBunny
  18. 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!

  19. 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 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.

  20. Good, but... by badbit · · Score: 3, Insightful

    Is it fun to play?

  21. 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.

  22. 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.)
  23. 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.

  24. 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 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.

  25. 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/

  26. 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.
  27. 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...

  28. 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.

  29. 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!"

  30. 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!"
  31. 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!
  32. 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/