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Chip Promises AI Performance in Games

Heartless Gamer writes to mention an Ars Technica article about a dedicated processor for AI performance in games. The product, from a company called AIseek, seeks to do for NPC performance what the PhysX processor does for in-game physics. From the article: "AIseek will offer an SDK for developers that will enable their titles to take advantage of the Intia AI accelerator. According to the company, Intia works by accelerating low-level AI tasks up to 200 times compared to a CPU doing the work on its own. With the acceleration, NPCs will be better at tasks like terrain analysis, line-of-sight sensory simulation, path finding, and even simple movement. In fact, AIseek guarantees that with its coprocessor NPCs will always be able to find the optimal path in any title using the processor." Is this the 'way of the future' for PC titles? Will games powered by specific pieces of hardware become the norm?

252 comments

  1. hm by JeanBaptiste · · Score: 2, Insightful

    sounds like it just speeds up existing AI routines..... and existing AI routines, well, SUCK.

    I dont think we are going to get any good AI until it has some method of "learning"

    1. Re:hm by Snarfangel · · Score: 4, Funny

      sounds like it just speeds up existing AI routines..... and existing AI routines, well, SUCK.

      This will suck 200 times faster, though. That's like a straw compared to a fire hose.

      --
      This tagline is copyrighted material. Please send $10 for an affordable replacement.
    2. Re:hm by MBCook · · Score: 4, Interesting

      I read the blurb this morning. The idea is that it accelerates the basic operations that everything uses (line of sight, path finding, etc.). The more complex AI (actual behavior, planning, etc) is built the normal way. It simply offloads the CPU and thus allows faster calculations.

      The other real difference is that it is better than current algorythms. So instead of using A* for pathfinding, it works correctly even on dynamicaly changing terrain. This would mean things like no longer having NPCs getting stuck on rocks or logs or some such (*cough* half-life 1 *cough*).

      --
      Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    3. Re:hm by orasio · · Score: 5, Funny

      This will suck 200 times faster, though. That's like a straw compared to a fire hose.

      Fire hoses don't suck. You need a more visual analogy.
      Maybe something like this:

        "That's like a tick compared to your mother!"

    4. Re:hm by Da+Fokka · · Score: 2, Insightful

      sounds like it just speeds up existing AI routines..... and existing AI routines, well, SUCK.


      That's largely because most CPU cycles go to the pretty graphics. More computing power might help the AI in some games (although many AI routines are basically flawed anyway). This chip offers a more powerful tool to the AI programmer. It's still up to him to make an AI that's not totally stupid.

    5. Re:hm by SnowZero · · Score: 1

      it is better than current algorythms [sic]

      You do realize that A* if from 1968, and that things have improved a bit since then, right? It is better than algorithms used in current video games maybe, but that's as far as I'd take it.

    6. Re:hm by Terminal+Saint · · Score: 2, Funny

      At least the tick shuts up occasionally...

      --
      It's sad when choosing an installation directory on your own qualifies you as an "advanced user."
    7. Re:hm by Anonymous Coward · · Score: 1, Funny
      "That's like a tick compared to your mother!"
      I AM a tick you insensitive clod! (/spoon!)
    8. Re:hm by EatHam · · Score: 1

      Good, now maybe that stupid Dr. Sbaitso will be able to give me some answers that make some god damned sense.

    9. Re:hm by Chas · · Score: 3, Informative

      Jeeze. What the hell is with the whole accellerator thing now?

      A physics accellerator which does jack and shit when compared and mid to high end graphics solutions. It's offloading some of the CPU load, sure. But at high-res, the CPU is NOT the bottleneck.

      A network accellerator which is going to do jack and shit. It's offloading some of the network processing from the CPU, sure. See "the CPU is not the bottleneck". Sure, some people are going to build apps for the embedded Linux. Great.

      Now an AI accellerator. So the AI runs faster. When the AI isn't really the issue. Nor is the CPU underlying it. It offloads the AI from the CPU, sure. See "the CPU is not the bottleneck". Nor is there a real need to have 60,000 AI running simultenously in a scene with 4 characters in it.

      So what's going to happen? What difference is this going to make to your real gaming experience?

      1. Jack
      2. Shit
      --


      Chas - The one, the only.
      THANK GOD!!!
    10. You mean, like a series of tubes instead of a slow truck.

    11. Re:hm by jimmichie · · Score: 5, Funny

      Fire hoses don't suck.

      They do at the other end.

    12. Re:hm by MoxFulder · · Score: 1

      Right, this "AI enhancer" thing is bullshit. Specialized offload cards are only useful when the offloaded task is limited by the ability of the processor to perform specific algorithms at a high speed: e.g. 3D video, TCP packet reassembly, and (maybe) game physics.

      AI is not that kind of task. No one has convincingly demonstrated that you can make "smart" human-like AI simply by throwing more processor power at it. Even for a comparative simple deterministic game like chess, the brute-force approach will get bogged down in exponential hell even on a supercomputer... while a good modern chess engine could beat a lot of humans running on an old 386.

      The problem with the state of AI today is not that the algorithms are too processor-intensive, it's that they flat-out suck. The only reasonable application of hardware AI acceleration that I can think of would be a massively parallel chip that runs thousands or millions of neural net nodes at once... but this would mainly be a benefit for academic AI research, not for games. I'm pretty sure that most games use simple "heuristic" algorithms for AI, rather than anything complicated like neural nets or Bayesian learning or SVM.

    13. Re:hm by SnowZero · · Score: 3, Interesting

      The problem with the state of AI today is not that the algorithms are too processor-intensive, it's that they flat-out suck.

      Please don't take what you see in games to be state of the art. Watch this video of my RoboCup team and tell me that AI still completely sucks. You'll see two teams playing 5 on 5 soccer with zero human input, i.e. fully autonomous. Game AIs may suck, but that's because their AI programmers are graphics people trying to do AI. The result looks about as good as me trying to make a state of the art graphics engine.

      The only reasonable application of hardware AI acceleration that I can think of would be a massively parallel chip that runs thousands or millions of neural net nodes at once... but this would mainly be a benefit for academic AI research, not for games.

      Neural nets died down as a fad in academic circles almost 10 years ago. There's a common saying that "Neural nets are the second best way to do everything." ... meaning that if you analyze a problem, some other approach almost always turns out to work better. They are a reasonable approach for unstructured classification problems that aren't fully understood, but after some analysis other approaches almost always take over. This has been the case with things like OCR and face recognition.

      I'm pretty sure that most games use simple "heuristic" algorithms for AI, rather than anything complicated like neural nets or Bayesian learning or SVM.

      NNs, Naive Bayes, and SVMs are all classifiers (and often slow ones at that). They aren't really directly applicable for defining policies for an agent, so they don't get used much (as well they shouldn't). Most agent decision systems use a combination of heirarchical finite state machines (FSMs), planning on a small set of high level actions, and motion planning.

      Games tend toward the absolute simplest of FSMs with only binary inputs, and yield the expected highly rigid behavior in a given situation. For the most part, they don't even use randomness, which is absolutely necessary in any kind of situation where one player is trying to outguess another. I've heard that non-RTS games only budget about 1% of the CPU to AI, and it shows. Rich FSMs, action-based planning, and proper motion planning get swept aside, and that is unfortunate. However the coming multi-core revolution may offer some hope. Game programmers are having trouble splitting up graphics routines, so it might be that AI can get the core or two that it deserves when we hit quad-core CPUs. Due to the many algorithms, AI benefits from general purpose CPUs, and parallelizes quite well.

      Whether enough real AI people will ever get hired to do games right remains to be seen. At the moment it seems even primarily systems companies like Google are more interested in AI people than game companies.

    14. Re:hm by NeonGoat · · Score: 1

      rofl

    15. Re:hm by MoxFulder · · Score: 2, Interesting
      The problem with the state of AI today is not that the algorithms are too processor-intensive, it's that they flat-out suck.
      Please don't take what you see in games to be state of the art.

      Sorry, didn't mean to cast aspersion on AI in general... merely game AI. My point was that game AI algorithms are hopelessly lame, so speeding them up isn't going to help. I'm very much aware of more impressive AI efforts, such as in RoboCup. In games, AI often seems to be an afterthought, whereas in RoboCup AI is pretty much the whole interesting part of the problem.1

      Neural nets died down as a fad in academic circles almost 10 years ago. There's a common saying that "Neural nets are the second best way to do everything." ... meaning that if you analyze a problem, some other approach almost always turns out to work better.

      Well, I wouldn't say that Neural Nets have completely died out. But your point that neural nets are a fuzzy second-best solution is a good one. Basically, neural nets are way too expressive, so they basically become a brute-force route to an "intelligent" solution. Since they're basically a brute-force massively parallel approach, I gave them as an example of a type of AI that might benefit from hardware acceleration.

      the coming multi-core revolution may offer some hope. Game programmers are having trouble splitting up graphics routines, so it might be that AI can get the core or two that it deserves when we hit quad-core CPUs.

      I'm pretty skeptical that this would make any difference! As you rightly pointed out, most game AI is based on extremely simple FSMs and such. There's no way such algorithms can be easily expanded to use a whole core's worth of CPU power.

      Game AI uses little processing power NOT because it can't be spared, but because game programmers typically lack the imagination and expertise to use more complex, CPU-intensive AI algorithms in their games.
    16. Re:hm by emilper · · Score: 1
      Watch this video of my RoboCup team and tell me that AI still completely sucks.

      nice game ... Could you modify them to play on grass? You'll sell them 2,000,000USD a piece in Europe: cannot be bought, don't loose morale when 2 goals in advance, don't do drugs and probably can't get killed by drunk driving with 200 miles per hour on the highway a week after you signed them in the team for an astronomical fee.

      poor AI in video games? it's a feature, not a bug: it's much more interesting to plan your game when having idiotic bots in your team than getting your ass kicked by intelligent agents on the other end of the wire.

    17. Re:hm by beaverfever · · Score: 2, Interesting

      "I dont think we are going to get any good AI until it has some method of "learning""

      That would be great, but in the meantime other approaches are available. Going back several years, Unreal Tournament had the capability of customising individual bots' gameplay style with several different parameters beyond mere difficulty levels, and I found that this was very much worth the effort. A large library of custom characters could be saved, and they could be selected randomly to add unpredictability to gameplay with bots. If you notice one bot is an idiot (or unbeatable), you can adjust that specific character.

      Admittedly I am not a super-hardcore gamer, but I have played several different titles. UT is the only game I have seen this bot customisation feature in.

    18. Re:hm by mcc36 · · Score: 1

      At this point, you're entering a chicken and egg debate. We have methods of AI learning, we have plenty of complex routines, but we lack the processing power to implement them. If this can take care of the low-level processes and free up power, we can look forward to utilizing better algorithms. Your attitude just brings about a Catch-22: Can't do better AI without more power/dedicated AI processing, but you can't justify more power/better AI processing because current AI is subpar.

    19. Re:hm by SnowZero · · Score: 1

      nice game ... Could you modify them to play on grass?

      That's the long term goal. Our robots are in the small-size league, so they are smaller and (relatively) cheaper, which allows us to focus on teamwork and speed. There is a middle-size league with larger robots (0.5 x 0.5 x 0.75 meters), which currently is just on a larger carpet, but may go outside eventually. There's also a humanoid league, but right now it'd be a stretch to call what they play "soccer" just yet -- most of their time is spent walking (slowly) and trying to find out where things are. Someday, humanoids will be on teams that play like the small-size robots outside, but there are a lot of technical hurdles to overcome.

      cannot be bought, don't loose morale when 2 goals in advance, don't do drugs and probably can't get killed by drunk

      This is actually a pretty interesting part of robot soccer; Score differentials are much larger than in normal sport, becase as you say, they do not let off when ahead. On the other hand, this drops the emotianal link present in so many sports; Our robots don't care if they are ahead or behind, they just play. We had thought of making them play more defensively when ahead, but in reality it makes sense to keep pushing, as the robot aren't getting tired. A few teams have tried some "hail mary" tactics to come from behind, such as pulling the goalie near the end of a match when behind. Such tactics haven't had too much of an impact yet.

      In a lot of games, it can actually be a little embarrasing. In many wins, you don't just beat a team, you keep punishing them, so you feel a little bad for the humans who made the robot team. Thus you can feel a little bad for making the other team look so bad. Of course, there are some intense rivalries between some teams, so I don't always feel that way.

      poor AI in video games? it's a feature, not a bug: it's much more interesting to plan your game when having idiotic bots in your team than getting your ass kicked by intelligent agents on the other end of the wire.

      I think the grail of video games is AIs that play like unskilled humans, rather than automatons. You want the behavior to make sense at some human level, but you don't want it to abuse its true advantages as some sort of super 0ms ping super sniper. It'll also be nice to see games taking advantage of limited sensing in more cases.

  2. Al? by gEvil+(beta) · · Score: 4, Funny

    Who is Al and why do I want him controlling everything in my games?

    --
    This guy's the limit!
    1. Re:Al? by __aaclcg7560 · · Score: 1

      If the almighty AI wasn't screwing up your game, life would be boring.

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

      Why Al Gore of course! He invented more than the internet, you know...

    3. Re:Al? by Briareos · · Score: 1
      Who is Al and why do I want him controlling everything in my games?

      That would be Al Lowe, and you would want him making more games...

      np: New Order - Working Overtime (Waiting For The Sirens' Call)
      --

      "I'm not anti-anything, I'm anti-everything, it fits better." - Sole

    4. Re:Al? by ancient_kings · · Score: 1

      "Unloved by Al!?!"
      Taps on Screen.
      "UNLOVED BY ALL?!?"

    5. Re:Al? by GoatMonkey2112 · · Score: 1

      That would be Weird Al. He'll cut you up like a surgeon and make you eat it.

  3. Separate box just for the gaming HW? by Zanth_ · · Score: 2, Interesting

    What may occur is a separate box consisting of the GFX card, Physics Card, AI card, PSU for the above along with supporting memory modules just to power existing games. Mulitple cards consisting of mulitple chips with multiple cores will likely overpower the common case. Thus for the hardcore games, a separate box wired to the main rig could be the norm. Thus, for the average home user, we will get smaller and smaller (Mac mini et. al) but for the gamer we'll see module system, with multiple boxes and multiple PSU's to help with cooling and overall performance goodness.

    1. Re:Separate box just for the gaming HW? by gEvil+(beta) · · Score: 5, Insightful

      And then they can take everything and put it all in a big case with the a monitor and speakers and a special panel with the controls on it. And then all you need to do is put a slot in the front that says $1.

      --
      This guy's the limit!
    2. Re:Separate box just for the gaming HW? by gregmac · · Score: 5, Insightful
      What may occur is a separate box consisting of the GFX card, Physics Card, AI card, PSU for the above along with supporting memory modules just to power existing games.

      what an interesting idea.
      --
      Speak before you think
    3. Re:Separate box just for the gaming HW? by MBGMorden · · Score: 2, Interesting

      Ok, link speak is annoying. Don't do that ;).

      The systems you mention though are all scaled down computers. They don't really have any extra hardware that a standard computer doesn't have. The GP's comment seemed to be talking about putting all the "extra" hardware out of the case, which doesn't fit your model of just making a smaller and more focused computer.

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    4. Re:Separate box just for the gaming HW? by Joe+The+Dragon · · Score: 1

      some thing like this with pci-e and HyperTransport links and this also moves the heat form the video cards out of the case.
      http://www.nvidia.com/page/quadroplex.html

    5. Re:Separate box just for the gaming HW? by badboy_tw2002 · · Score: 1

      With the exception of the original Xbox, I'd hardly call the hardware "scaled down computers". Most of them have specialized hardware dedicated to certain tasks faced by the games they play. The architecture of your home PC vs. that of a PS3, Xbox360, or Wii is quite different.

    6. Re:Separate box just for the gaming HW? by MBGMorden · · Score: 1

      You make the mistake of thinking a "computer" is an x86 Wintel PC. Sure the architecture is different, but they still have the same compents: CPU, RAM, graphics processor, sound process, storage device. They are indeed, a scaled down computer (unless you want to argue that a device which reads in electronic code, executes it, and displays the output isn't a computer). For the most part they don't really use any particular components that aren't employed in a PC, unless I'm mistaken and the Wii has seperate circuitry for phsyics and AI calculations.

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    7. Re:Separate box just for the gaming HW? by ravenshrike · · Score: 1

      Except for the PS3, which has a processor whose components can seperately act like dedicated procs to a specific purpose and feed it to the managing core of the system. Probably cheaper in the long run than separate cards.

    8. Re:Separate box just for the gaming HW? by deviceb · · Score: 1

      or.. why not just put the CPU & RAM onto the GPU and say fcuk it. AI has a long way to go before i want to play bots rather than other humans. Bots do not get pissed and type slurs when your dominating them..

      --
      Kill your TV
    9. Re:Separate box just for the gaming HW? by mencomenco · · Score: 1

      Nope.

      These chips/boards will go first to Lockheed, Raytheon & company for smarter bombs, unmanned aircraft, etc. Then NSA for communications surveillance.

      Get ready to welcome your Terminator 1 overlords, weaklings.

    10. Re:Separate box just for the gaming HW? by badboy_tw2002 · · Score: 1

      You said "standard computer". Sorry to nitpick, but to me most people's definition of a "standard computer" is some sort of x86 runing windows/linux or a mac, not a Cray or clustered machine. (If that is your definition then I envy your job :) Compare that to the Cell architecture and its quite difference from a CPU standpoint. Also, the memory architecture is very different from a PC, given that on some consoles your CPU(s) & GPU share the same memory, where on a PC they're spread over a bus. Also, a lot of console hardware will have dedicated hardware for doing specific vector calculations for generating 3d geometry. (The PS2 comes to mind). These are specialized co-processor chips with specific duties needed for 3d games.

      I will admit that the "standard pc" and console have grown closer together from previous generations, where there used to be hardware for doing 2d things like sprites and scrolling and many PCs did not have special audio cards. But I'd hardly call them "scaled down computers". The Cell processor will likely have more raw processing speed than many people's desktop. With your definition, everything is a computer, from my watch to cell phone, and while its technically true, it doesn't do much for the conversation :)

  4. Well.. by geniusj · · Score: 3, Funny

    Well if Chip promises it, I believe him..

    1. Re:Well.. by HotmanParisHiltonKam · · Score: 1

      Well if Chip promises it, I believe him..

      Agreed, although I'd prefer if Al didn't leave Chip to speak for him, let alone make promises for him.

    2. Re:Well.. by Gr8Apes · · Score: 1

      Interestingly enough, as I was OC'ing my X2 3800+ yesterday, it's done via what's effectively FSB. Bump the CPU frequency up 10%, and HTT and memory gets bumped 10%. Makes for cool OC options though, as they're independently settable. Now if I could only find DDR 480 or DDR 500 RAM... :)

      I'm kidding, DDR2 would be the arena for that. Remarkably, this cheap (ECS) motherboard handles the 10% bump without issue, the 20% bump causes it to require a hard reboot though, hangs otherwise, even if you lower the memory bandwidth. Guess the HTT speeds are too high. I haven't messed with lowering the multiplier yet, that's next if this board/CPU combo let me do that. The CPU runs under 50C @ 2.4GHz with superPi.

      --
      The cesspool just got a check and balance.
  5. Not Gonna Work by TychoCelchuuu · · Score: 4, Insightful

    The physics card could theoretically work because if the player doesn't have it, you could always leave out some of the eye candy and only calculate fancy physics for objects that affect gameplay. With an AI card, you don't have that luxury. Either they player has it, or you have to just dump all the AI (obviously not) or do it all on the CPU, which begs the question: why program your game for a dedicated AI card if you're just going to have to make it work on computers without one?

    --
    Against stupidity the Gods themselves contend in vain.
    1. Re:Not Gonna Work by arthurh3535 · · Score: 2, Interesting

      Actually, they could do something similar to the graphics, just allowing for "weaker" AI routines that can work on standard system.

      It will be insteresting to see if games are "more fun" with smarter AI or if AI really isn't the big and important thing about making interesting games.

      --
      No! It's a *SIG*. Keep the Special Interest Groups away! (Con joke!)
    2. Re:Not Gonna Work by Psiven · · Score: 0

      The real promise of PPUs, I believe, is when they can feedback to the CPU and affect gameplay. Eye candy is nice, and they'll have to only be used for that, atleast for multiplayer games, until it becomes mainstream. But honestly, PhysX has a long uphill battle with card based PPUs when the likes of ATI, nVidia, Intel, and AMD all have their own ideas for physics co-processing.

    3. Re:Not Gonna Work by kailoran · · Score: 1

      There's nothing really new to find out - when the game AI's so sucky that it has to seriously cheat to be an even opponent for the average player, then it's not very entertaining.

    4. Re:Not Gonna Work by Anonymous Coward · · Score: 0

      To give better framerates to those who have an AI card.

    5. Re:Not Gonna Work by Hellken242 · · Score: 0

      The best AI you can get is playing people on a LAN or on the net and most gamers seem to think that is quite fun. Even if some of those noobs are mentally challeneged...

    6. Re:Not Gonna Work by MBCook · · Score: 1

      But that only affects multiplayer. In single player, you can just use the dumber routines if they don't have the card. This especially appiles to small creatures who aren't doing much more than pathfinding. In a GTA type game you can just put more people/cars on the street. There are circumstances where it would be perfectly possible.

      The biggest problem is multiplayer where you basically have to have everyone require it or force everyone to use software.

      --
      Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    7. Re:Not Gonna Work by lawpoop · · Score: 1

      It sounds to me like the same problem with the physics card. You still have to code default behavior for objects if they don't have a physics card. You don't get default behavior for free, only errors and crashes.

      So if the player doesn't have an AI card, you turn off some of the 'mind candy', and have stupider enemies.

      --
      Computers are useless. They can only give you answers.
      -- Pablo Picasso
    8. Re:Not Gonna Work by Dr.+Spork · · Score: 4, Interesting
      I think this is the right question, but it may have an interesting answer. Maybe the way they picture future game AI is similar to present-day chess AI: Chess games evaluate many potential what-if scenarios several moves into the future, and select the one with the best outcome. Clearly, the more processing power is made available to them, the more intelligently they can play.

      Maybe future RPG AI could have some similar routines regarding fight/flight decisions, fighting methods and maybe even dialogue. But that would require a pretty universal processor, which would just speak for getting a second CPU. I don't have much hope of this catching on, but I'd welcome it. For one thing, writing AI that can run in a separate process from the rest of the game is something I'd love to see. I want something to keep that second core busy while I'm gaming!

      Plus, it would be pretty cool for hardware manufacturers if AIs really got smarter with better hardware (be it CPU or add-in card). That would require big coding changes from the way AI is written now, but I do think those would be changes for the better.

    9. Re:Not Gonna Work by MBGMorden · · Score: 3, Insightful

      The flip side though, is that if most AI's could really think well, almost no human could compete with them in a game. You'd loose almost every time.

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    10. Re:Not Gonna Work by CastrTroy · · Score: 1

      Although, when you're playing games like Go it might be a good idea to have more intellingent AI, so that computers can beat the mediocre players.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    11. Re:Not Gonna Work by Rifter13 · · Score: 1

      Yea, and all games coming out today, will run in software renderers. Even if it is not really plausable today... tomorrow, there may be enough penetration, to make it like Video cards. Where you have to have a high-end one, to play video games.

    12. Re:Not Gonna Work by nschubach · · Score: 1

      Or you would figure out the AI on your AI chip and be able to beat every game you play using the same techniques...

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    13. Re:Not Gonna Work by mmalove · · Score: 1

      Interesting indeed. I think today's social gamer is more inclined to play against a human opponent, no matter how "humanlike" you can make a bot/AI. There's just no "I one-upped you" thrill from outplaying a computer.
      No warm glow of teamwork from your AI henchmen helping you through a challenging encounter.

      However, in any situation where you do have computer controlled entities, a miserably bad AI can detract very much from the game. I hate to use it an example - but look at World of Warcraft. If a mob can't pathfind to you, it just evade bugs, creating a very surreal environment, especially when all you did to avoid a valid path was jump on top of a small rock.

      --
      You can get 15 minutes of fame, but you can go down in history for infamy.
    14. Re:Not Gonna Work by orielbean · · Score: 1

      You could dumb down the AI, just like when I play games on my laptop with no video card and shared ram vs my gaming rig w/ pci-e - the graphics don't look as nice, but it still works. Why couldn't the AI chip do the same?

    15. Re:Not Gonna Work by gutnor · · Score: 1

      Or that would be the same than for Graphic card. In the old time of 3DFX 3D card, games used to ship various engine: an accelarated engine and another 100% software engine.

      But the main difference with graphic card is that there was an obvious difference between not having the card and having it. ( at the time that meant jumping from 320*200 to 640*480 with more eye candy. Also 3D games were the brand new fashion stuff of the time. )
      For physic card, that's already another matter. In current demo, you can't say it is really a striking "must have" experience. Also, there are already many FPS on the market, and more every day. A graphic upgrade is neat but is not enough to make the difference anymore.

      For AI cards ... well it is even more subtle change. Sure that's fine to have ennemy that aren't stuck in the middle of the street for no apparent reason. On the other hand, you don't want a killer AI that just remove all interest to the game. ( except masters, nobody really want to play against deep blue: no hope to win ) So if we are in a situation where only hardcore gamer training 8 hours per day on a specific game can beat the game at normal difficulty and the rest of the world is left with using lower level of difficulty ( i.e. not using the card ) there is indeed little commercial interest to program your game for the card.

    16. Re:Not Gonna Work by CoolCat23 · · Score: 1

      Instead of coding hardware-accelerated AND poor-man's code to ensure that the game will run on both AI-enabled and non-equipped computers, just bundle the AI card with the game ! It used to work with the SuperNES Starfox game... Granted, the chip cost is significantly greater nowadays. But here's an idea, for MMORPGs : One could imagine that some AI-card (or whatever-card) would be required to play the game. That would be a $120 (card) + $40(game) = $160 entrance ticket, but then, card owners would get a small refund each month on their monthly fee, with a maximal amount equals to the card price. As a result, gamers would be better equipped, the game itself would be more feature-rich thanks to the card, and that would be a good incentive for players to play longer (something game studios would sell their mother for...).

    17. Re:Not Gonna Work by munrock · · Score: 1

      Galactic Civilizations 2 does that. You have the option of allowing the AI to run CPU-intensive algorithms. I think they suggest turning it off only if you're on laptop batteries or running other programs in the background. When the option is enabled, the game's opponents are constantly designing new ships to counteract your ship designs and the technologies available to you. With the option disabled, those calculations are performed once per game year which leaves the AI opponents at a disadvantage towards the end of the year, if you exploit it.

      But the absence/presence of the existing processor power doesn't just have to relate to how often the AI thinks or directly relate to how 'smart' it behaves. For example, games that do not feature AI learning can introduce it, using the extra calculations for AI training. You can apply data mining to the myriad of stats in all manner of management sims. You can play a co-op game with yourself after training a bot to think like you in FPSes. Small things, extras that increase the lifespan of the games and establish a user base with the chip.

      I could think of a lot more non-essential extras that could be added to games with this chip, and I'd definitely spend my money on better AI than better physics if I had to choose.

    18. Re:Not Gonna Work by MBGMorden · · Score: 1

      That wouldn't be good AI though. An actually "thinking" AI would adapt and learn itself. You're thinking of the traditional methods used in current games that you can figure out. Those you could figure out. An actuall good AI you couldn't, because there wouldn't be any true pattern to figure out (and if there was and it noticed it was a weakness, it would immediately deviate from the pattern).

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    19. Re:Not Gonna Work by TDRighteo · · Score: 1

      However, if you have all that processing power available, maybe RTS games could give the individual units a little more smarts.

      Wouldn't it be nice to play an RTS where you could actually give orders to a group of units to entrench and have them make sure that there's no chinks in their defence. You shouldn't have to order individual units around when all you want is for the group to defend a pass.

    20. Re:Not Gonna Work by Hard_Rock_2 · · Score: 1

      If it was multiplayer there would be two case scenerios:
      1)There is no AI (ala counterstrike) so theres no need for it at all.
      2)The AI would be powered by the server. Thus only the server would actaully require the ai card, or the server could run software. Its very rare that the client would handle something like this and it prevents cheating.

    21. Re:Not Gonna Work by Webmonger · · Score: 1

      No, you wouldn't lose every time if AIs got smarter. Even the stupid AIs available now could easily be tweaked to beat you each and every time. Just give them perfect aim, for example.

      The purpose of AI isn't to be good, it's to be challenging. The player should feel engaged. An enemy that is easily beaten isn't exciting. Neither is an enemy that is unbeatable. No game designer wants either situation, so you won't see many games like that.

      What improved AI will do is improve realism. So that it becomes less obvious that your opponents are software, and it starts to seem that they are real. Being realistic doesn't make them unbeatable, but it will change the nature of their flaws.

    22. Re:Not Gonna Work by izomiac · · Score: 2, Insightful

      Computing possible outcomes is only one of the strategies humans use to make a decision. For chess that may be enough for a decently human-acting AI. But for most games such an AI would either be terrible or impossible to beat (at which point it would be programmed to make mistakes thus go back to being terrible). Throwing more processing power at the problem won't fix it, though it might make the AI slightly better. What's really needed is a better approach to creating AIs.

      A learning neural network would be an interesting solution, but has a few problems that make it undesirable IMHO. First, it would start out really bad (when it knew nothing). Now, that could be fixed by training it beforehand, but then you'd run into the second problem faster. The second problem would be that it would soon get to be too good to really be fun for most people. (Hardcore players would probably love it, since they seem to only really care about winning and not about playing, IMHO, but perhaps those are just the ones I've encountered.) You could artifically slow down its learning, but then it wouldn't have much of an advantage over a preprogrammed AI. Third, the AI could progress in an unexpected direction which would of course lead to unusual behaviors. (Like if it found a way to instantly kill the player on sight 100% of the time, or it started practicing "safety in numbers" and all the bots would just hoard together.) Fourth, I doubt a neural network would be very efficient, and I would hope the processor cycles could be better used elsewhere.

      A good AI should follow an algorithm similar to what a human would do (plus a fair degree of randomness). It shouldn't be predictable, and it shouldn't be exempt from the rules the player has to follow (omniscient, infinite ammo/mana/stamina, being super strong to compensate for stupidity, etc.). It also should have the rough limitations of a human player (non-zero but realistic and variable reaction time, non-perfect aim, not knowing the exact stats in realtime of the player, not picking the perfect attack every time, etc.). A way to program this would be to have your beta testers explain how they play and program the various tatics into AI algorithms. The AI should use some overarching strategies (pincer attack, various unit combinations, etc.), but it shouldn't use them exclusively (like in Red Alert, the computer would send predictable teams, like 3 Heavy Tanks and a Mammoth Tank, which were ineffective in later game). Perhaps it could even adapt to the player (record and later use player strategies, more frequently use strategies that have worked in the past, do something random to see if it works). While an AI could never play exactly like a human, the difference shouldn't be painfully obvious like it is now. Of course, all of this is my fairly uninformed opinion, and perhaps the AI is better in newer games. I'm just ranting because I've spent litterally thousands of hours playing skirimish missions in various Command and Conquer games and have always wished that I didn't have to use kid's gloves or give it a huge advantage (>3 on 1) when I played it.

    23. Re:Not Gonna Work by madcow_bg · · Score: 1

      But if you're playng Go you are going to need more AI than just simple instructions ... you're going to need good algorythms.
      Such extensions as proposed in TFA are not going to help build AI one itsy-bitsy thing. The best they can do is speed-up small routines. Which I think is a good idea, since games are 98% of the CPU usage in the planet. I mean, CPU that is not wasted on downloading pr0n:), of course.

    24. Re:Not Gonna Work by joecr · · Score: 1

      Um you must have missed out on the games in the late 90's. That's right you had to have a video card & an accelerator card as well as we didn't have the video accelerator built into any of the cards out at the time. Or MMX had the same sort of thing, assuming any of you remember the Pentium with & without MMX. I liked my MMX processor better because the bus ran at 66 MHz instead of 60 MHz that may not seem like a lot now a days but it was back then.

      IIRC Forsaken was one of those games along with Descent 3 & several others.

      I'm guessing they will do the same thing. Start with it on the recommended system requirements then move it to the required system requirements.

    25. Re:Not Gonna Work by Anonymous Coward · · Score: 0

      Which is why this is a cool proof of principle, and they probably have their CEO camping outside MS's xbox office.

      For PCs, yeah, it's unlikely that you would get enough adoption to make it worth making games for (and for every CD drive/Graphics card/etc example, there's plenty more cool add-ons that haven't been widely adopted). For consoles, though, this is an obvious benefit, and you can make sure every game can be designed to utilize it.

      It's somewhat of a shame, but it's wound up being much easier to incorporate new technology (see: PS3 with blu-ray while PC games STILL sometimes don't ship on DVD by default) in consoles than in PC gaming.

    26. Re:Not Gonna Work by Anonymous Coward · · Score: 0
      I mean, CPU that is not wasted on downloading pr0n:), of course.
      I'd hardly call that wasted..
    27. Re:Not Gonna Work by Dr.+Spork · · Score: 2, Interesting
      If you're advocating that AI only work with the information and "reflexes" available to human players, I wholeheartedly agree. I'm not as scared as you of AI that's too good, because it's always easier to make something worse than better. AI that's too good can be downgraded in many interesting, humanlike ways - like simulated dispositions to panic, or freeze, waste ammo, needlessly conserve ammo, get too close before firing, etc. Basically, you just need to observe what imperfect players do and tell an outstanding AI program to copy our shortomings. On higher levels the shortcomings would be diminished. Again, the Chessmaster series does that. You can set it to play very open and bold games - which makes it somewhat easier to beat, but much more fun to play (I still lose most of the time).

      I like the idea about training AI, but in all this, the topic of discussion is about how the AI could act significantly smarter with more real-time processing power. As you mentioned, the game company can pre-train AIs on their own big computers while the game is in production. So in this case too, heavy real-time AI processing does not extra smartness.

      Maybe AI code could include some general outlines of "strategies" on various levels of granularity, and the real-time decisions would be about choosing the strategy that best fits the situation. Essential to this is an estimation of the chances that the strategy succeeds, and of the cost of failure. Of course, there would be many ways to implement a strategy like "retreat" or "seek cover and throw grenades," and which implementation best fits the situation would again have to be computed in real time. So if the AI were programmed in this manner, the decisions it would make would improve with increased processing power. For example, evaluating how good a piece of cover a certain overturned table provides depends on your evaluation of the location, equipment and probable future movement of the enemies. What would the PC do if he were controlled by a smart AI? And how well would my cover protect me from that? These are all things the AI might have time to calculate. This is what I meant by "what if" scenarios - there would be many strategies and implementations the AI could consider at any given time, more than what any hardware can calculate. But the more you calculate, the better your decisions are likely to be. If I were writing a game that would have its own processor for AI, I would first develop maybe four intricate AI routines for the PC. Of course the PC won't be controlled by an AI, but the NPCs can consider what the PC would do if he were controlled by any of the 4 AIs and decide on a course of action which best counters what the PC might do.

      Well, if game AI worked anything like this, I might really want an AI coprocessor. But so far this is all a pipe-dream. Game AI isn't always hopelessly naive (I programmed some myself!) but it really is just a script of hand-written nested conditionals. A good scripter can get interesting behavior out of NPCs, but not in any way that would be improved by extra AI processing hardware.

    28. Re:Not Gonna Work by andr0meda · · Score: 1



      Well, if game AI worked anything like this, I might really want an AI coprocessor. But so far this is all a pipe-dream. Game AI isn't always hopelessly naive (I programmed some myself!) but it really is just a script of hand-written nested conditionals. A good scripter can get interesting behavior out of NPCs, but not in any way that would be improved by extra AI processing hardware.


      Scripting is the kind of AI which for now holds the trophy for leaning in closest to our appreciation. But there are other forms of AI which are plainly impossible to script. Boardgames have it, difficulty balancing has this, FPS's have it, strategy games have it, RPG's like Black & White thrive on it. There is scripting in those solutions as well, but it is used mainly to steer the AI, or to be the result of an AI decision. A good model of reality, and a good engine to drive changes in that model can get you pretty far in simulating intelligent decision making. A copro would surely offer more breathing room.

      One of the first decisions is to allocate "cpu budget" to graphics, gameplay, physics and AI. I think building games depending on a copro is wrong though, because such solutions are going to be shortlived. The hardcore gamersaudience is mainly on console anyway, so while I don't think PC games will disappear, betting on it for selling hardware is imho good for a niche, and doesn't offer much growth in prospect.. but hey, who knows.. :)

      --
      With great power comes great electricity bills.
    29. Re:Not Gonna Work by KDR_11k · · Score: 1

      It is wasted. Someone should have gotten a clue and built a Porn Processing Unit so the CPU won't have to bother with it anymore AND you can download and watch 10x as much porn at the same time.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    30. Re:Not Gonna Work by Haeleth · · Score: 1

      it's wound up being much easier to incorporate new technology (see: PS3 with blu-ray while PC games STILL sometimes don't ship on DVD by default) in consoles than in PC gaming.

      PS3 with blu-ray? Where is this PS3 with blu-ray? Oh, that's right -- Sony just announced that it won't be released in my part of the world till March 2007, because they can't make enough blu-ray drives. Yeah, that's what I call "easy to incorporate new technology"...

      BTW, why should PC games ship on DVD by default? Of the last five PC games I bought, one shipped on DVD by default, two shipped on CD because they were small enough to fit on a CD, and the other two didn't ship on any physical media at all because it was far more convenient just to download them straight from their creators.

      Now there's one area where the PC market is miles ahead while the new generation of consoles is just beginning to think about catching up. IMO online delivery is a far more innovative advance than merely using a different kind of laser to cram more data onto yet another kind of optical disk. And more to the point, it's here now, and has been here on the PC for years now. Unlike Blu-Ray, which is here "Spring 2006... oops, Summer 2006... no, make that Winter 2006... uh, sorry guys, it's looking like Spring 2007 now..."

  6. Client-side Multiplayer AI by w33t · · Score: 4, Insightful

    Something that's always bugged me a bit about expansion boards is that the experience can only be enjoyed by the user with the board.

    For instance, in a multiplayer game, some players will obviously be getting better graphics than the rest - but often the maps are tailored to work equally well (or at least as equally as possible) to low-end and high-end video cards.

    And then there is this new physX card - which sounds like a neat idea, but you have the same kind of situation. You can kind of model physics looking a bit better for the player with the card - but all actual physical actions must be reproducible for the non-card having players.

    Now, here is where I think the AI card could be different: distributed processing.

    Let's take two human players and 4 AI players in a multiplayer game. Normally the server would be responsible for the AI decision-making processing and would pass to the clients only the x,y,z movement and animation data as a network stream. The AI thinking would take place completely free of the client machines. This puts strain on the server's resources.

    Now, imagine rather than the server processing and the clients recieving network info you were to turn this on it's head.

    Have the clients process a subset of the AI - say, 2 AI for player 1's machine, and 2 AI for player 2's machine. Now both clients will send the AI's movement information to the server. From the server's point of view the AI would require the same processing power that a regular human player would require (very little - relatively speaking).

    With the plethora of bandwidth available client-side these days I think this kind of idea is very realistic.

    1. Re:Client-side Multiplayer AI by Grr · · Score: 1

      There are some types of games where this might work, I think guildwars uses this for the henchmen if not for large parts of the instance. But for many games which are strictly competitive, the risk of client side tampering, making the AI cooperative or making knowledge that only the AI should have available to the local player is a big risk.

    2. Re:Client-side Multiplayer AI by Anonymous Coward · · Score: 2, Insightful

      Having worked in the industry on a MMORPG, I agree that it would be nice to use client machines for extra distributed processing, but there are issues.

      First, as a rule of thumb in multiplayer development, never trust the client machines for anything other than controller and view data for that player. The client machine is hackable, unlike (supposedly) your server. They can wrap .dll's so that they can modify and view data, in your case data that they may not legitimately have access to, such as "what's beind that wall", and can inject "smart code" of their own to limit the updates the game sends back to the server. Don't trust your players.

      Second, although bandwidth is going up, having a remote machine control AIs in-game introduces two issues (off the top of my head). First, if the client machine hosting the AI goes down or loses its connection to the server, the AI will become "brain dead" to all other players in that general area, at least until a new AI controller can be spawned somewhere. As well, that AI has then lost its memory of everything it has experienced up to that point. Second, although bandwidth has increased, latency is still your issue. No longer are state updates for your NPC coming only from the server, they are coming from some remote machine, hitting the server, being validated (if the server is smart at all) and then being propagated to all other players in that area. That introduces a validation check and a second hop, which will slow down AI responsiveness.

      We thought about this a fair bit where I worked. We decided that it just wasn't doable.

      Nice dream, though. :-)

    3. Re:Client-side Multiplayer AI by ZachPruckowski · · Score: 1

      That makes it a lot easier to cheat and make the AI you run either super-smart or braindead. If you can do that, you just solo and wipe the floor with brain-dead AIs until you have enough treasure/levels/skillz to take on anyone.

    4. Re:Client-side Multiplayer AI by w33t · · Score: 1

      That is a good point.

      I wonder though, if you could create AI who have only the same information a player would have (so to speak).

      Is it conceivable to create a method where the AI is presented with a view of the game that would closely match the level that a player would experience?

      For instance, in a typical game the AI is not so much a distinct entity as just a grouping of functions and variables with certain access rights to other objects within the program. This makes current AI just another aspect of the game.

      But imagine if you could create a presentation layer of the game and then have the AI run as a seperate process altogether - rather than simply a thread in the game. This presentation level would not so much give the AI access to the games variables as present a 'view' of the game world. It would not so much be an API as a AID (AI interface Device) perhaps.

      It's a fun idea. I admit there are many problems, but none truly insurmountable I would think.

    5. Re:Client-side Multiplayer AI by Scoth · · Score: 1

      Wrong issue, though. It's not so much an issue of "cheating" AI that are given information a player wouldn't, but a player using the AI info on their computer in ways they shouldn't. For example, on a game that has map exploration like a RTS game, imagine being able to tap into the AI's viewport and gaining all the exploration knowledge they have. Or a FPS with radar showing enemy locations, you could tap into the AI to either use it's radar too if it's supposed to be a friendly AI. Or, if the AI is on an enemy team, it's info might well have the locations of all the enemies on the team.

      This is all data that any legit player would have, but it can be dangerous to have this info sent to clients that aren't that player. The classic Aimbot is what can happen when you trust client data more than you should, not to mention wallhacks and similar. It would be conceivable that it could be encrypted or tagged somehow, but we all know how well that sort of thing works.

    6. Re:Client-side Multiplayer AI by SnowZero · · Score: 1

      We thought about this a fair bit where I worked. We decided that it just wasn't doable.

      One thing I could imagine doing for a game is offloading just the path planning. You could make it a fairly dynamic thing where no particular client has responsibility for an NPC. Each client would recieve a source and target position for some NPCs, and the client could plan paths and send back a nearby waypoint for each NPC that will take it partway to its goal. You could assign multiple client computers the same problem and pick from the returned results randomly. This would only work for fairly static worlds, but AFAIK most MMORPGs don't allow dynamic obstacles (one reason for not having players be obstacles).

    7. Re:Client-side Multiplayer AI by DragonWriter · · Score: 1
      Is it conceivable to create a method where the AI is presented with a view of the game that would closely match the level that a player would experience?
      Its certainly conceptually possible to, say, pack away the engine in a "black box" module that exposes the same API to the UI client and the AI client, and only exposes to the UI/AI things a "player" should have access to. How well that works may vary for different types of games.
    8. Re:Client-side Multiplayer AI by vertinox · · Score: 1

      And then there is this new physX card - which sounds like a neat idea, but you have the same kind of situation. You can kind of model physics looking a bit better for the player with the card - but all actual physical actions must be reproducible for the non-card having players

      That isn't an actual problem since most of what the Physics cards do is smoke and mirrors.

      As in... It doesn't do bullet or rocket projectiles, but the effects of the particles which do nothing to the player.

      You know... Smoke... Debris... And various other objects that if they came in contact with the player would not cause any harm or any effect.

      So if a player turned this off or did not have a card it shouldn't do anything to their game player other than not look as good.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    9. Re:Client-side Multiplayer AI by Darius+Kai · · Score: 1

      This is true, certain computational duties can be offloaded to clients. Pathfinding could be offloaded, depending on the representation of the game world that is required by the pathfinder.

      In the case of where I worked, we actually had to pre-process the standard representation of the world (which was on each of the client machines) into a special representation which the pathfinder could use. The processing was such that it could not be done on-the-fly as it was fairly computationally complex.

      However, if the pathfinder can use the client-side representation, then Bob's your uncle.

    10. Re:Client-side Multiplayer AI by SnowZero · · Score: 1

      FPS's often distribute a graph of waypoints (aka planning mesh, navigation network, etc) with each level file. Unless you have dynamic terrain, you could do the same, right? Of course, FPS's are famous for their exceedingly sparse planning graphs, so maybe if yours was more dense (to make the characters move nicely), I guess they could be too big.

      Recent motion planning research has been about how to get away without pre-generating such a graph, and instead building it incrementally on the fly. Two methods in particular that have seen a use are PRM and RRT. While nothing is faster than using a preprocessed grid, using something such as RRT as a "local" planner in order to reach a sparse global graph (from preprocessing) would probably be quite applicable to modern games.

  7. It might take awhile.... by Anonymous Coward · · Score: 5, Funny
    In fact, AIseek guarantees that with its coprocessor NPCs will always be able to find the optimal path in any title using the processor.

    Aren't many problems of that ilk NP-complete?

    1. Re:It might take awhile.... by bigg_nate · · Score: 1

      Simply finding the optimal path from point A to point B is pretty efficient. For things like maps, where each vertex has only a constant number of edges, it can be done in O(n*logn) time, where n is the number of vertices (size of the map). Some related problems, like finding the optimal path that visits a bunch of points in any order, are NP-complete, however.

    2. Re:It might take awhile.... by iomanip · · Score: 1

      Actually, if you read down on the specs of this chip, solves P=NP is one of the bullet points.

  8. Yet another waste, years late by MaineCoon · · Score: 4, Insightful
    The product, from a company called AIseek, seeks to do for NPC performance what the PhysX processor does for in-game physics.


    They want to completely ruin game performance by killing the PCI bus bandwidth and causing the GPU to stall waiting on the position/orientation and generated geometry that it will have to render?

    Physics and AI coprocessors are 2 years too late - with the increasing availability of dual core processors in even midrange consumer systems now, and quad core on the horizon, engineering time is much better spent on making an app multithreaded so that it runs efficiently on hyperthreaded and dual core machines, instead of trying to offload it to a coprocessor that few customers will have. For a consumer, it is a better investment to spend an extra $50 to $100 for a dual core processor than spend $300 on a physics or AI coprocessor.

    I doubt, and openly mock, their claims of '200x' speedup. I imagine it will be more like speeding up the process of $200 leaving foolish consumers' wallets.
    --
    Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
    1. Re:Yet another waste, years late by j00r0m4nc3r · · Score: 3, Informative

      I fully believe their claim is totally realistic. With a dedicated circuit to process A* or Dijkstra's algorithm (or solve generic network traversal problems) you could very easily beat a general-purpose processor by 200x. While computer CPU's are very good at doing a lot of different things, they generall y suck at doing specific things extremely fast. A dedicated DSP chip for example can easily outperform a general-purpose processor doing a DSP subroutine by 200x. If they can make these things cheap enough where they can start getting integrated into video cards or whatnot without affecting the price too much, I think they may have a chance.

    2. Re:Yet another waste, years late by Targon · · Score: 2, Interesting

      PCI is on it's way out, PCI Express is the next stage, or HTX(HyperTransport slot).

      Dedicated co-processors are a good idea, the problem is the costs involved. AMD is pushing for these companies to just make their new co-processors work with an existing socket type so instead of trying to sell cards(which cost more money to make due to the PCB), we will buy just the chip itself.

      To be honest, this is a better way to go since if a GPU were implemented in this way, you could easily just buy a GPU, toss it on the motherboard, and bingo, easy upgrade without the expense of buying a new graphics card and memory. Sure, you might see generational jumps in the memory used for the graphics and how it connects to the GPU, but that problem could be solved in multiple ways.

    3. Re:Yet another waste, years late by grumpygrodyguy · · Score: 1

      Physics and AI coprocessors are 2 years too late - with the increasing availability of dual core processors in even midrange consumer systems now, and quad core on the horizon, engineering time is much better spent on making an app multithreaded so that it runs efficiently on hyperthreaded and dual core machines

      I agree that multithreaded game engines are probably the wave of the future, but I would still love to see these physics and AI co-processors integrated onto video cards. Expecting gamers to pay $200 for a PCIe physics card, and another $200 on a PCIe AI card is obviously not going to fly.

      Solution:

      1) Don't make a separate card
      2) License these chips to nVidia or ATI so they can place the chips directly onto their video cards. Then bundle the drivers with the graphics driver download, and work with Microsoft to ensure that the next version of DirectX supports these new features.
      3) If that's not feasible (video card is too bulky, not enough bandwidth through the single PCIe16 or PCIe32 slot, etc.), then integrate the physics and AI chips onto motherboards specifically designed for gamers.
      4) As a last resort, get the physics and AI guys together so they can release a single card that's reasonably priced...and make sure they work closely with Microsoft for DirectX support.

      We need GPUs because graphics processing is highly parallelized, something which is terribly innefficient on general purpose CPUs. In the same way, if physics and AI processing can benefit dramatically from a specialized architecture then it makes sense to build these chips. Even a high-end quad core CPU can't compete with a 32 pipeline graphics card.

      --
      The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
    4. Re:Yet another waste, years late by k_187 · · Score: 1

      well, there will always be people that will buy crap so they can be the 1337est. I'd say that getting MS to put this stuff into DirectX and then getting developers to use it will spur enough adoption of the cards to bring prices down. It wasn't that long ago that GPUs weren't needed. It took quake and voodoo together to get people to realize what the difference could be. What are these people doing to illustrate that difference?

      --
      11 was a racehorse
      12 was 12
      1111 Race
      12112
    5. Re:Yet another waste, years late by Das+Modell · · Score: 1

      I can just imagine the future: two GPUs, a PPU and an AIPU all running with coolers along with the CPU (quad core, obviously) and a few hard-disks and optical drives. We'll need some sort of alien technoloqy to keep those systems running.

      Hopefully it won't come to that.

    6. Re:Yet another waste, years late by Mr.Ziggy · · Score: 1

      I agree that money spent on highly competitive main processors is better than AI coprocessor boards.

      What about this spin for AMD/Intel: Dual/Quad core processors with *DIFFERENT* cores? Each x86 compatible but optimized differently? And multithreaded apps that knew where to send each problem?

    7. Re:Yet another waste, years late by Anonymous Coward · · Score: 0
      I doubt, and openly mock, their claims of '200x' speedup. I imagine it will be more like speeding up the process of $200 leaving foolish consumers' wallets.


      200x does seem a bit severe - but how does that figure compare to the relative performance of a dedicated GPU versus software rendering?
    8. Re:Yet another waste, years late by MaineCoon · · Score: 1

      That has disadvantages; assuming it was financially viable to develop and produced actual results in executable code... I think it would work great for highly specific threads... but in that case you might as well target an instruction set highly optimized to your task at hand, like the SPUs on the Cell.

      Most threads will contain enough different code, and will make calls into system and libraries, that you would need to run different parts of a thread on different processors. A solution I can think of here is to have a system call which switches which core the thread should run on, and next time the thread sleeps and is rescheduled, it resumes execution on the specified core; the thread can then immediately reschedule and sleep, which will stall it, or it can continue executing until it it's timeslice is used up, which could result in getting half or most of the way through running the code meant for the other core, on the current one. Either way, I think the overhead here is probably not worth the benefit, and unless all the code running on the system is fairly balanced, or the system is smart about scheduling for priority (i.e, can treat threads as low priority and not care about which core to run them on), then it will not load balance well.

      Not sure if I'd really want to go that way for general development, myself. I'd rather have a special purpose CPU for special purpose tasks if I REALLY needed it. But I don't think PhysX or an AI chip are the answers to these problems.

      The problems here, with the PhysX, and this new card, are:
      1. relatively expensive (The PhysX costs as much as a good video card, itself)
      2. problem implementations (PhysX does not live up to expectations, and, indeed, negatively impacts the games that use it)
      3. low adoption among consumers, probably because of 1, 2, and 4
      4. lack of adoption among developers, probably because of 1, 2, and 3.

      The 3/4 dependency is a chicken-egg scenario, of course, but made worse by 1 and 2, and the fact that it means either crippling a game without the card, which you don't want to do to consumers, or making 'value added' features to utilize it, which has been one of the big problems. Ghost Recon Advanced Warfighter generates so many more particles in explosions that it stalls the GPU.

      --
      Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
    9. Re:Yet another waste, years late by aadvancedGIR · · Score: 1

      I've seen similar problem when working on cellphones. We had a cheap (but fine) 52MHz ARM7 to run the thing and that was starting to have difficulties to compete with the more expensive ARM9 the other ones were massively using, so one day, our PHB decided to add a top rock chip to our system as a graphic and multimedia accelerator (it was marginaly cheaper than switching to ARM9) and to keep our ARM7 as the master to prevent costy redesign. The result was that, after hundreds of wasted mem*monthes, we managed to have this thing working, only to see it working about 50 times slower because the ARM7 was spending almost all its CPU on communication or waiting for the copro answers and the copro was spending almost all its CPU idle waiting for commands.
      Of course, our next evolution was an ARM9.

    10. Re:Yet another waste, years late by Andreaskem · · Score: 1

      I think the problem is different. You can't just throw a dual core processor in to calculate physics. Physics is mostly floating point calculation and highly parallel. It is comparable to graphics calculations. Same thing: Highly parallel and floating point. There are GPUs that solve this issue and why shouldn't there be PPUs? However, it might be better to use a GPU for physics as those calculations are as I said similar. Best thing would be, as ATI is trying (see my post above) to build a general purpose GPU (GPGPU). It has massive floating point processing power but allows for all kinds of tasks.
      The FPU of a CPU is not up to the task of calculating physics. It doesn't matter if it's dual core or not because the FPU stays the same.

  9. AI and Phys by Broken+scope · · Score: 1

    I find this interesting, but i have to agree with above posters. My line of thought is when it comes to multiplayer games the server needs to be doing things like physics calculations. The server should also do AI. I wonder when we will see the first MMO with a realistic physics model. I want to see a MMO that starts up AI to go about the universe when their are very few players on, or to help the game be fun when it is starting out and their aren't that many people on.

    --
    You mad
    1. Re:AI and Phys by MaineCoon · · Score: 1

      Clients have to do physics as well, for client-side prediction.

      Unless we want to go back to the "good old days" of Quake 1, with jerky networking and opponents who appeared to pop all over the place when the network got congested...

      --
      Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
  10. Specific hardware by Rob+T+Firefly · · Score: 1
    Will games powered by specific pieces of hardware become the norm?
    Many games have been over the past three decades or so. They're known as console games.

    If things continue in this direction, it looks like we may be buying game consoles to hook to our computers instead of our televisions.
    1. Re:Specific hardware by ClamIAm · · Score: 1

      The interesting thing here is that several of the recent consoles really aren't all that specialized. The Xbox was literally a PC. The Gamecube, Xbox 360, and Wii are also very PC-like, save that they use a PowerPC CPU. The PS2 and PS3, however, both have some very custom hardware designed for vector processing.

      I think a better idea for hardware companies like this would be to try and develop a generic gaming co-processor. Or perhaps going with the idea of having several physical CPU sockets where one could add a co-processor for whatever task you do most often.

  11. No by MooseMuffin · · Score: 0

    The AI card won't work for the same reason the physics card won't work. I'm not buying another card. PC gamers already need to spend an extra $200-500 for a graphics card in addition to the rest of the computer. I'm fine with that, but like hell if I'm buying 2 other cards for other features. The only chance these things have is if they get it all onto one card.

    1. Re:No by fbjon · · Score: 1

      I predict that high-end graphics cards will soon turn into "gaming cards".

      --
      True confidence comes not from realising you are as good as your peers, but that your peers are as bad as you are.
    2. Re:No by Anonymous Coward · · Score: 0

      Maybe this allows you to spend money on what you want to have from the game... You like nicer dungeons? Buy the ultraexpensive graphics card. You think that smarter enemies are the way to go? Take the AI card.

      Hopefully it doesn't lead to something like "Please insert another AI card to play on expert level". But on the other hand I remember that Magic Carpet needed 16MB of RAM in order to run in high resolution mode (640x480) and that cost maybe the same as an AI card nowadays ;-)

  12. Weak Praise by nick_davison · · Score: 1

    The product, from a company called AIseek, seeks to do for NPC performance what the PhysX processor does for in-game physics.

    Damn. And I hoped it'd actually be useful for AI.

    The problem with PhysX is it costs similarly to a mid range graphics card and yet adds kind of performance gains of a first gen graphics card. Whilst GPUs are massively evolved compared to first gen offerings, PhysX in its first gen state is a really expensive nice little add on.

    Don't get me wrong, when physics processors and AI processors make the kind of difference that having or not having a GPU makes now, that'll be an amazing thing. It's just that, in first gen form, with no competition yet pushing the market forward, PhysX has been met with a deafening yawn and saying this chip hopes to do the same doesn't really promise much.

  13. Memories by Artana+Niveus+Corvum · · Score: 1

    Seems to me that I recall these exact questions being asked about 3D accelerator cards a number of years ago. Why program for it if you're going to have to make it work without it anyway? For a few games, they just simply made the game not run if you didn't have the particular piece of hardware (this memory is tied directly to a version of a BattleTech-based 3D game that relied directly on you having a Matrox Mystique card, though I read about other things which relied on various Voodoo or... what was it... eh, it was another discrete 3D card that didn't even interface with the normal graphics card. I had one at one point. It was neat when it worked and sort-of supported Glide but with interesting distortions and broken-ness-es...

    --
    -----------------------------------------
    Remove the Greed which plagues mankind.
    1. Re:Memories by Artana+Niveus+Corvum · · Score: 1

      the original PowerVR card! that was it. Just a pci card with a blank back plate. =)

      --
      -----------------------------------------
      Remove the Greed which plagues mankind.
  14. Singing, dancing, GUI's by Anonymous Coward · · Score: 0

    "Heartless Gamer writes to mention an Ars Technica article about a dedicated processor for AI performance in games. The product, from a company called AIseek, seeks to do for NPC performance what the PhysX processor does for in-game physics."

    Or both can be used to speed up Vista.

    1. Re:Singing, dancing, GUI's by zarthrag · · Score: 1

      Vista has physics??? *duck*

      --
      Why can't all fpga/microcontroller manufacturers just release free optimizing compilers???
  15. Why wouldn't we just use extra cores? by Rhys · · Score: 3, Insightful

    Since the Mhz jumps of the past seem to be by and large behind us these days, but we're looking at more and more cores, isn't it time that games become multithreaded and offload that nasty pathing work to a second core? Sure you could buy stupid shiny cards for the game physics and AI and network (some sort of network booster that avoids the OS's TCP stack -- posted a while back I believe), or alternatly just make use of the extra hardware that /will/ be in the box anyway.

    Now, the decent AI toolkit that folks can license might be worth it anyway, when they figure out they should just run it on the CPU instead of their custom CPU-like-thing.

    --
    Slashdot Patriotism: We Support our Dupes!
    1. Re:Why wouldn't we just use extra cores? by Anonymous Coward · · Score: 0

      Because custom hardware is much faster than your CPU. Compare GPU for graphics vs. CPU for graphics.

      You might argue that they are doing it on the CPU already, so they more CPUs = more AI, but at some point this stops working and CPU's aren't fast enough to do all the computation. Just like how real-time graphics didnt' really take off until video cards were popular.

      The real benefit of these cards isn't to speed up the AI we have today in games, but to allow developers to use algorithms that they can't use right now. As other people have already stated, during the adoption period this must be optional so that the game can work on lots of hardware, so maybe the current MMO market prohibits this. But wouldn't it be awesome if you could play an MMO in a massive hundred vs. hundreds battle with intelligent AI that actually made good decisions and wasn't super easy to exploit? I think it would be rad.

    2. Re:Why wouldn't we just use extra cores? by Dekker3D · · Score: 2, Interesting

      ah, finally someone who thinks my way. yes, if we were to have a choice between various ai/physics cards somewhere in the near future, like we do with graphics cards nowadays, they would automatically become affordable in an effort to become the cheapest and/or best of all similar cards. that way, we could have those great features. game developers and game modellers would rejoice in the removal of the barrier in animation (vertex displacement function for muscle simulation, anyone?) and physics (massive physics-based puzzles and arenas?) to those who said a separate ai card would make ai too difficult... it would also allow the programmers to limit the ai so it only knows what it should know, like a normal human does. stealth would become better, more enjoyable and more rewarding as you've finally gotten the feeling of playing against smart enemies.

    3. Re:Why wouldn't we just use extra cores? by k8to · · Score: 1

      Yes of course in general the performance of silicon moves to the general space. DSPs had a brief fling in general computers but processors adopting SIMD provided most of what the DSPs could offer.

      If something like an "AI processor" can really provide that much of a dramatic improvement over generalized silicon, the question becomes what is it about the technology that is so much better? Are there really a number of completely static operations that do not need be flexible that are needed, like the floating point dot product load needed for 3d graphics. Or is this really just a general processor in disguise with a few special features.

      3D processing is a good example of a cpu offload system which has not been integrated with the primary CPU, but remained a discrete part, because the work it does is highly regularlized and can be hard-implemented in efficient silicon designs. Some DSP type applications such as the "softmodem" on the early multimedia Macintoshes were not really huge repeatable loads, and were easily shifted to the general processor.

      If the demand for higher performing AI systems is really there (it seems plausible as gaming systems can handle large number of items due to increased CPU and RAM), then the special custom card will stay or go depending upon the true nature of the core of the workload, and any need for flexibility by developers of relevant software.

      --
      -josh
  16. Naah, not anytime soon by Gr8Apes · · Score: 1, Redundant

    I think that AI and physics co-processors have a better future as part of the CPU, rather than an add-in board. Perhaps as additional core(s) on an AMD processor, with full access and feedback to the CPU proper?

    --
    The cesspool just got a check and balance.
    1. Re:Naah, not anytime soon by legoburner · · Score: 2, Interesting

      I am not so sure, as I think that some sort of programmable PCI-X card is going to exist sometime soonish which will allow programmeable hardware processing of simple routines like line of site or pathfinding (or other mathematical problems), and this will offload from the CPU. This would be more logical as it can then be used in many different applications from custom rendering for render farms, to hardware-assisted protein folding through to complicated firewalling/packet sniffing and back to gaming and other desktop usage. They have been in development for a while now, I just wonder when they will start becoming available to the consumer.

    2. Re:Naah, not anytime soon by Hast · · Score: 1

      Yeah, they already to those. They are called multi-cores.

      The biggest problem with this AI card is (besides being vapourware) is that there is no way in hell you can beat CPUs at their own game. (Executing branchy code.)

      I can see use for an AI library though. It doesn't seem like these guys are really clued in enough for that though.

    3. Re:Naah, not anytime soon by DragonWriter · · Score: 1

      OTOH, lots of modern computers aren't exactly made to just seemlessly drop in another CPU, whereas most are made to accept expansion cards of some sort. You don't have to beat the CPU at its own game with the co-processor, you just need the CPU and co-processor combination to beat the CPU. But, yeah, this seems like a case where getting a computer with another CPU would be more likely more cost effective to start with than getting one with an "AI coprocessor".

    4. Re:Naah, not anytime soon by Andreaskem · · Score: 1

      Isn't ATI designing a GPGPU (general purpose GPU) at the moment? There are indications that there will be a new product called "Firestream" that might be such a thing.

    5. Re:Naah, not anytime soon by Hast · · Score: 1

      Well yes, that is true. But most modern computers ship with dual core processors. There you have a spare processor which (at this moment) is completely unused by games. If you code AI routines towards using that instead then you'll likely get a much bigger performance boost and a lot more people will be able to use it.

      Pretty much all new gaming PCs now are dual core. And it will be a long time until we see even a few with AI cards.

      Furterhmore it seems like the current trend is to simply put more cores on there. So if AI coprocessors want to get in the game they'll have to be a lot better at what they do than the CPU. Currently I don't see that happening.

  17. Welcome to the Dot Bomb v2.0 by Bieeanda · · Score: 2, Insightful
    One might think that the future is piecemeal, given the PhysX card, this thing and the even more ridiculous Killer(TM) NIC, but there's a few small things that the would-be bandwagoneers developing these things don't want to think about.

    The first is money. A serious gamer who likes his bells and whistles might be expected to spend several hundred dollars every year or two, in order to make his games run at their prettiest and fastest. He still has a finite budget, though-- asking him to spend a similar amount on physics and AI hardware is unlikely to have the desired effect.

    The second is developer support. Developers are stuck in an even bigger pickle: on the one hand, these devices (ideally and theoretically) provide new avenues for gameplay, but the moment that the hardware becomes necessary, they've eliminated a definite percentage of their market.

    Three... are these things necessary, or even desirable? The original PhysX demo application, intended to show the effectiveness of the hardware by flinging crates around, ran perfectly smoothly on good hardware once hacked to remove the check for the PhysX processor. The Killer(TM) NIC is pretty much marketing snake-oil to anyone with any knowledge of networking. The 'need' for an AI coprocessor is pretty much obviated by faster main processors. Most games these days haven't been optimized for the multi-core processors that, unlike parlor tricks like PhysX, are actually growing in popularity. Wouldn't it be just that much easier for a developer to assign AI routines and meaningful physics interactions to idle processor cores, rather than constantly shuffling vital data back and forth between peripheral cards?

    1. Re:Welcome to the Dot Bomb v2.0 by Anonymous Coward · · Score: 0

      You all are whining too much.

      All of these technologies are first gen. They will get much better. Using a general purpose processor will never be as good as using a dedicated purpose processor. Obviously these things need to mature first however(they're baby ideas growing into big strong silicon). Special purpose processors are going to be the only way to go to get real performance in the future along with multi-threading and multi-coring everything. You can get 10 fold and more better performance out of specialized hardware than out of general purpose HW.

      Yeah they suck now, but they'll get better if the commercial market doesn't kill the company while its incubating the technology.

  18. Everything old is new again. by TheWoozle · · Score: 1

    As always, computer "innovation" goes in circles. Everything goes from dedicated hardware to software running on a general-use CPU, and back again. Terminals are replaced by PCs, which become hosts for remote interfaces to applications running on servers somewhere else.

    It seems like everything I can do now I could do in 1990, but today I can do it *in hi-definition, wirelessly*. Yippee.

    --
    Insisting on "correct" English is like saying that there is only one, definitive recipe for chili.
  19. This is better for consoles by Travoltus · · Score: 1

    Slap this into the Xbox 720 or PS3/4 and you get a mondo increase in NPC performance as long as the developers put in some rudimentary "learning" routines to keep things random. All gamers buying games that desire that NPC chip, get to enjoy the fun. Not so for the PC gamers. For PC gamers, game companies that make games for the most elite configurations - namely, those requiring the PhysX processor and this one - will have a lower percentage of sales per owners of PCs.

    --
    --- Grow a pair, liberals... stop letting the Republicans bully you!
    1. Re:This is better for consoles by ThomasBHardy · · Score: 1

      Now all you have to do is define the standard AI interface for all games so that you coudl build an optimized chip for it. No problem right? I'm sure the AI needs of Quake, Need for Speed, GTA, World of Warcraft, Lumens and Poke Mon are all exactly alike.

      --
      Warning: Teh poster of this messaeg is lysdexic
    2. Re:This is better for consoles by cowscows · · Score: 1

      I'd imagine that for a lot of things, there are more similarites than you think. Stuff that has already been mentioned, like line of sight or path finding. One thing that most games nowadays have in common is that they're basically simulating three-dimensional spaces. What happens within those spaces changes, but there are certain qualities of those spaces that are pretty much always the same. Some objects are in front of others. Some objects are too far away to be seen. Most objects in the world cannot be passed through. And so on. Whether they're shooting aliens, or driving a car trying to chase down a criminal, most NPC's in today's games are inhabiting a simulated reality with rules pretty similar to real life.

      --

      One time I threw a brick at a duck.

    3. Re:This is better for consoles by ThomasBHardy · · Score: 1

      I think there are a lot of assumptions about the commonality of the framework of the game engine. The methodology of determining something like line of sight is a very different exercise in say World of Warcraft, where everything from your position in a 3-d environment as compared to a 2-D RTS game which is not creating a 3-d modeled world and is performing a map data examination to determine line of sight within it's own framework.

      The sheer essence of games is that any given game does things it's own way in order to achieve it's own goals. This gives us diversity, progress and competition. In order to use canned AI routines, you woudl need to costruct your games around the commonality that the AI routines can accept. I think it would lower diversification.

      The better question of "Can a Card Enhance AI" is "Why not use the high underused CPU in the soon to be ubiquitious Dual Core PCs instead?"

      If they think they can make an AI card, they shoudl start by making an AI library and convince a statistically non-trivial portion of the game development comm unity that it works and see some games in release with it. Then you can spend the money to try and make cards that optimize the libraries. Any card they release before they even have a market will have the same lackluster reception that Aegis has had.

      --
      Warning: Teh poster of this messaeg is lysdexic
    4. Re:This is better for consoles by Fulcrum+of+Evil · · Score: 1

      Meh, if this became popular, it'd just be another required card for a gamer PC, much like the 3d accelerators.

      --
      "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
    5. Re:This is better for consoles by Anonymous Coward · · Score: 0
      a simulated reality with rules pretty similar to real life.
      That's "similar to the programmed reality of The Matrix".
    6. Re:This is better for consoles by cowscows · · Score: 1

      Well yeah, obviously it won't work for every type of game.

      I do agree with your point about the AI libraries. Just like how graphics cards have been engineered around software libraries (DirectX and OpenGL), and vice-versa. Having a stable toolkit for both game developers and the AI card guys to work towards would definitely be key for this to work.

      Although many games use the same DirectX and OpenGL libraries, developers have still managed to make a bunch of different games, and do it would be with AI libraries. If you need something that the library doesn't explicitly provide for, then you have to write somethign to do it yourself. A well written library would allow plenty of flexibility for developers while at the same time making some of the more common stuff quicker and hardware accelerated.

      So what we're left with is a sort of a chicken or the egg problem. Can an AI card gain any acceptance without a solid library for it? Does having a card available speed up the adoption of that library? How do they relate when it's all just starting up? I don't have any answers for that. I guess I suck :(

      --

      One time I threw a brick at a duck.

  20. MMO Servers? by Kaenneth · · Score: 1

    I could see something like this used to lower the costs, and increase the scale of games like Everquest/World of Warcraft. Those games have dedicated server machines running AI's 24/7, for profit.

    1. Re:MMO Servers? by ThomasBHardy · · Score: 1

      Ok so Blizzard buys a few hundred cards... Sony buys another few hundred... NCSoft buys a few more hundred...

      Now all you have to do is find someone to buy another 1.3 million to make them profitable for all the design work and manufacturering costs that went into them and you are golden ;)

      --
      Warning: Teh poster of this messaeg is lysdexic
  21. hm-Modding "/.". by Anonymous Coward · · Score: 0

    "sounds like it just speeds up existing AI routines..... and existing AI routines, well, SUCK."

    So much for "chipping" slashdot posters.

  22. way of the present by krotkruton · · Score: 2, Interesting

    Is this the 'way of the future' for PC titles? Will games powered by specific pieces of hardware become the norm?

    Short-run, maybe; long-run, no. IMHO, things will consolidate like they always seem to do. Video cards are necessary for more than just games, so they won't be going anywhere. Physics and AI cards seem to be useful for nothing but games. It would be foolish to combine all video cards with physics and AI chips because not everyone plays games, but why not combine the physics and AI chips? Farther down the road someone will come out with a new card to enhance some other aspect of gameplay, and eventually that will merge with the physics and AI chips on their own card.

    Things are always being consolidated on PCs. Look at all the things on mobos that used to require separate cards 10 years or even 5 years ago. Designers get better and better at cramming more things into a smaller space (even if that is getting harder and harder to do), so it seems to me that these things will keep merging together when it is useful to do so. In this case, I don't think most PC users want to have 3-5 cards just for games, so it is useful. I could be completely wrong on that point though.

    1. Re:way of the present by vimh42 · · Score: 1

      Physics and AI cards seem to be useful for nothing but games.

      Almost correct. Actually I see physics and AI cards being more relevent in non-gaming enviroments. Lets take for example The PhysX card. Softimage XSI 5.x (essentials & advanced) contains support for these cards for rigid body dynamix simulation. I cannot say for certain how much of a benefit these cards provide (don't have the card or that version of the sofware) however there could be a strong benefit indeed.

      An AI card could also prove very useful. How about Behavior which is a crowd simulation program that is part of XSI advanced? Or what about Massive or the myriad of other AI software packages?

      I do agree though. These types of devices will consolodate. At least at the normal consumer level. I certainly don't want multiple cards to give me the best gaming experience. And future software will likely take advantage of mult-core systems in a manner that will render (no pun intended) add in cards useless.

  23. Who cares? by Threni · · Score: 1

    > Is this the 'way of the future' for PC titles?

    I mean, I care, but best-selling games has always been about licenses, tie-ins, snazzy graphics. If there's one thing I've learnt from playing (and to a lesser extent, writing) computer games is that nobody (statistically speaking) cares about gameplay and AI.

    Besides, the best games I've played recently - ie the Battlefield series of games from EA - don't even use AI (unless you're in billy-no-mates single-player mode).

  24. Physics + AI + Graphics = Game Card? by bockelboy · · Score: 5, Interesting

    One begins to wonder what the "endgame" scenario for the respective manufacturers of the physics and AI cards we're seeing. I can foresee three distinct situations:

    1) The CEOs, investors, and engineers are complete idiots, and expect all the gamers of the world to buy separate physics, AI, and graphics cards
    2) They're hoping to provide chips to ATI or nVidia for a "game card" instead of a "graphics card", the next generation of expensive purchases for gamers
    3) They're hoping to provide chips for the nextgen xbox / playstation / wii, hoping that their chips will be the ones to make gaming interesting again.

    1. Re:Physics + AI + Graphics = Game Card? by Isthisagametou · · Score: 1

      Rather, the investors are idiots, the CEOs are laughing on the way to the bank, and the engineers are having fun building something cool.

    2. Re:Physics + AI + Graphics = Game Card? by SanityInAnarchy · · Score: 1

      Depending on how much cheaper it is, or what the difference in quality between revisions is, I'd probably rather buy them individually if they'll be used at all.

      nVidia does actually want to make a "game card" -- they hate x86, and I don't blame them. But why are we running computers in the first place, and not consoles?

      Customizability and upgradability. Take just the parts you need, only upgrade the bottlenecks.

      That means that I would much rather have many, many little cards than one huge one. It may require a fundamentally different architecture -- even if there were enough slots to go around, there won't be enough cooling, and it'll be cumbersome as hell -- but that doesn't seem like a huge deal. I wouln't even object to putting the whole assembly in a separate box.

      On the other hand, if I understand it, the point of the Cell processor is to do exactly that one one chip, and call that the CPU -- just throw in all kinds of different cores that are good at various things (on a more mathematical than practical level -- not physics vs AI, more like floating-point vs integer vs boolean logic), distribute the program between these cores. No need even for a graphics card. But I may be completely talking out my ass here.

      --
      Don't thank God, thank a doctor!
  25. Need... bigger... motherboard by Anonymous Coward · · Score: 0

    How am I supposed to pretend to have quad SLI, PhysX, this AI card, Soundblaster X-Fi, and the $279 'killer' NIC all at once, huh? It's just not fair!

  26. For all inents and purposes... by hrrY · · Score: 1

    This is a great concept, but all the same, more imposing on the Game dev's and hardware vendors. In my mind this is just another API that you would need to study the libraries for, and would consequently drive up the development time for a project; that in this day and age will slowly kill of hype before release, and then kill off SALES when the end-user discovers that the shiny new AI processor hinders the bliss of that which is 60+FPS... If you look at the PhysX cards and all the hype that it generated as an example, this kind of 3rd implementation actually makes the games perform sub-par. Also, I have not seen any tangible difference in-game between physics performance with PhysX and without PhysX; you will only see graphic's performance which does not equal "physics performance". So until the chipset manufacturers(Intel, Nvidia, Via) get involved with the providing solutions to allow these products do what they are advertised to do, they are all for not.

  27. You mean way of the past, right? by Yvan256 · · Score: 2, Insightful
    Is this the 'way of the future' for PC titles? Will games powered by specific pieces of hardware become the norm?
    If you look at the Amiga, I think it had a CPU or co-processor for almost everything...

    As for this new thing "doing the same thing as the PhysX processor", we'd have to see this PhysX processor in action (and on the market) first, wouldn't we?

  28. So what? by JensR · · Score: 1

    I assume you could accelerate A* with a dedicated chip - but that makes only a relatively small part of AI. Or you could accelerate Neuronal Networks, but most games I know use relatively plain state machines.
    I'd move the pathfinding onto another thread, and with the gaining popularity of multi-core architectures you should get the same effect. That way you'd share most of the resources with the rest of the system, and wouldn't have to worry about sending everything over the bus to another card.

  29. ya, SMP anyone? by snarkasaurus · · Score: 2, Insightful

    I agree. Intel just released dual core chips, AMD has them already and is about to release quad core chips, plus we have -cheap- dual processor boards available. That'd be eight cores, as soon as AMD releases their new kit.

    Even Windows is shipping with SMP available, we have processing capability out the wazoo pretty much. Should be able to handle any AI requirements I'd think and have room to balance your checkbook at the same time.

    Some clever lad should be able to design a bot that doesn't do the same thing every single time, eh? Maybe learns to check that blind spot before it sticks its head out. Now THAT would be fun! Better than new eye candy, for sure.

  30. Decrease the constant factor by tepples · · Score: 1

    True, finding the optimal path is often NP-complete, but if the AI card decreases the constant factor in the majority of cases, this could still be a win.

    1. Re:Decrease the constant factor by 26199 · · Score: 1

      Hmm. Path finding isn't NP complete -- polynomial, at worst. So it's quite solvable.

      It's only NP complete if you have some weird requirement like 'visit all cities' as in the Travelling Salesperson Problem.

      And anyway in general if a problem is NP complete then people can't do it either, so you don't need a full solution...

  31. Completely off base by everphilski · · Score: 2, Informative

    They want to completely ruin game performance by killing the PCI bus bandwidth

    Positional updates to a character in the game are very low bandwidth - I mean, MMO's do this all the time and don't saturate network connections, much less a PCI buss. The calculations are heavy but the input and end result are just a few numbers, plus a terrain map you would load once and forget until you zone, at which time a little latency is happening anyways.

    causing the GPU to stall waiting on the position/orientation and generated geometry that it will have to render?

    Read carefully. It isn't generating terrain, just sending around updates. Diffs between 2 meshes don't have to be big. The mesh will probably stay the same, just relocate. Send an array of updated points with the corresponding indices. It isn't hard to imagine that a dedicated processor could do these things significantly faster than a processor that is already breaking its behind doing thousands of matrix transformations, player calculations, sound and graphics effects, etc.

    1. Re:Completely off base by MaineCoon · · Score: 1

      You either misunderstood what I meant (I was mocking what Agea PhysX did for physics; the card is trash, and games that utilize it have suffered an average 25% framerate drop due to the extra geometry being handled, for a variety fo reasons)... or you aren't aware of the problems with the PhysX card, that I just mentioned. Hit up some sites and look at the benchmarks for when the card is used.

      --
      Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
    2. Re:Completely off base by jandrese · · Score: 1

      The performance drop comes because they're putting a ton more eyecandy in the game. Normally the benchmarks are Normal mode vs. PhysX mode (which has considerably more physics enabled objects). Nobody benchmarks PhysX mode without the card because it would be a total slideshow. On the other hand, the eyecandy usually doesn't come through much in the screenshots, and honestly even in person it's not that compelling, but that doesn't change the fact that the online speed benchmarks you're talking about are totally bogus. It's like saying a Geforce FX 5900GT is slower than a Geforce 4MX because the 4MX has higher FPS (at 640x480 no features) than the 5900 (at 1600x1200 16xAA full max detail).

      --

      I read the internet for the articles.
    3. Re:Completely off base by SanityInAnarchy · · Score: 1

      Please stop assuming you can just keep adding latency to zone changes or level loads. Games are much more fun with dynamic loading. Also, I strongly suspect that as you've pointed out, AI is simply not enough of a concern to do much to a CPU -- at this point, your money is likely far better spent simply buying a slightly faster CPU and forgetting about it.

      --
      Don't thank God, thank a doctor!
    4. Re:Completely off base by everphilski · · Score: 1

      Yeah, but the PhysX card is doing something different, and handling it differently ... believe me ... otherwise we'd be seeing a lawsuit :) This card is not handling full body physics rather AI, which are real easy to describe in very few terms, versus a full suite of physics which yes, takes a lot of data.

      Just cause two cards push data across a bus doesn't mean they will have the same faults. That's like comparing your sound card to your NIC. They do two differnt things, consume two different levels of bandwidth, etc.

  32. useful for game servers? by j1m+5n0w · · Score: 4, Interesting
    why program your game for a dedicated AI card if you're just going to have to make it work on computers without one?

    Perhaps the card could be most useful not on the client, but in dedicated mmorpg servers. I know WoW could definitely use some smarter mobiles. Sometimes I think whoever designed the AI was inspired by the green turtles from Super Mario 1. I'd like to see games with smarter mobs and NPCs, and any game with a realistic ecology (for instance, suppose mobs don't magically spawn, they procreate the old fashioned way, and must eat food (a limited resource) to survive) would require many more mobs than a WoW-like game in order to prevent players from destroying the environment. Simulating millions of intelligent mobs would likely be very expensive computationally.

    1. Re:useful for game servers? by bsmoor01 · · Score: 1

      IIRC, Ultima Online originally had an ecosystem that relied on reproduction to keep the flora and fauna going. It worked well until players were introduced and they killed off everything and the world turned into a wasteland.

    2. Re:useful for game servers? by deviceb · · Score: 1

      not to mention that is one mob was "smart" ..could hear and see you comming, react to each situation, and was more powerfull of top of all that. Raids would be a whole different story

      --
      Kill your TV
  33. What ever happened to 3dfx? by Travoltus · · Score: 1

    I've been using nvidia forever and a day since I switched out from the Matrox Parhelia.

    When is Matrox coming out with something new?

    --
    --- Grow a pair, liberals... stop letting the Republicans bully you!
    1. Re:What ever happened to 3dfx? by Anonymous Coward · · Score: 0

      They're launching a new card along with the release of Duke Nukem Forever... although it looks like 3DRealms might be ready before them.

  34. Might work for MMORPGs by Lonewolf666 · · Score: 1

    So far, those seem really short of AI. Maybe because they have less computing power per player (that server farm must be affordable). With dedicated AI cards for the servers, MMORPGs might be able to catch up to newer single player games that have at least half-decent AI.

    --
    C - the footgun of programming languages
    1. Re:Might work for MMORPGs by DragonWriter · · Score: 1

      I think MMORPGs have weaker AI simply because its viewed as less of a priority in a game where interaction with lots of other players is a key feature.

  35. Lockout chip business model by tepples · · Score: 1
    it looks like we may be buying game consoles to hook to our computers instead of our televisions.

    Will video game consoles for computers come with the same systematic bias against smaller game developers that video game consoles for televisions have traditionally come with?

  36. I know this is harsh and all but... by ThomasBHardy · · Score: 5, Insightful

    Ok I do know I should be more tolerant of my fellow man and all that stuff, but really... this is just damned foolish.

    Imagine the conversation that led to this...

    -misty flashback fade-

    Marketing Guy : Oh man, gaming is ready for a revolution!
    Technical Guy : It's called a Wii now

    Marketing Guy : Huh? We now what? -shakes head- I mean these gamers, they buy top end stuff, they have money to burn!

    Technical Guy : Not really, they buy slightly under the curve and tweak up and overclock mostly
    Marketing Guy : No no I read in a magazine that all gamers have more common sense than money
    Technical Guy : -sigh-

    Marketing Guy : These Ageis guys really whipped up a lot of frenzy about a new type of add on card.
    Technical Guy : Yeah it's supposed to make the gamers run better by adding physics processing but the demo..
    Marketing Guy : And they are making money hand over fist!
    Technical Guy : Well, actually...

    Marketing Guy : And it's so easy to make specialty stuff!!
    Technical Guy : But their demo runs the same even without the card!

    Marketing Guy : Wait, Wait, I got it! We'll make a card that adds more CPU power!
    Technical Guy : Well dual cores add lots of CPu power that has yet to be tapped by games
    Marketing Guy : No wait, even better, we'll make it special! That's what made the Ageis guys rich!

    Technical Guy : Listen, the Ageis guys are not selling much, you might not want to...
    Marketing Guy : We'll add better AI! That's IT!

    Technical Guy : Better AI?
    Marketing Guy : Yeah, we'll sell a card that makes the games run better!
    Technical Guy : How's that work?
    Marketing Guy : We'll umm, make it able to process AI commands like a graphics card processes graphics commands.

    Technical Guy : But Graphics Commands are standardized, so they can optimize for that.
    Marketing Guy : We'll get them to standardize AI commands.

    Technical Guy : -twitches- But, every game has different needs from AI
    Marketing Guy : So we'll make it flexible, generic, so it can do anything

    Technical Guy : If it's generic processor design, it's the same as a regular CPU.
    Marketing Guy : Exactly!

    Technical Guy : But then what is it's advantage?
    Marketing Guy : Haven't you been listening? It'll make games play BETTER!

    --
    Warning: Teh poster of this messaeg is lysdexic
  37. Stupid question... by UbuntuDupe · · Score: 3, Interesting

    ...that's I've always wanted the answer to from someone who knows what they're talking about:

    For the application you've described, and similar ones, people always claim it would be cool to be able to handle massive dataprocessing so you could have lots of AI's, and that would get realistic results. However, it seems that with *that many* in-game entities, you could have gotten essentially the same results with a cheap random generator with statistic modifiers. How is a user going to be able to discern "there are lots of Species X here because they 'observed' the plentiful food and came and reproduced" from "there are lots of Species X here because the random generator applied a greater multiple due to more favorable conditions"?

    I saw this in the game Republic: the Revolution (or was it Revolution: the Republic?). It bragged about having lots and lots of AI's in it, but in the game, voter support in each district appeared *as if* it were determined by the inputs that are supposed to affect it, with a little randomness thrown in. The AI's just seemed to eat up cycles.

    Long story short, aren't emergent results of a large number of individual AI's essentially the same that you would get from statistical random generation?

    1. Re:Stupid question... by kingofwaldos · · Score: 1

      You read Asimov's Foundation series, I take it.

    2. Re:Stupid question... by UbuntuDupe · · Score: 2
      Er, no. *looks up* I'm not trying to make some kind of deep statement about the equivalence of machine and man, and with it, the inevitability of history. I'm just saying, how do I as a game player, have a different experience when you do:
      CRITTER_SPAWN_PROBABILITY = TREE_DENSITY * 0.4 ; //posit probability of critter spawning
      CRITTER_POPULATION *=1+CRITTER_SPAWN_PROBABILITY;
      as opposed to:
      for (int i=0;i<CRITTER_POPULATION;i++)//an AI in which the critters "decide" to spawn another
      {
        if (random()*TREE_DENSITY < 0.4)
        _critter[i].reproduce();
      }
      It just seems that with a large enough population, the results are indistinguishable. (I know, it's kind of an over-simplified, AI, but both the AI and pure randomizer would take the same variables into account.)
    3. Re:Stupid question... by dsignr · · Score: 1

      I don't think so. A large number of individual AIs would consistently produce the same result provided that all variables are the same. A statistical random generator would, well generate a random result based on established statistics.

    4. Re:Stupid question... by UbuntuDupe · · Score: 1

      Well, most AI's involve some level of randomness to make them seem smarter. (A fully predictable AI loses its edge.) But even if not: let's go back to the forest example. Unless I literally follow an animal over, what do I care whether some algorithm led it in, or some weighted randomizer put it in a place it could be expected to go? In both cases, the animal is likely to be there, and I find it there. I just don't see what it adds.

    5. Re:Stupid question... by j1m+5n0w · · Score: 1

      I think that most of the time, a simple model like the one you proposed would be mostly believable. However, there are many corner cases to consider, and a model that only does what the developers programmed it to do may not always be realistic. For instance, if all your critters are on one island and your trees are on another, shouldn't all the critters die out, assuming they need trees to survive? (Perhaps they are termites or goats?)

      A user might reasonably expect that he/she can erect a fence around a plot of land and create a local ecology independent of the surrounding ecology (with the exception of weather, which is harder to control). It may be hard to make a statistical model obey such fences, and set the spawn rate separately inside and outside the fence. However, if a specific critter can't reach the specific resources it needs, the game server can simply kill it off (or, at least, prevent it from reproducing).

    6. Re:Stupid question... by DragonWriter · · Score: 1
      Long story short, aren't emergent results of a large number of individual AI's essentially the same that you would get from statistical random generation?


      Sure, if you got lots of little "agents" acting on the same inputs, applying a function with some random variation, and producing results, and then aggregate them, you could do the same thing with one big function and a different, suitably chosen, random distribution to produce the same results.

      OTOH, if the agents are reacting to their immediate environment and interactions, have some sort of individual "memory" and "preference" model driving their behavior, etc., they may not produce results that can be easily modelled by a simple function over the aggregate measures of the conditions.

      So, I think the extent to which AI agents produce results that look like statistical random generation based on overall conditions depends on the kind of AI agents used; the shallower the AI, the less possibility for interesting emergent properties.
    7. Re:Stupid question... by B1ackDragon · · Score: 1

      My (relatively uneducated opinion) is that you are right. If you're going to be interesting in the behavior of groups at a suffiently high level, in many situations it is plenty to simply simulate what an AI might statistially do rather than implement actual AI's.

      For instance, I was just the other week talking to a biologist who wants to simulate how trees migrate over generations. The problem was tricky because she wanted to model each individual acorn along with squirrels and birds and possibly even terrain, even though only a small known percentage of the acorns will make it to germination. I suggested modeling not every acorn, but only those percentages which survive, and distribute them according to various distributions (eg birds carry an acorn an average of X yards with standard deviaton Y), greatly reducing computation costs.

      I believe that often, the only argument for actual modeling of each agent is "correctness," the idea being that statistical models are only as good as your statistics. Then again, AI models are only as good as your behavior rules... and with the number of variables and the subtle differences small changes to them can make, this can be difficult.

      --
      The snow doesn't give a soft white damn whom it touches. -- ee cummings
    8. Re:Stupid question... by miach · · Score: 2, Interesting

      Having actually written some game AI (about 7 years back now), we actually used both depending on whether the player could see what was going on or not.

      Thus if you were following the animal it would wander through the forest in the expected manner (unless you got in it's way, etc), but if you just wandered into the forest there would be an expected number of animals "from stock" (and if you killed them all, there would be none left).

      I'd write something considerably more complex for the visible parts these days (having more CPU to hand), but for the invisible parts, as long as it looks correct to the player, it doesn't matter if you simplify things.

      In relation to the original post, we already had multi-level AIs and would ramp them up in a similar way to the graphic level of detail (ie. the more CPU cycles you had to throw at the renderer, the more detail was displayed - all the models had several level of detail variations depending on range and we'd change the distance at which we switched level of details according to the frame rate).

      Similarly with the AIs - the further away the more we did statistically and the less we did with the more complex routines. Having a dedicated processor for some of the AI would just mean we could ramp the complexity of the routines a little sooner.

  38. My bet: it won't fly by archeopterix · · Score: 4, Insightful
    I think it won't repeat the success of 3d acceleration, because AI is quite unlike 3D. The key factor in 3d accelerators' success is IMHO a very good set of primitives. If you are fast at drawing large numbers of textured triangles potentially obscuring each other, then you are there (almost) - you can accelerate practically any 3d game. I don't see anything like this in AI. Well, perhaps a generic depth-first search accelerator for brute force algorithms, but the problem I see with that is that the search spaces will vary from game to game, so you probably won't be faster than your current multi-core generic CPU.

    It seems that those guys did what's best under these circumstances - got a specific search space that is common in many games and specialized in that. IMHO, it's not enough to get the snowball rolling, but time will tell.

    1. Re:My bet: it won't fly by exp(pi*sqrt(163)) · · Score: 3, Informative
      a very good set of primitives
      You mean like LISP functions?

      You've practically stated the solution yourself - what we need is a LISP coprocessor. (I'd personally prefer Haskell but LISP is more traditional for AI.)

      --
      Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
    2. Re:My bet: it won't fly by Watson+Ladd · · Score: 1

      Scheme is smaller, try that. How about a common instruction set for functional languages, like...Parrot!

      --
      Inventions have long since reached their limit, and I see no hope for further development.-- Frontinus, 1st cent. AD
    3. Re:My bet: it won't fly by archeopterix · · Score: 1
      You mean like LISP functions?
      ... or like the good old generic CPU instructions. Before deciding which ones are 'better' one has too look at Lisp Machines - what were they good for and why they died.
  39. Not for home use by Dachannien · · Score: 0

    The obvious application for this technology is in MMOG servers, not in desktop machines.

  40. $279 by Anonymous Coward · · Score: 0

    I didn't know what the Killer(TM) NIC was, so I looked it up. It's $279 for a NIC. That's all anyone need know. They throw some buzz words out there, but remember, $279. It's a space heater/NIC that takes up a PCI slot and costs $279. End of story.

    $279

  41. No, the cat does not "got my tongue." by Impy+the+Impiuos+Imp · · Score: 2, Informative

    > In fact, AIseek guarantees that with its coprocessor NPCs
    > will always be able to find the optimal path in any title using the processor.

    It has been mathematically demonstrated there is no general pathfinding solution significantly better than trying all possibilities (though pretty much only in degenerate cases could the best path be difficult not to find by a hill-climbing heuristic.)

    Still, it should be trivial to whip up a case that would require these dedicated processors longer than the known age of the universe to find the optimal path.

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    1. Re:No, the cat does not "got my tongue." by Hast · · Score: 1

      What? A* finds the optimal solution as long as the heuristic is valid. There are better algorithms of course, but to claim that you might as well brute force is just silly.

      Or perhaps I just completely misunderstood your statement?

  42. What a fascinating idea! by Anonymous Coward · · Score: 0

    You mean a separate box just for games? What would this mysterious "play station", look like, what would it cost? I'm having trouble imagining what this "game cube" or "entertainment system" would cost, and who would buy it. Who would write games for it? It's an unknown, or an "X box", if you will.

    Nah, it will never happen. People like to use their hardware for word processing and spreadsheets, not shooting aliens. These aren't "game boys" we're talking about here.

    Now if you'll excuse me, I have to go Wii.

  43. amd's HyperTransport by Joe+The+Dragon · · Score: 1

    This will be a big win for Hyper Transport based co coprocessors / cards if amd can make real easy for chips like this to have a hyper transport bus and would force intel to use Hyper Transport.

    By the time intel gets to there own hyper transport like bus there may be a lot of hyper transport cards / coprocessors out there and It would be a vear bad move for intel to try to push there own csi bus.

  44. Wrong by Anonymous Coward · · Score: 0

    You've done a very good job at being condescending so people mod you 'insightful', but you don't really know what you are talking about.

    There is no way that a generic CPU, even four of them, could compete with a custom piece of hardware. If you don't believe this, try running any first person shooter on a dual core machine with your graphics card drivers uninstalled. It will look like a piece of crap.

    In my digital design laboratory we made a video processing unit on a 100 MHz FPGA and compared its performance to a 650 MHz CPU. The FPGA was hundreds of times faster, and we weren't even doing anything clever. These custom AI/Physics cards have many cores with parallel computing power and insane memory bandwidth so they can pump many, many more computations through than a generic CPU.

    Of course, the 'average user' would get more mileage out of an extra core instead of this AI card. But they were never intending to market this to the average user. Personally, I think this will have a very hard time catching on for all the reasons other people have already stated.

    1. Re:Wrong by MaineCoon · · Score: 1

      I do know what I'm talking about. I have written AI code for major commercial games (million plus unit sellers), within the past couple years as well, so I'm up to date on this. Well written AI doesn't need a coprocessor to generate paths even on a million node network. Maybe if you wanted to write neural network software, the card might be useful, but then you're leaving the realm of games, and entering the real of research.

      IF enough users had it, it MIGHT be worthwhile to target, if only for taking the load off the CPU for Physics... the other big CPU user. As it is now, it is pointless to target an expensive addon (such as the PhysX card, or moreso with the AI card) if you must cripple the game for the majority of your users. An AI card even more so - in the case of physics you can use less refined models, fewer iterations on collision resolving for fine grain collision, and looser parameters for increased performance. In the case of AI, the AI becomes a lot dumber without the card.

      We've offloaded graphics... physics and AI are two big CPU users now, but beyond those everything else is a distant third place and beyond.

      --
      Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
    2. Re:Wrong by Hoi+Polloi · · Score: 1

      I wish you'd written the path finding for Neverwinter Nights. Too many times I've left a room only to see my henchman stuck behind an open door.

      p.s. Maine Coons rule

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    3. Re:Wrong by kinglink · · Score: 1

      Think about it, with this chip they'll get stuck at 200x speed fast (aka they will still get stuck at the same speed, they'll just think about it 200 times. note, you'll see no difference)

      Bad AI is bad ai, a faster chip will not help flaws like this. Many games have very stupid AI, but because they don't think, they take a fast thought and just do that they look "intellegent". I've seen enough stupid AI to know stupid AI isn't a processor's fault, it's a computer's fault. The player will interact and the computer gets bonuses so people are like "boy this is hard" but the fact is it's just cheap.

      A computer AI can instantly take a perfect head shot with any gun 100 percent of the time, a good ai will not. A better AI will sometimes be able to do it even if you're moving, but it'll be a rarer occurance. And games already have this.

      And currently yes we do have MORE than enough processing power to deal with AI, especially with no Physics to deal with. A couple games my fellow co-workers have shipped have great ai, the problem is the player will interact with them so fast that they will immediatly target you and focus there. We've seen it in Oblivion and other games, AI has reached a new height, we don't need better AI any more, we need learning systems. We can create well built AI all we want but until the AI learns the player's attacks it can be, will be, and is exploited. Speed is not an issue to AI.

  45. Easy by cgenman · · Score: 1

    On games I've worked on in the past, we had a global strategizing algorithm that ran once every few seconds (over the course of a bunch of frames), more localized map sectional AI that ran slightly more frequently, per-unit pathfinding that ran (incompletely) every second, and moment-to-moment movement that ran every frame.

    Now, if we could run all of those AI routines every frame, the game would appear a bit smarter. It wouldn't have a delay upon reacting to stimulous, the pathfinding could run a character intelligently across the map without bumping into dead ends, New units would path immediately instead of waiting for the next global strategy cycle, etc.

    Not a major update, but a perfectly scalable one.

  46. Custom hardware? already got that. by KE1LR · · Score: 1
    Is this the 'way of the future' for PC titles? Will games powered by specific pieces of hardware become the norm?

    Hmm, I thought we had that already... What about all those game consoles with custom video chips and CPU's in them? (PS1, PS2, Xbox, Xbox 360, Gamecube...)

    IMO, this chipset (or at least its functionality) may be more likely to find a home in consoles than as add-on's for PC systems.

    As others have pointed out, the number of people who would drop an extra $100 to get the last erg of performance out of their gaming system is pretty small.

  47. I've seen it in action by Anonymous Coward · · Score: 0

    It's real; They already have a chip manufactured which they demonstrated in recent shows.

    They have a playable game that looks just like one of the videos on the site (The one with the soldiers; although the game graphics looked a bit different when I played it), in which you control the Tank, and the soldiers act intelligently.

    Destroying the city is extremely fun, and it was the first time ever that a large group of AI-controlled agents looked intelligent to me.

    Hope they make it to the market soon. If game studios use this coprocessor properly, games are going to become much realistic, and much less micromanaged.

  48. Next up, by Anonymous Coward · · Score: 0

    ... a chip that plays the games for you, so you dont have to!

  49. Games never needed sophisticated AI by Astarica · · Score: 1

    You never needed a serious firepower for a computer opponent that pretends to be actually doing something before ultimately rolling over. To think that humans can even compete against computer in games that tests physical accuracy (computer is infinite more accurate than any human) or multitasking is simply foolish.

    1. Re:Games never needed sophisticated AI by clean_stoner · · Score: 1

      You're missing the point. Playing against an NPC that never misses, always knows where you are, etc, isn't any fun. What makes it fun is when that NPC is "smart" (it adapts to changing conditions) but still has the same limitations as a human (less than perfect aim, slow reflexes, can only "see" a small portion of the area around him, etc). The goal of AI in computer games is not to be completely unbeatable, but to be fun to play against so people actually want your game.

      --

      Sigs are for the weak.

  50. My Favorite AI by Nom+du+Keyboard · · Score: 1

    AndrAIa is my favorite AI. Making her 200X better is an amazing throught to speculate on.

    --
    "It's the height of ridiculousness to say for those 9 lines you get hundreds of millions."
  51. Enough!!! by JFMulder · · Score: 1

    Graphics accelerator, physics accelerator. Now we have AI accelerators. I don't to have to buy multiple accelerator cards next time I buy a computer to play the latest game. What we need is some sort of generic chip that does all of this. Oh wait...

  52. FPGA by darrint · · Score: 1

    We have dedicated 3d ASICs on our graphics boards now, we're considering physics ASICs, now AI ASICs? It's time to end this silliness and start shipping FPGA's in consumer products!

  53. homunculus ai by Mochatsubo · · Score: 1

    Here is a DIY plan for very good AI:

    1. Purchase separate PC or console system
    2. Purchase steel cage
    3. Kidnap gamer from a nearby neighborhood
    4. Put gamer in steel cage with game system
    5. Feed gamer only when he complies
    6. Write API to take advantage of gamer prisoner

    Profit!

  54. Good Ole Marines in Halo 2 by aplusjimages · · Score: 1

    I really enjoy letting the marines in Halo 2 do the driving because they kind of understand that it's bad to get near cliffs, but they kind of don't understand it as well. The MC does the driving from here on out.

    --
    Can I bum a sig?
  55. Faster, not Better by DeadboltX · · Score: 1

    This touts the ability to speed up AI 'thinking' or 'reaction' times. Is this something that really needs to be sped up?

    I believe the current situation of AI is a result of lack of breakthroughs or lazy programming, not that the AI simply reacts too slowly as a result of your CPU not being able to process it fast enough.

    If this is truely the way the market is heading though, and not just a hardware bubble, then I think we will see things like this integrated onto high performance motherboards rather than as a seperate device.

  56. Pretty soon by franksands · · Score: 1

    I always joked with some hardcore pc gamers that you needed the NASA computers to play nowadays PC games. Looks like it will soon become a reality.

  57. What does this need. by ScaryFroMan · · Score: 4, Insightful

    So for optimal performance, I need two video cards, a physics card, an AI card, a sound card, and a network card. And even then, that's leaving out stuff like a RAID or SCSI controller. Sounds great, but where's a motherboard that can support more than one PCI card with both PCI-E slots filled? Hell, a lot of motherboards can't even handle one.

    --
    In Soviet Russia, backwards is everything.
  58. Hardware becomes software becomes hardware by kickabear · · Score: 3, Informative

    This is just another spoke in the wheel of reincarnation. This too shall pass.

    --
    This space for rent.
    1. Re:Hardware becomes software becomes hardware by SanityInAnarchy · · Score: 1

      I noticed this awhile ago, I didn't know it had been given a name.

      Software goes to hardware when a significant amount of CPU is being spent on a well-defined task that can be done much more efficiently in specialized hardware. I'm not convinced AI is that well defined right now.

      Hardware goes to software when the procedure assigned to hardware becomes too limiting, and we need flexibility again. An example of this is shading -- adding little, programmable software routines between the huge graphical hardware crunching. Hardware also goes to software when the procedure in question can be done in software using almost no CPU, and the specialized hardware is much more expensive than an extra few mhz of CPU.

      So, I wouldn't be surprised by either outcome, at this point -- it's all about the economics. And it's not just about whether it's cheaper, it's about whether it's cheaper enough to compel enough game developers to use it, and whether it makes a noticeable improvement when you actually play the game.

      --
      Don't thank God, thank a doctor!
  59. Maybe there is some good. by Anonymous Coward · · Score: 1, Interesting

    A lot of you seem to think that neither this AI card, nor the Physics card are going to be of any use, but I don't see it that way.

    The physics card for example, is really just a processor dedicated to vector processing. Couldn't you use this to simulate light bounces? Then you might be able to up the graphics further with a sort of partial ray tracing. Additionally, this'll help with intersection detection, so if you swang your sword, it wouldn't hurt the other guy until it actually intersected with him. It may also have implications for software based synthesizers... rendering audio is much more intensive than video, perhaps a physics card will be able to help. How about water that ebbs and flows realistically? Clothe caps and realistic hair? Besides, having largely mutable worlds in video games is just sweet. A second processor will definitely help in this regard, but a CPU dedicated only to vectors will very quickly outpace a single additional core in only a few generations.

    The AI card on the other hand is similar, except its optimized for tree searches. This could be used in a number of applications -- chess and Go for example. But also perhaps for more fuzzy strategy, like RTS games. This won't only help with moving an entity in a 3d world, perhaps it can also help those entity's think better, by allowing them to consider more alternatives before making a decision.

    Certainly you can do all this on a dual core system 'because its fast enough' but then why not turn down the graphics quality on your games, get a quad core machine and run it through an OPENGL Emulator? If these catch on, they'll eventually out pace generic CPUs for speed in their purpose, and the games will use them. Not having hardware AI/physics support then will be like not having hardware graphics support now.

  60. Thing is by Sycraft-fu · · Score: 3, Insightful

    That will drastically alter gameplay. You'd literally have to design the game twice, once for dumb AI, once for smart AI. As an example, look at the difference between the original Doom, and Doom 3. While Doom 3's monsters aren't brain surgeons, they are smart enough to sneak around, take cover, etc. If you were to apply those tactics to the massive numbers of monsters in the original Doom, you'd have a near impossible game. Likewise if you put the dumb, "walk straight at the player" AI in Doom 3, the challenge would be gone.

    Now this is just the case with a game where AI is fairly unimportant in the scheme of things. In a game where it highly relies on the AI, say one where squad tactics are used, it'd be a nightmare. With the card you have highly competent teammates that practically complete a mission for you, without it you have guys stepping on their own grenades, things like that.

    AI also has the problem of being different for different games. I'm sure the AI process for an imp in Doom 3 is nothing like the AI process for an enemy civ in Civilization 4. Thus I don't know there's a way you can provide a more "optimised" kind of chip for it. Graphics accelerators work because you can design a chip that's highly specialized. They'd suck as CPUs, and in fact until very very recently weren't even Turing complete. However since graphics is always the same kind of thing, they can be optimised to do certain things very fast. I just don't think that's the case with AI, since there's so many kind of AIs one might need.

  61. Can we please not even by goldcd · · Score: 3, Insightful

    entertain this notion? This card is doomed.
    The PhysX card is doomed
    Multicore CPUs are here - no longer some weird expensive ninja-component, they merely cost a few $/£ more than a single core.
    Currently nothing (non-industrial) really takes advantage of multi-core systems - the spiel for them currently seems to be 'Run an AV scan without slowing your game' - that's it.
    *rubs crystal ball*
    What's going to happen is the established middle-ware (i.e those with a product people use now) will develop engines that 'run on a core'. Current core #1 will run the game and core #2 will run the physics and eventually core #3 will be the AI, #4 will run the procedural graphics, #5 will do the 12.1 audio etc.
    If you look what's being developed for the PS3 (the most insanely multicored CPU so far), the cores are being divided up by function - one for the OS menu, one for the lead characters hair etc. Threading a single function across multiple cores is not only insanely hard, but hinders cross-platform porting.
    Middleware is just going to be sold to run on one core and ported per platform - and I'm fine with that.

    1. Re:Can we please not even by pilkul · · Score: 1

      These dedicated cards are an order of magnitude more powerful at their intended task than a general-purpose CPU core. You can't just take a core designed for serial computation and expect it to be good at a massively parallel task like AI or physics.

      Current core #1 will run the game and core #2 will run the physics and eventually core #3 will be the AI, #4 will run the procedural graphics, #5 will do the 12.1 audio etc.

      Exactly, and since the tasks are different why should core #2 and #3 have the same architecture as core #1? That's all these extra cards are, asymmetric cores optimized for specific problems. I don't understand why you're claiming they're unnecessary; your scenario makes them more necessary than ever.

    2. Re:Can we please not even by BenjyD · · Score: 1

      Because multiple cores can be used for other purposes. An AI core is limited to game uses, pretty much.

      The way things are going, most new computers are going to be multiple core. So it's worth developers' time to develop multi-core engines to take advantage of them. What fraction of new computers are ever going to have an AI chip? 1%? 0.5%? How much time are developers going to spend developing for that market?

    3. Re:Can we please not even by deviceb · · Score: 1

      I don't know anymore... as soon as you said "ninja-component" i wanted it.

      The only use i see for this would be like somebody mentioned.. for NPC use server side in online games. Not only MMOs though.. any NPC controlled server side could use it. Playing other humans makes games fun these days, when humans play vs computer mobs.. this is where the improvment is needed.
      like this:
      Raid kills mob. Raid camps mob for next spawn. Mob learned his lesson so he picks up some huge rocks, sneaks up on raid, throws the rocks (Physics engine kix in) and smears half of raid with a rockslide. -that would be funny stuff, and more interactive

      --
      Kill your TV
  62. The end of PC gaming by Anonymous Coward · · Score: 0

    I think that once PC games start making us of these Physics accelerating hardware, and the AI accelerating hardware, I will be done with PC gaming. This is why consoles work so well. I never have to upgrade them, accept maybe with a few accessories, and developing for them is even easier for them because there is only one platform to develop for. Not to mention, this new hardware can be brought to the next generation consoles, while on the PC I would have to go out, buy a motherboard with the appropriate number of slots on it to fit a bajillion cards, and chips, just to keep up with the maximum of 5 good games coming out every year, or face playing them in some crippled, bear-bones mode.

    As it is, I only buy a few games a year and I consider myself a relatively serious gamer. I even have a high-end nVidia GeForce card in my gaming PC. Still, the card was a gift that I would not have bought for myself, and I really have no plans on upgrading it for at least a few years because PC gaming is just way too expensive considering the number of quality titles coming out for the PC, which has only been going down recently.

    I mean, what does a high-end nVidia/ATi (AMD...) card, new flavor of the month chip (AMD 64, whatever), Physics chip/card (I assume it goes into an AGP slot or even a precious PCi Express slot? Or do I have to buy a new motherboard with a chip slot), and AI chip/card (same question) going to cost? And why would you buy that instead of a console, which gets all but most strategy games (the reason I am holding onto the PC gaming) these days.

    Oh, the new Far Cry game claims that it is too powerful for the Xbox 360, or maybe it was even the whole generation, but really, the 360/PS3 are pretty beastly, and it sounds more like a lack of interest to port the game engine than anything else. Otherwise, my PC has no chance and as I said, it's in pretty good shape.

  63. Arrested development...? by Half-pint+HAL · · Score: 1

    If this does for AI what "3D accelerators" did for graphics, then AI is doomed to atrophy.

    Prior to the invention of the 3D accelerator card, 3D graphics was awash with variety and innovation: Duke Nukem 3D's sprite-based engine allowed 3D Realms to simulate real-time mirrored surfaces; Shattered Steel used voxels to create a smooth, contoured landscape oozing atmosphere, then dotted it with metallic polygonal buildings and polygonal enemy vehicles; the Wing Commander games of the time used phong shading to give a strong metallic sheen and mimic the harsh directional light of space; while Earth-based flight sims stuck to full polygon engines used the computationally less intensive gourad shading to handle the higher polygon count of terrain modelling, also putting a softer shade on the polygons; and some people were even exploring the possibilities of early ray-tracing technologies.

    Each game had its own individual visual style.

    However, now every game generates a polygon landscape, with polygon enemies and polygon allies, all shaded in a soft, plasticy gourad shading. All alike, all indistinct; no style, no individuality; the unique strengths and weaknesses of different styles of rendering all swept aside in favour of a "convenient" gourad-shaded-polygon model supported by cheap consumer electronics.

    As a result, improvements in 3D graphics technology have meant little more to the gamer than an increased polygon count.

    By hard-coding AI routines into silicon, AI development will be similarly stunted, with innovation seen as the overpriced alternative to relying on what's on the accelerator board. The end result for the user is a more predictable, less interesting experience.

    HAL.

    --
    Got them moderator blues I blieve I walk out the do', With these mod-points I been gettin', I 'most never post no mo'
    1. Re:Arrested development...? by Chris+Burke · · Score: 1

      I can't tell if this is just a case of wearing rose-colored glasses when looking into your past-looker-tube, or if you're just on crack.

      Duke Nukem's sprites looked like crap, since they were limited to the number of angles the artist drew, and real-time mirrored surfaces with -actual- surface texture applied over the mirror image are quite easy to do today, but in a truly 3D environment instead of 2.5D. Shattered Steel only looked smooth and contoured because the resolution and detail were low enough that your eye filled in the details.

      You're talking about shading and sheens as if modern graphics cards are incapable of them, as if pixel shaders don't exist. All those things you mention are the easiest of tricks these days, and even more can be done because you don't have to spend months searching for an optimized way to pull off your one trick. Doom3 had the most realistic material appearances of any game I've ever played. The monsters looked plasticy, sure, but skin is extremely hard. The metal gratings looked like metal. The glass like glass.

      Instead of restricting your style to one, the spread of shaders has allowed an expansion of game style. There's been a hell of a lot more than just polygon count, that's for sure.

      As for style: I give you Legend of Zelda: Wind Waker, and SOCOM. Same platform, same hardware, completely different styles.

      Yet you're right in that the old aspect of each game having a very unique graphics style has faded away, gross separations like Wind Waker being exceptions, not the rule. This has nothing to do with the limitations of 3D hardware, which allows more stylistic expression than any software game engine* ever did. It rather has to do with the ability, which never existed before, of attempting to attain the holy grail of "photo realism". Increasing poly count, better shaders, these allow more "realistic" graphics, and game makers have gravitated towards this style in droves. Graphics power keeps increasing, and with it so does the desire to make realistic graphics, but already we are seeing a push back to try to expand in other directions.

      Old games too sought "realism" in their graphics. Duke Nukem certainly did, it was just not very good at looking realistic. Same with Doom. That realism was hard to come by, and thus any graphics were of necessity highly iconic with detail filled in by the user, was an effect of the hardware of the day, not style.

      Trying to rephrase the above rambling into a coherent point: Modern hardware is not restrictive, it is more flexible and allows more expression than software hacks did before. It is the game designers who have consolidated on one style, and while that style will certainly remain there are plenty of moves away from it, and these branches will expand in the future as hardware gets better.

      * Every software game engine was an approximation or simplification of what modern hardware can do. A lot of the "style" was simply an effect of whatever hack the engine author used to get around the inherent processing limitations of the CPU. Software algorithms can be better, like ray tracing, but CPUs are only barely approaching the point where real-time ray tracing is feasible.

      --

      The enemies of Democracy are
  64. card to do all by Archades54 · · Score: 0

    why don't they make a card or 2 to add on modules that do graphics, ai, etc. just plug into a pci card, instead of 200000 cards to do 1 thing.

    --
    If your neighbours roof is flying past your window, you know it's cyclone season.
  65. A Field Programmable Gate Array would make sense by Colin+Smith · · Score: 2, Insightful

    Program the physics, graphics and AI routines into hardware. Offload the processing onto the FPGA. Call it a generic games accelerator. The games developers could then optimise their own libraries of hardware routines for their games rather than trying to optimise the games for general purpose hardware.

    --
    Deleted
  66. crappy fad. by SP33doh · · Score: 1

    so basically in a year we won't even need system processors and system memory to play games?
    instead we'll just need 203954 PCI slots?

    seriously, this fad needs to end.
    GRAPHICS CARDS! SOUND CARDS! PHYSICS CARDS! NETWORK INTERFACE CARDS! AI CARDS! what's next? honestly, this it just stupid. there's a border between reason and obsurdity.
    AI cards seem to break that border. also I think physics cards should just be bundled with GPUs on a single card.
    and network interface cards? might be neat if they cost around $30 instead of say... 300 friggin' USD. or if it was just another part added into motherboard shopping (a somewhat comparable example to what I mean can be found in raid)

    1. Re:crappy fad. by cr0sh · · Score: 1
      Your post seems to indicate that what you want in a machine is 360 degrees opposite from what I want, which is interesting...


      You seem to want an "all-on-motherboard", no-slots (or maybe a couple), make it small and quiet as possible. While I can see the utility in such a box, it also feels limiting to me for some tasks.


      What I want to see is a return to the system designs of old - just give me a backplane I can slot cards into, and nothing more. Let me have five CPU cards (each with a different CPU!), a couple of RAM cards, a sound card, four dual-head graphics cards, etc. Make it all work and sit on the backplane bus. Given a standard bus design and the right configuration, it is easily possible. The only possible downside is whether it could be made to work with today's bus speeds - maybe the backplane would need to use optical interconnects?


      I know such a machine is possible, because it is the way they used to build and design minicomputers and early microcomputer. I have an Altair 8800 in my shop awaiting restoration. Originally, it was sold with an Intel 8080 CPU, but a later upgrade (which mine had) was a Z-80. Since the layout of the system was an S-100 bus backplane and the CPUs and RAM were on different cards, some people stuck both in their machines. I am not sure how they used them, but likely they were switchable via software or hardware (a toggle switch or something) so they could run code for either CPU, and I am sure some people used one or the other as a "coprocessor" to help the other along on certain tasks. Nothing stopped you from adding other cards, either, other than running out of slots (and I am sure there were "slot extender" cabinets and backplanes hooked up via a few lengths of ribbon cable).


      I want something nearly infinitely expandable, so I can make the machine my machine - a real "personal" computer. Sadly, it doesn't seem to be happennning. Indeed, it seems like your vision for computing is becoming the reality more than mine, beyond things like blade servers and such (which are way out of my price range).

      --
      Reason is the Path to God - Anon
    2. Re:crappy fad. by SP33doh · · Score: 1

      I completely get what you're saying, that would be cool.
      also, not 360, I do believe that exansion is very very important, I just think that it's started to become rediculous, and these products seem to be entirely out there just trying to get consumers to spend an unresonable and unnecisary amount of money.

      I don't see why there's a need to have physics (for games) on an entirely seperate card from a GPU (for games). obviously for standard system GPUs it'd be unnecisary, but it would make a lot more sense (to me) if the gaming-specialized GPUs started having an edition that includes physics processing.

      I get what you're saying, but it seems to be complexifying everything for the sake of being power-user-y. it seems (to me) inefficient and relatively unadvantageous.

    3. Re:crappy fad. by cr0sh · · Score: 1
      Replying late on this - but I can't believe I made the "bonehead" move of writing "360" - I meant 180, of course.


      I get what you're saying, but it seems to be complexifying everything for the sake of being power-user-y. it seems (to me) inefficient and relatively unadvantageous.


      No, it isn't overcomplicating things just to be "power-user-y" - it is making a system that is very wide open to allow your PC to be a Personal Computer. Let's say the backplane consisted of 10 slots. Someone may want to fill up 9 of those slots with cards holding 4 dual-core opterons or something, and each has flash RAM and some DDR - a 72-core multi-processing system. The 10th slot? Myrinet or something! Another guy may just stick a CPU card in one, a DDR interface card (with only two of the 20 slots filled!), a SuperIO card (with USB, SATA, and ethernet), and a video card - giving him a regular PC. But, this second guy could easily upgrade his system.


      This is how personal computers used to be - just look at any old S-100 bus machine (like an Altair), and you will see what I mean. Granted, this won't let you have a small form factor, but for most uses this shouldn't be an issue. I think both have a place in the market, but unfortunately it is becoming more and more clear over time that your vision (single board all-in-one machine) is what is fast becoming reality for the consumer market. The ever expandable, ever hackable machine like I describe will be something only available to the corporate market (perhaps even illegal for a regular joe to posess - but there will be black market devices available).

      --
      Reason is the Path to God - Anon
  67. We've seen it in GDC by Anonymous Coward · · Score: 0

    From a technical point of view it sounds more of the ways things have always been. New hardware architectures are introduced to problems for which CPUs are not designed for and are outperformed. After few years they either become part of your CPU (FPUs) or your motherboard.

    We met with the AIseek guys in GDC. If you remove all the marketing speech they have built a piece of hardware dedicated for solving problems on graphs. Useful in many fields and also in many problems in AI, and specifically in game AI.

  68. Well.. by Khyber · · Score: 1

    What do you think HyperTransport is all about? Bye-bye FSB, hello massive amounts of bandwidth and direct communication between processors! We could theoretically stack EVERYTHING (network, cpu, gpu, spu, USB/FW/802.xx/BT, IDE/SATA, memory controller, all of that and more!) on one die and have a computer the width and depth of a mac mini, but half of it's height. I say hell yes to that.

    --
    Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
  69. If we're going there... by Khyber · · Score: 1

    I read a year or so back about a computer that used a "bookend" approach to being built. You started with a main vertical unit, then you have universal connectors on either side, in the shape of a circle. You could simply slide out the locking mechanism, add in another module, lock it back, and boom, instant upgrade.

    --
    Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
  70. AIseek technology does not appear to be a physical by Hermopolis · · Score: 1

    I went to the AIseek website to find more information about the architecture. I found the whitepaper, and while they refer to the technology as a 'processor', I think it's more in the sense of a 'software engine' rather than physical hardware. Nowhere do they mention any architecture or implementation details, yet they compare and contrast existing AI algorithms to theirs. What do you think? Is there really a chip? -Phil

  71. AI does not occur in a vacuum by impus · · Score: 1

    Graphics and sound cards work well because they are almost purely output devices: mostly, you throw stuff at them and forget about it. Physics and AI are another matter entirely: very tightly coupled to game code. Round-trip latency even on a fast bus like PCI-E will kill you on such fine-grained calculations. Reports I've heard of PhysX's performance bear this out: up to an order of magnitude SLOWER than CPU-based Havok when performing real-world (OK, real-game) physics. I don't expect this device to do any better for AI.

  72. some AI problems are not polynomial by Anonymous Coward · · Score: 0

    AI Programmer here.

    The computational requirements break down into several areas:

    Pathfinding:

    Finding *a* path isn't the problem. Finding an optimal path is a lot harder. This is especially the case as you add realism, such as varied terrain that impedes movement in different amounts.

    Also, consider games that deal with nonstandard paths. I worked on Alien vs. Predator 2 -- try implementing an efficient pathfinding algorithm for Aliens who can crawl on walls and ceilings. Oodles of fun ;)

    I'd be willing to bet that there are many games with cases that are not solvable in polynomial time and still require a heuristic even with a hardware AI processor.

    Sensory input:

    A lot of this involves "can I see foo" or "can foo see me". LOS checks are usually expensive as you are either raycasting, or you're doing an intersect segment. If you want an exact distance, throw some square roots in there for good measure.

    Movement:

    This falls more under the physics category. From a pure AI side, the only thing special is the state machine running the AI's behavior(s).

    Anyhow, take what you will from it.

  73. MHz by Anonymous Coward · · Score: 0

    Since the Mhz jumps of the past seem to be by and large behind us these days... MHz capital H Please show the man some respect. http://en.wikipedia.org/wiki/Heinrich_Rudolf_Hertz In case you don't know who I am talking about.

  74. "AI" by Angst+Badger · · Score: 1

    Maybe it's just my pet peeve, but it's getting really tiresome to see every half-assed heuristic or simple algorithm described as "AI" just because it's used to control the action of some in-game object. This sounds like it might be a useful chip, but AI it is not.

    --
    Proud member of the Weirdo-American community.
  75. Re:A Field Programmable Gate Array would make sens by philipgar · · Score: 2, Informative

    First, graphics won't work on an FPGA. I mean technically it's feasible, but the demand for graphics is great enough to make it economical to produce graphic ASICs such as those Nvidia and ATI produce.

    However the FPGA idea is a good one, and is being researched. Actually, what is even more interesting is to utilize transistors on the CPU die to integrate reconfigurable hardware accelerators. The research is being done currently, and will allow for CMP + reconfigurable systems so that custom processors can be integrated at runtime. Additionally these systems will allow dynamic reconfigurations, so that the hardware can be time-multiplexed between different configurations (although the configuration time can often be on the order of miliseconds). Additionally, this allows for straightforward upgrades to your processors. Want to run games faster? Throw more hardware, double the size of the reconfigurable area. This will allow the game to do more in parallel, or to cache configurations etc (causing more routines to run in hardware rather than software). And everything is compatible as the user just needs to download the synthesized version of the hardware for their reconfigurable arrays.

    Of course this scenario is quite a ways in the future, and it must be remembered that hardware designs are much harder to create than software designs, and hardware/software design is a very difficult problem. The future is there, it just may take a while for reality to catch up with the research.

    Phil

  76. Re:An FPGA would make sense by Tolookah · · Score: 1

    Although I agree with you, and think FPGAs are hot, they are also REALLY expensive for the models that game developers would use (they tend to write big software from my experience, so your cheap FPGA wont have enough gates, and scaling for different users would be a bitch) BUT, if you had a processor that had a memory of some sort, and regognised series of tasks that it did, it could program an FPGA to offload things that it recognises... which gets back to the need for at least a little AI to determine said tasks. I think it would be better fit for sitting next to the processor, instead of off to the side.

  77. Outcast by Isthisagametou · · Score: 1

    Your post reminded me of the game Outcast which is voxel based. The game is both ugly in a blurry pixelated way and beautiful in a geometric way. Unfortunately they limited the maximum resolution to the hardware capabilities at the time the game came out. Current hardware could play it at much higher resolution and it would still run smoothly and look a lot better. The game itself is not to be missed IMHO, though many will be turned off by the blurry graphics. If you can look past that you can see a real beauty to the voxel landscapes.

  78. Disappointing notion of AI by LainTouko · · Score: 1

    That's disappointing. When I saw the title, I was hoping it was talking about AI issues which actually make games impossible to make, like the ability to cater for player actions not anticipated by the programmers or have non-scripted conversations. Instead it's just part of the endless drive for "More Performance!"

  79. Mod parent up by notwrong · · Score: 1
    This is a very good answer to the GP's question.



    Pretty much what I would have said.

  80. So it's going to... by KoRnhornio · · Score: 1
    seeks to do for NPC performance what the PhysX processor does for in-game physics
    ... sit on a shelf and collect dust?
  81. Do what, exactly? by neokushan · · Score: 1

    "seeks to do for NPC performance what the PhysX processor does for in-game physics" You mean it plans to do absolutely nothing?

    --
    +1 IDisagreeSoHeMustBeATrollOrAnAstroturferOrAShill
  82. Generic accelerator cards by Colin+Smith · · Score: 1
    they are also REALLY expensive for the models that game developers would use


    They're mostly used in custom applications at the moment, relatively low production runs makes them expensive. If there were such a thing as a generic game accelerator card they could be produced by the million, the cost per card would come down to well, damned near nothing in the long run. I think we'd see a single design/model dominating much the way the ix86 architecture dominates just now. It takes 2 things, 1, one of the producers to package a decent fpga along with an easy to use development environment and some pre-built designs and 2, a killer game which couldn't be done without it.

    The added benefit would be that eventually most machines would come with an FPGA built in, they would pretty quickly start to be used for other applications.

    --
    Deleted
  83. USB Dongle by dfries · · Score: 1

    Maybe they make it into a USB device, include it with their game and require you to have it plugged in to play. That way everyone who bought the game has it and who doesn't, well, doesn't play. It could happen if the AI chip was cheap enough to produce. So you have a half dozen titles, plug them all in and have them load share.

  84. What's that? by darkhitman · · Score: 1

    Sorry, I was busy rigging up my Aimbot card into that ISA slot.

    --
    Tell me something...it's still "We, the people"... right?
  85. Why not use a spare core for this? by peter+Payne · · Score: 0, Redundant

    Um, computers have multiple cores. Unless I am on drugs, I don't think games are using the extra core(s) as much as they could, if at all. How about making one core in a dual core processor do the AI calculations, and the other core do the "main" stuff? Since cores are only going to increase, this seems logical to me. It's not like any kind of card you plug into your computer would ever be accepted by the market/developers.

    --
    You've got a friend in Japan: http://www.jlist.com
  86. gliders and bots by fithmo · · Score: 0

    So will script kiddies be able to take advantage of this for cheat bots?

  87. Quad Core at the Door by DoChEx · · Score: 1

    I can't see how this will be worth the money, the PPU was a joke. While this has it merrets Quad Core CPUs are just around the core'ner. At that point you have 1 core for game logic, 3 shared between gfx & AI. That's a whole lot of CPU cycles!

  88. And that would be bad? by SmallFurryCreature · · Score: 1
    It is every single racing game versus grand prix legends. No racing game offers a real challenge because the AI is too weak.So either the game is obviously cheating by given the AI drivers superpowers OR you end up a lap ahead and the only danger of loosing is if the AI barrels into you.

    In grand prix legends this was different. You will loose until you get very very good. But somehow not winning in an extremely hard race with AI drivers who seem to be driving with the same ruleset as you is a lot more satisfying.

    Imagine a war game. Wouldn't it be a refreshing change if for once you played the loosing side. If you had to retreat because of the AI and not just because the script told you too? That Wing Commander mission where you loose your wingmate would have been a lot better if the AI had actually been capable of beating you, or even being a challenge. Instead you knock them done left and right and still loose because that is what the script says happens.

    I rather loose in chess against kasparov then win against a retard.

    Also I think you mistake good AI for unbeatable AI. With good AI you can made the AI beatable by being smarter. But if the AI is dumb it has to rely on its units being overpowered to make up for their weakness. Hence why 99% of console racing games always have you racing cars one or more levels above you. Because the AI wouldn't stand a chance if it had to drive the same car with the same rules as you.

    I for one would welcome better AI. If it means the game is going to win more. Then well, I just need to improve as well. That is what I think they call a challenge.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  89. I can see it now... by wisdom_brewing · · Score: 1

    PORNseek, hardware porn accelerator. Identifies and assists with porn viewing using hardware accelerated video streaming, automatic identification and filtering of media by user preference... etc, etc...

  90. Well.. by FrostyCoolSlug · · Score: 1

    I for one welcome our new Artificial Overlords.. Either way, i'm reasonably sure there would be have to be some way to make the AI work in the event you don't have a card (or your slot is already occupied by a PhysX card), but given the apparently "power" of this card, i think it will be difficult. Performing things like real-time path finding during a high processor game just isn't plausable. And if they DO manage it, "Why should i pay $200 for this card when it'll work without it"

  91. Don't allow Real World to interfere with Marketing by Anonymous Coward · · Score: 0

    From their whitepaper:
    [...]
    Movement.
    The Intia processor features pathfinding functionality that is both optimal
    and extremely fast. Unlike today's software-based approaches (e.g.,
    A*), the Intia's
    pathfinding uses no heuristics, thereby guaranteeing that the optimal
    path will always be found. This optimality also means that the Intia
    processor avoids the common pitfalls of A*, including failures to find
    a path when one exists, and the generation of "artifacts" (e.g.,
    weird, unrealistic paths). If a path exists, the Intia processor will
    always find it.
    [...]

    These guys are claiming that they can solve in a "reasonable" time any pathfinding problem they come across, without even using heuristics. If we take "reasonable time" to be bounded by a polynomial on the "grid size", then this claims means that they can solve NP-hard problems (like finding optimal paths in a weighted graph) in polynomial time.

    So according to them P=NP. And we haven't even heard on Slashdot?

    As a gamer would say "OMFG tey pwnd NP".

  92. Raytracing by Anonymous Coward · · Score: 0

    isn't line of sight calculation just raytracing?
    is this the next generation raytracing card? if so, how does it compare to the CELL processor?

  93. How to make Specialist Cards work by tygerstripes · · Score: 1
    Okay, I think they suck mightily and are unlikely to make any significant headway in the near future, but...

    If hardware developers want to get people using specialist expansion cards like this AI cockup, PhysX or whatever, there are only two ways I can see to make them marketable:

    1. Make cards which perform in parallel for online multiplayers (MMOGs or more conventional ones), as suggested by another poster. If you can design the cards so that they benefit all players, but benefit the owner of the cards more, you have something that will gain a foothold in market perception and thus become attractive. Not sure how this would work - maybe a combined AI/PPU that improves the AI for all players, but improves the physics for the card's owner. I dunno, it's a tricky one to sell.
    2. Make cards which do provide some significant improvement to performance for the owner (without chewing up bus bandwidth) and stick them in the box with a couple of new genre-busting games (admittedly difficult to predict) at cost price. If people really want the game, I reckon they'll pay another £20 if they're guaranteed a performance-improving card to boot. It may be a slight loss-leader for the hardware manufacturer but, once the hardware is out there in numbers, game developers have significant reason to include support in future titles. Then you can start putting out higher-spec cards at retail price for those who need that performance edge, and hey-presto: you've created a burgeoning hardware market.
    I appreciate that such cards, provided they have any market foothold, could potentially have significant impact if they're well-designed. What Aegis did, though, was underestimate the savvy of the average performance gamer. Most such consumers are tech-savvy to some degree, and are usually conscious of the relative benefits of various hardware upgrades as compared to the investment required. Aegis were arrogant and assumed we'd believe the hype, ignoring the fact that reviews, information and communities were going to be out there, and were going to be defamatory.

    Aegis' marketing (and cards, of course) sucked ass, and if anyone wants to follow their ideas, they'd better learn from their mistakes.

    All that being said, I'm strongly in favour of dropping the whole notion and going with multi-threaded games development to match our ever-cheaper multi-core CPUs. All I'm saying is, if these AI guys want to succeed, they're going to have to be really fucking canny and stop treating the games market like a pool of irresponsible cash. Not many of us live in the basements of our parents' mansions...

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    Meta will eat itself
  94. ATI by Gr8Apes · · Score: 1

    ATI was bought by AMD. That was part of the reasoning for the all in one CPU. Imagine the price drop if you could just add a GPU core to an AMD 64 X2G chip. Heck, video RAM could just be another slot on the motherboard. Want to upgrade your video to 512MB? No problem, just buy a DIMM...

    In truth, I must confess this isn't even that original a thought. There was speculation about AMD's multi-core approach as soon as they announced the architecture in that you could have a couple of general purpose CPU type cores, coupled with special DSP, GPU, or other cores, all working at HTT speeds.

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    The cesspool just got a check and balance.
  95. way of the future? by beaverfever · · Score: 1

    "Is this the 'way of the future' for PC titles? Will games powered by specific pieces of hardware become the norm?"

    More questions:

    Will game developers be willing to optimise their games for people own specific gaming computers containing this hardware only and ignore "average" gamers with "average" computers? Or will games be made for both scenarios, and if so, how different would gameplay be on different hardware? Will exclusively optimised games be very expensive to justify an ROI from a smaller market?

  96. I disagree. by Tei · · Score: 1

    Most games are about what you can do, and what you cant do.
    Theres a Quake1 engine that able 10.000 monsters in a room. But is unplayble because is CPU limited. If you can able 10.000 monsters, you can have Quake Wars:Enemy Territory with a real-size army of enemys. 8000 instead of 80.
    And the game will FEEL bigger and deeper.

    This enhance in a way that enhance even NEW gameplay styles. Check Spellforce if you can.

    --

    -Woof woof woof!

  97. I will fix your dream by Tei · · Score: 1

    > Having worked in the industry on a MMORPG, I agree that it would be nice to use client machines for extra distributed processing, but there are issues.
    >
    >First, as a rule of thumb in multiplayer development, never trust the client machines for anything other than controller and view data for that player.

    indeed
    [..]

    >Second, although bandwidth is going up, having a remote machine control AIs in-game introduces two issues (off >the top of my head). First, if the client machine hosting the AI goes down or loses its connection to the server, >the AI will become "brain dead" to all other players in that general area, at least until a new AI controller can >be spawned somewhere.

    You can fix that with 2/3 users controlling the exact areas. So if one die, you use the other.
    If you have more than 2 users controlling a area, you can validate his output.

    > As well, that AI has then lost its memory of everything it has experienced up to that point. Second, although >bandwidth has increased, latency is still your issue. No longer are state updates for your NPC coming only from >the server, they are coming from some remote machine, hitting the server, being validated (if the server is smart at all) and then being propagated to all other players in that area. That introduces a validation check and a >second hop, which will slow down AI responsiveness.

    You can have 2 AI: the strategist, that can run on your grid of clientside machines. And the tacticalist, that run on the server. The strategist manage strategic stuff (I need food) and the tactical inmediate stuff.
    You dont need the same timesteps.

    > We thought about this a fair bit where I worked. We decided that it just wasn't doable.
    > Nice dream, though. :-)

    I dont like the idea because will be complex, but is posible. Complex mean easy to broke.

    --

    -Woof woof woof!

  98. FPGA by Anonymous Coward · · Score: 0

    Why not produce a single fast FPGA addon card and reprogram it for whatever means we want?
    I need physics accelerator? -> I load the physic accelerator program.
    I need AI accelerator? -> I load the AI accelerator program.
    I need sound acceleration? -> ditto.
    I need custom accelerator? -> I program and load my own bloody one.
    You can even switch them at run-time, if you want to.

    FPGAs these days aren't expensive and are FAST. We can easily get hundreds of thousands logic cells running at over 500MHz.

  99. But dumb AIs are mandatory in most games. by TheLink · · Score: 1

    The dumb AI is mandatory part of most games.

    For most of the games out there, people don't want good AI. Good as in the AI makes a decent job of finding the best way to defeat you.

    If the ghosts were really smart in Pacman, it would be really really hard to get very far. Imagine the ghosts just hogging the last pill once you've run out of power pills.

    If the enemies were really smart in DOOM and other FPS, you'd probably never make it past the first few levels.

    Imagine if mobs behaved really intelligently in WoW or some similar game.

    In many games it is fairly easy to come up with something (even with minimal learning - just decent heuristics) that beats most if not all human players.

    Most humans are stupid/ignorant, don't have perfect aim, reflexes and timing so for most games out there, they wouldn't want to play against a smart AI.

    Even in chess you have settings for weak human players.

    Otherwise most human players would be crushed, and the game just wouldn't be fun for most.

    The only fun part then could be writing/designing bots to battle each other and possibly watching them in action.

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  100. Sounds dodgy. by xtieburn · · Score: 1

    From their site.

    'Unlike today's software-based approaches (e.g., A*), the Intia's pathfinding uses no heuristics, thereby guaranteeing that the optimal path will always be found.'
    That doesnt make any sense. A* guarantees an optimal path _because_ it uses heuristics. A* may not be the greatest algorithm computationally but it will always find the best path. (Its admissable)

    'This optimality also means that the Intia processor avoids the common pitfalls of A*, including failures to find a path when one exists,'
    That isnt right either. If there is a path and it is the best path thats the path A* will return.

    Whats more, A* is horribly out dated and should be fairly well modified to make it real time. (RTA*) Now I have written, and I wouldnt be even remotely surprised if this was a case for some commercial games, a real time A* program that simply re-tests the A* path each turn. (Horribly, horribly, inefficient.) This is what the article implies is going on and it just shouldnt be happening. We should have progressed enough with AI to implement a proper real time pathfinding algorithm.

    'Most importantly, this very significant speed increase gives the Intia processor the adaptability to support large, dynamically changing maps.'
    Once again a real time algorithm should be able to deal with any dynamic map behaviour and the size of map shouldnt be an issue with some decent discretizing. (Discretizing, which will be essential otherwise youd flood the memory no matter how fast your AI can be processed especially without heuristics.)

    'such as the need to find a path that passes through certain locations (e.g., hiding points, enemy positions). '
    Just apply the right costs to the nodes in an A* algorithm (Which you can do in real time.), itll do the same thing.

    'Sensory information'
    Now we're getting somewhere. Line of sight tests on that quantity of agents in such a short time is fairly good going and quite helpful.

    There are once again software tricks to get around this fairly effectively by simply passing information to the agents that they shouldnt really have, but they can lead to problems such as enemies spotting you through several layers of brick wall.

    'Terrain Analysis'
    As pointed out previously dynamic terrain analysis can be done using RTA* algorithms with very little problem. It shouldnt have a major impact on the processing because its not changing the AI its changing the world. (Which has to be updated constantly anyway.)

    The reason NPC's get stuck on walls in games isnt because of A* its because of bad AI. From what they say on there site they arnt really going for making AI any better. Just doing what we already should and could be doing already.

    Their insistence on not using heuristics is mystifying. Nearly every AI problem in existence needs good heuristics else it will chew through gigabytes of memory and hours of processor time to complete its task.

    Just as an example. The number of moves in chess without heuristics in the first turn is 2048. With heuristics its 40.

    Not to mention that throughout the article they seem to link heuristics to inadmisable algorithms which is nonsense.

    It has been a while since ive done AI so someone may well prove me wrong, but from what I can see this chip just seems to use the same old algorithms to produce good AI through brute force instead of intelligent design.

    This isnt like physics. If you simulate one brick falling and want to simulate 2 you double the power, simulate 3 triple it, easy. In the field of AI. That isnt going to cut it, the problems scale up in memory and processor requirements exponentially this kind of thing is only delaying the inevatable. AI _needs_ more research not more power.

  101. hope it works this time by sgt+scrub · · Score: 1

    I tried to sell this idea in 2000. Everyone I talked to (Id, Apogee, Blizzard...) felt that the processor was capable of doing the work, an API would restrict developer decisions on which algorithms to use, and the value/cost wouldn't be within comsumer ranges. Not being one to patent every idea just in case someone else makes a success out of it, I wish them luck. I do, however, hope they open source the drivers. I started some GUI interface AI code for Enlightenment and would like to dig it up and work on it again.

    --
    Having to work for a living is the root of all evil.
  102. Forget it, man. by Ayanami+Rei · · Score: 2, Informative

    Trying to sell solutions like a "Physics chip" or an "AI chip" is the joke. They are trying to sell you what could be a very generic add-on product but they are shoe-horning into doing a very limited set of things. They do this so they can charge developers an arm and a leg for the API, and so that they can make you buy three or four accelerator cards to use up all those empty PCI-e slots (thanks to motherboard integration of everything).

    No, the answer is simple multithreading and taking advantage of dual core machines (or quad core when that day comes around).

    I could maybe see the use of a parallel/vector processing add-in card maybe coupled with an FPGA that developers could use to tackle specific embarrasingly parallel problems for the game code. The card would be multi-purpose and it'd create a new market for developers to come up with FPGA code that does whatever hot new thing might need accelerating:

    1) Water and cloth simulations
    2) Procedural texture generation
    3) Radiosity calculations
    4) Swarming/agent-based modeling

    You don't need seperate cards to do this stuff. One card is fine. Two for extra oomph. Or in the case of AMD w/hypertransport, you could have special purpose plug-in coprocessors.

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    THIS THING CAN TURN ON A DIME, MACROSSZERO STYLE ALSO FUCK BETA, ~NYORON
  103. Bet you 10 bucks... by Ayanami+Rei · · Score: 1

    Bet you 10 bucks that this AI accelerator is a PowerPC mated with a Xilinx FPGA.
    Same thing for the PhysX processor.

    Hmmm... i wonder if you could make one into the other with a firmware flash and FPGA update.

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    THIS THING CAN TURN ON A DIME, MACROSSZERO STYLE ALSO FUCK BETA, ~NYORON
  104. Maybe now.... by hawkeyeMI · · Score: 1

    Maybe now Rainbow Six will actually be playable because one's teammates won't always do stupid stuff and die (or get stuck in a corner).

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    Error 404 - Sig Not Found
  105. One word... by Anonymous Coward · · Score: 0

    Is this the 'way of the future' for PC titles? Will games powered by specific pieces of hardware become the norm?

    Amiga