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Computer Game Predicts Player Moves

willatnewscientist writes "A couple of Hungarian researchers have developed a computer game that knows when you're going to press the 'jump' button ... 2 seconds before you do it. The researchers use neural networks to analyse several type of biofeedback signal — heart rate, EEG and skin conductance — and discovered that skin conductance alone is enough to predict a jump up to 2 seconds beforehand. They say the technique could ultimately be used to make aircraft controls that respond more quickly to a pilot's actions. But it could also be used to create so-called 'frustration games' that respond to a player's actions before they occur."

89 comments

  1. Reminds me of that story Predictor by Pojut · · Score: 4, Informative
  2. Big deal? by Eudial · · Score: 2, Funny

    Big deal? You can train chimpanzees to realize that I'm going to jump the hell out of the way when I see a RPG headed my way.

    --
    GAAH! MY PRINTER IS ON FIRE!!! PUT IT OUT! PUT IT OUT!
    1. Re:Big deal? by Anonymous Coward · · Score: 0

      I hate role playing games too. Much prefer FPS myself.

    2. Re:Big deal? by Lehk228 · · Score: 1

      the point of this is to know which way you jump so the other bot can land a morter shell on your head after you jump.

      --
      Snowden and Manning are heroes.
    3. Re:Big deal? by antic · · Score: 1

      Me too. Much prefer an FPS.

      --
      'Thats they exact same thing a banana wrench monkey.'
  3. Guessing Game by DaveMMR · · Score: 1

    Yeah. Call me crazy but I'm not sure I want to fly in a plane where the computer is attempting to take a stab at guessing what the pilot is going to do. Just a bit unnerving.

    1. Re:Guessing Game by GrievousMistake · · Score: 5, Funny

      "In two seconds, the pilot is going to panic and accidently push the stick sharply forward, as he reacts to my sudden preemtive forward tilt."

      --
      In a fair world, refrigerators would make electricity.
    2. Re:Guessing Game by Katmando911 · · Score: 1

      I think it's a great thing, it should greatly improve responsiveness. If the pilot iniates some action that takes x seconds to set up and then y seconds to execute then you can use these techniques to cancel out the x seconds set up time. It will be great in the computer field where you can have multiple pipelines predicting what the user wants and then just discard the invalid predictions.

    3. Re:Guessing Game by DaveMMR · · Score: 1

      But is that elimination of the "x seconds" going to create a problem if there were a computer problem and the pilot has grown to expect the assistance and has to adjust his reaction time in an emergency? I would assume pilots know their way around an airplane without computer assistance though, so I can see an advantage to this technology, but only if they can also do without it.

    4. Re:Guessing Game by Katmando911 · · Score: 1

      It shouldn't be a problem, if the prediction was wrong, the system discards any setup it may have done and you are back to the original x+y seconds. If the prediction was right, you save the x seconds and get an improvement.

    5. Re:Guessing Game by Anonymous Coward · · Score: 0

      BOLO!

  4. Re:frist pist by A+beautiful+mind · · Score: 4, Funny

    I've predicted this post five minutes before you've posted it!

    --
    It takes a man to suffer ignorance and smile
    Be yourself no matter what they say
  5. Misleading by SwordsmanLuke · · Score: 1

    They're not really predicting the player's actions here, are they. In their game, you're just timing a jump. Given that the swinging vines are only near enough to jump between some part of the time, they're just predicting which opportunity the player will try for the jump on. Since they're measuring skin conductivity and the player has usually decided to jump some time before the timing is perfect, these results don't really surprise me. All they've done is train a neural network to measure stress levels well enough to predict when someone is about to take a risky action - in this case, jumping their avatar between vines.

    --
    Any plan which depends on a fundamental change in human behavior is doomed from the start.
    1. Re:Misleading by jythie · · Score: 1

      Which even this has some interesting potential.

      It reminds me of people who practice martial arts and learn to read when/how someone is going to attack by looking at which muscles are tensing and such.

      And while I can see why people are mocking the entire 'aircraft' potential, any system that could potentially reduce reaction time by reading what someone will do faster then their body can do it could have application.

    2. Re:Misleading by ComaVN · · Score: 1

      It reminds me of people who practice martial arts and learn to read when/how someone is going to attack by looking at which muscles are tensing and such.


      I'll remember that, next time I'm fighting naked ninja's.
      --
      Be wary of any facts that confirm your opinion.
    3. Re:Misleading by Anonymous Coward · · Score: 0

      Why do you think Ninja suits cover their entire body?

    4. Re:Misleading by zippthorne · · Score: 1

      To hide the fact that they're really pirates moonlighting as ninjas?

      --
      Can you be Even More Awesome?!
    5. Re:Misleading by SwordsmanLuke · · Score: 1
      Actually, I teach European Broadsword fighting and watching the major muscle groups does help a great deal, so I can see where you're coming from with this. But it only goes so far. Certainly, you can learn to predict what your opponent is about to do by watching muscle groups - but it's not a guarantee. You *can* deliberately mess with such a predictive system quite easily, once you know which muscle groups tense properly, of course. The more common scenario, however, is when the aggressor simply changes their mind just after starting an attack - for instance, suddenly realizing that a low strike would be a better idea than a high one will cause a rapid change in direction, but the initial tensing may have indicated a high attack.


      I'm not suggesting that a pilot, say, would deliberately try to psych out his plane, but honestly, you can't be *sure* what someone is going to do until they do it. I don't feel comfortable trusting any sort of important system to an anticipating program. If it guesses wrong, you're hosed. The biggest problem I see is that it doesn't have any external model of the world. All it can do is look at the human and try to take it's cues from them. If the pilot suddenly tenses, it may just be that a stewardess came into the cockpit unexpectedly, but the plane may think he just saw a mountain and needs to pull up sharply.


      Makes me nervous.

      --
      Any plan which depends on a fundamental change in human behavior is doomed from the start.
  6. Unfortunately.... by aicrules · · Score: 4, Funny

    Unfortunately the research was found to be flawed when they discovered that 99% of the test subjects were playing Night elf characters in World of Warcraft. This was pinpointed just prior to a potentially embarassing follow-up news release of a study showing the connection between frequency of spacebar usage and use of the phrase "come on flip already dammit!"

    1. Re:Unfortunately.... by Pojut · · Score: 1

      "Let's, let's go roll Alliance on like a PvE server...would that be fun?" - teh_pwnerer

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

      Haha yeah stupid NEs!

  7. Hands-free "mental mouse" by UbuntuDupe · · Score: 1

    This sounds like it has applications for having a mouse you control with your mind. It seems like the way their system works is that it notices certain physiological changes in you when you are mentally preparing to make a jump. Now, if you can learn to recognize what you are thinking that activates those physiological changes, then you could intentionally make them, and then those changes could be used as the input.

    1. Re:Hands-free "mental mouse" by booyagrandma · · Score: 1

      that exists already: http://en.wikipedia.org/wiki/BrainGate

      shameless plug for my alma mater: go brown!

      --
      typos are for those of us whose brains move to fast to be bothered with such mundane details
    2. Re:Hands-free "mental mouse" by UbuntuDupe · · Score: 1

      Very interesting. However, what I suggested is different in that it doesn't require an (extremely invasive and risky) brain implant, since it would monitor your brain signals indirectly through changes in your skin.

      So is any kind of mental mouse already commercially available?

    3. Re:Hands-free "mental mouse" by booyagrandma · · Score: 1

      i'm not aware of one. i'm not sure its really possible from skin conductance.. my extremely limited understanding of that it that it mostly fluctuates with emotion, i suppose in this case the anticipation of being about to jump. that sounds ok for a binary input, how would you do directions though?

      --
      typos are for those of us whose brains move to fast to be bothered with such mundane details
    4. Re:Hands-free "mental mouse" by UbuntuDupe · · Score: 1

      The device in the story seems to be similar to a polygraph, which typically measure three things (one of which is skin conductance) that supposedly correlate with lying. Now, regardless of whether they actually so correlate, as long as you can learn to control your mental states that alter those properties with enough precision, and enough relative independence, you should be able to control more than one binary variable.

      I'm hopefully not the first person to think of this...

    5. Re:Hands-free "mental mouse" by FleaPlus · · Score: 1

      Very interesting. However, what I suggested is different in that it doesn't require an (extremely invasive and risky) brain implant, since it would monitor your brain signals indirectly through changes in your skin.

      Here's info on the research into non-invasive versions:

      http://en.wikipedia.org/wiki/Brain-computer_interf ace#Non-invasive_BCIs

  8. Must be an easy game.. by Chris_Jefferson · · Score: 2, Interesting

    I play plenty of games where I'm positive I have no way of knowing if I'm going to jump 2 seconds before, unless I can somehow tell where enemies are going to move in advance.. which would be very interesting. I'd be interested to know how long in advance they can detect button presses on more 'twitch' games.

    --
    Combination - fun iPhone puzzling
    1. Re:Must be an easy game.. by dreddnott · · Score: 4, Interesting

      My thoughts exactly. Games of Unreal Tournament and the like are won by decisions made in 100 milliseconds. Waste 50 extra milliseconds not pulling the trigger and your brains get splattered all over by the guy sitting across from you (or the Godlike bot). If I start "flowing" enough my conscious mind doesn't even get in the way (hence the 'twitch' appellation), that's how I come out on top. Economy of thought. Doesn't work as well in CTF with team damage on...

      --
      I may make you feel, but I can't make you think.
    2. Re:Must be an easy game.. by ucblockhead · · Score: 1

      You might (and probably do) make the decision in 100 milliseconds, but it takes longer than 100 milliseconds for the result of that decision to travel from you brain to your fingers.

      --
      The cake is a pie
    3. Re:Must be an easy game.. by MikeFM · · Score: 1

      I used to have a text-based RPG (ie a MUD) that could predict major events for players or groups of players. It was sort of cool. We had an Oracle that you could visit and it'd predict battles, deaths, etc. We'd record when things happened and then let our program find patterns in it. Of course it wasn't 100% accurate (and couldn't say who'd do what in the next few seconds) but it worked well enough to give you an idea of things likely to happen soon. The fuzziness played along well with the theme of a fortune teller. I keep waiting for a graphical RPG to add such a toy as I think it'd be appreciated by players.

      --
      At what price learning? At what cost wisdom? The price is a man's peace of mind, and the cost is his life.
    4. Re:Must be an easy game.. by fractoid · · Score: 1

      I'd be interested to know how long in advance they can detect button presses on more 'twitch' games. And also how accurate their prediction of time is. "You're going to jump sometime in the next 20 seconds" isn't very helpful when split-second timing is required.
      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    5. Re:Must be an easy game.. by Wog · · Score: 4, Funny

      I like to call that a Wide Prophet Margin.

    6. Re:Must be an easy game.. by Blimey85 · · Score: 1, Insightful
      You bring up an interesting point but it's actually rather simple. What you think you are seeing already happened approximately 2 seconds before you think it happened. It's like this: light normally travels pretty fast but for video games it's slowed down to approximately the speed of sound. That is why what you see and hear seem to go together. Instead of the visuals traveling at the typical speed of light they are traveling at only 60 frames per second, for the average user. For some it's a bit faster and for the less fortunate it can be a lot slower.

      Think of it like the way you see stars in the sky but they may not even exist anymore, it's just what you see happened a long time ago. Same thing except instead of thousands of light years we're only talking approximately 2 seconds. So you see my friend, the system can still predict your twitches approximately 2 seconds before you THINK you are twitching... but as they say, it's all in the past.

      Make sense now? ;)

      --
      How is it that one careless match can start a forest fire, but it takes a whole box to start a campfire?
    7. Re:Must be an easy game.. by TriezGamer · · Score: 1

      This is one of those times where I really wish I had mod points, so I'm just going to go with the "I LOLed" response. Literally.

    8. Re:Must be an easy game.. by Aladrin · · Score: 1

      That was my thought exactly... Unless I can predict what's happening on-screen for more than a few seconds, there's no way -I- could know I'm going to jump in 2 seconds, let alone the computer detect that I know it.

      At any rate, this is just 1 more study that says our bodies give off unconscious signals... -yawn-

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    9. Re:Must be an easy game.. by Anonymous Coward · · Score: 0

      I'm having trouble with your concept.

      Frames per second is not a measure of speed, it is a measure of rate. It has nothing to with the speed at which the light from your screen reaches your eyes, only how often the image being displayed is updated.

      Additionally, I'm not aware of any technology we have currently to slow down the speed of light. Unless video games are magically placing some invisible material between me and my monitor (or within my LCDs or something) within which the speed of light is significantly slow enough that over less than an inch we gain a 2 second delay, it simply isn't possible.

      The reason why what we see and hear goes together is not some magic the developers work, it's the basic principle that over very short distances we can't tell the difference.

      Go have a conversation with someone. If you don't have anyone living with you, find someone nearby. Get them talking on a subject, and just listen to them. Maybe you could have them clap. Unless you're an android or superman, you're not going to be able to tell that there was any significant different between the time you saw them talk/clap and heard them talk/clap. That isn't because there is no difference, but because the difference at that distance is so small we aren't capable of noticing it.

      Even then, the whole thing might not be taking into play failure. It is entirely possible for me to twitch for the space bar and miss. Is this system capable of taking that into account? Or how about the times I want to do something, but a very small part of me doesn't and as such I just run off a cliff into a chasm I meant to jump across.

      In short, there's probably an explanation for how it does it, but I don't think it's yours.

  9. Matrix by jadin · · Score: 4, Interesting

    Oracle: I'd ask you to sit down, but, you're not going to anyway. And don't worry about the vase.
    Neo: What vase?
    Oracle: That vase.
    Neo: I'm sorry--
    Oracle: I said don't worry about it. I'll get one of my kids to fix it.
    Neo: How did you know?
    Oracle: Ohh, what's really going to bake your noodle later on is, would you still have broken it if I hadn't said anything? If you know that the game knows you're going to jump, will you still do it?
    1. Re:Matrix by Applekid · · Score: 1

      What if the game knows that you know that the game knows you're going to jump, and might not do it?

      Ow my head.

      --
      More Twoson than Cupertino
    2. Re:Matrix by UbuntuDupe · · Score: 4, Insightful

      From what I understand, it correlates the changes in physiological metrics of you, with the times you jump. So, if you intentionally prepare to jump, like you normally do, but then deliberately hold back at the last second, opposite from how you acted while it was being trained, you can fool it. You'll show the signs of jumping, but then "change your pattern" so its guess is wrong.

      Oh, and it probably would have been more relevant to make a cutesy reference to Minority Report. ;-)

    3. Re:Matrix by Dorceon · · Score: 1

      But you would have to prepare to jump without preparing to deliberately hold back.

      --
      What sound do people on rollercoasters make? Hint: it's not Xbox 360.
    4. Re:Matrix by master_p · · Score: 1

      And 2 seconds is enough to make a conscious decision...

    5. Re:Matrix by kontos · · Score: 1

      Inconceivable!

      --
      SM MBL-VIR looking 4 SIG 4 LTR. must be DDF, no 420, SD ok.
  10. That mask..! by Anonymous Coward · · Score: 1, Funny

    It's ok; just switch controller ports.

    1. Re:That mask..! by Anonymous Coward · · Score: 0

      haha nice Snake

    2. Re:That mask..! by DesireCampbell · · Score: 1

      Oh come on! That was gold! Where are my mod points when I need them?

      --
      Whoo, signature!
      DesireCampbell.com
  11. Bring on the Frustration Game by Nymz · · Score: 2, Funny
    I'm certain many of us could out-frustrate it's edge. Choose Game Difficulty:
    • Chewtoy
    • Normal
    • Hard
    • Frustration!!!
    1. Re:Bring on the Frustration Game by scribblej · · Score: 2, Interesting

      There was a game back in the day - Suspended, by Infocom. It remains one of the scariest games I have ever played.

      Anyhow, it had difficulty options, and the hardest difficulty setting was "Impossible."

      Turns out it /actually/ is impossible -- if you select it, then three moves into the game the sun goes supernova, destroying everything.

    2. Re:Bring on the Frustration Game by Anonymous Coward · · Score: 0
      > Turns out it /actually/ is impossible -- if you select it, then three moves into the game the sun goes supernova, destroying everything.

      Oh, man. Thanks. I forgot how awesome that game was. Synesthaesia in 143 kilobytes of disk. I solved it on the easier level (after killing a few hundred civilizations trying to fix the unfixable), but to resort to a walkthrough to get through it on the harder settings, but by the time I'd resorted to that point, I had a good mental idea of what I had to do and when I had to do it, but had no idea how many cycles could be shaved off of my solution. Playing out the optimal solution from the walkthrough gave the impression of watching a fine piece of clockwork in motion. It was beautiful. Sublime.

      And then you reminded me of the impossible setting, which was... the opposite of that, which made it all the more hilarious.

      Captcha: "elapse"

  12. Doesn't sound all that impressive. I suspect ... by shaobohou · · Score: 1

    all they have achieved is predicting how far away the game has placed the next jump, based on indirect observation. You can probably achieved the same result with any statistical prediction model. If the player can jump freely without having to catch the branches then I doubt their system would be that accurate.

    --
    Just because it is not nice , doesn't mean it is not miraculous.
  13. So... it just plays itself? by Anonymous Coward · · Score: 3, Funny

    Obligatory penny-arcade reference. http://www.penny-arcade.com/comic/2006/09/07/

  14. Subsequent Releases by Babbster · · Score: 1

    One can only hope that version 2 will play a Kris Kross clip every time it makes it's prediction.

  15. 2 seconds? by dosboot · · Score: 1

    2 seconds seems like a really long time. The player isn't reacting here, they are timing. If one makes a very quick reaction, which happens in less than one second, then your fingers can't possibly know 2 seconds in advance.

    1. Re:2 seconds? by absorbr · · Score: 1

      I don't get it either. A lot can happen in 2 seconds.

    2. Re:2 seconds? by Feanturi · · Score: 1

      2 seconds seems like a really long time. The player isn't reacting here, they are timing.

      Yeah that's my thought as well. Think of a platform scroller like Mario or something like that, where you are running along and can see there's a jump ahead you'll need to make. That's the sort of thing this system is predicting. If you have to jump because something is suddenly flying at you fast, I doubt it would pick up that blip in your skin in time for its "frustration" reaction to have relevance.

      I'm also not sure how they think this can improve response time. It can sense the person is planning to jump (or depending on the application, do *some specific action*, maybe something involved in flying a real airplane for example) but does it really know when their brain is intending to actually fire the signal to hit the button? Too early might be as bad as too late, what do they hope the software will be able to judge this by? And as someone above pointed out, there is some latency between the motor center firing and the finger actually moving. People work out this timing for themselves automatically when they practice something, their own individual latency is taken into account in the moves they make. This is what hand-eye coordination amounts to, and different people are better or worse at it. The software would mess with a person's unconscious sense of their internal latency wouldn't it? If you're often seeing the feedback (the guy jumping on the screen, or your plane banking a bit to the left) a split second before you actually move the control, adapting to this too well might do a number on your natural coordination when not riding the 'trodes.

    3. Re:2 seconds? by hajus · · Score: 1

      I read about this work a couple years ago. This isn't really about reaction time and won't be able to handle the twitch stuff. It's meant to handle situations in which you make a concious decision to do something rather than reacting to something. For example in an FPS game, if you see some guy jump in front of you and start shooting at it, this prediction method is useless for a reaction. But if you have been standing still for 15 seconds in front of a door and suddenly decide to move forward, that's when this thing can predict that your nervous system increased activity and might send someone charging through the door at you right before you move.

      This might make a game more fun.

  16. Re:Doesn't sound all that impressive. I suspect .. by ALeavitt · · Score: 1

    It's one thing not to read the article, but you clearly didn't even read the summary. I have my doubts as to whether you will even read this reply to your post.

    --
    This sig has been stolen. Return it to its original user for a reward.
  17. That's smart. by CODiNE · · Score: 4, Funny

    They say the technique could ultimately be used to make aircraft controls that respond more quickly to a pilot's actions.

    *Pilot cruising around Washington DC on anti-Terrorist patrols*
    (Thinking to himself)
    "Oh wow, I'm like... right over the White House now, it would like totally suck if I accidentally shot a"
    *Missle launches at White House*
    "Oh crap!! Do NOT think about launching missles!!"
    *Missles launch at various historical monuments*
    "Craaaaaap!! My Sarge is gonna KILL M"
    *Plane explodes*

    --
    Cwm, fjord-bank glyphs vext quiz
    1. Re:That's smart. by revengebomber · · Score: 2, Funny

      Uh oh. Er, uh, Allah made me do it.

      --
      09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  18. Human consciousness by Menoyoda · · Score: 3, Interesting

    This sounds like the experiments done by Benjamin Libet, in which he found that actions are initiated by the brain before one consciously decides to perform them.

    1. Re:Human consciousness by aicrules · · Score: 1

      Which is why, if you're not careful, or if you're not fully in control of your faculties (drunk) and you think about bitchslapping someone, you will bitchslap them without consciously trying to.

    2. Re:Human consciousness by salec · · Score: 1

      You mean, like, all our "selfness" does is after-the-act damage control, assembling a good story, making up excuses?

  19. Danger in the cockpit by Nanidin · · Score: 2, Insightful

    Wouldn't this be dangerous in an airplane? 2 seconds is a pretty big window of time between when a pilot might decide to do something and when he actually does it. During those two seconds, a lot could happen - unexpected turbulence, new weather data, a gust of wind on the runway, etc. If the computer acts on the command two seconds before the pilot intends for it to happen, bad things could happen.

    1. Re:Danger in the cockpit by mlts · · Score: 3, Funny

      Another issue is if the AI makes a wrong guess, assuming the pilot wants to "zig", when the pilot wants to "zig-zag" -- doing a multi-stage action. An example would be a driver swerving left and right abruptly to avoid a zombie on the highway.

      I can perhaps see a car or plane's AI going into a "ready" state, perhaps doing a fast check of control systems in preparation for some action of the driver/pilot.

    2. Re:Danger in the cockpit by geminidomino · · Score: 1

      Another issue is if the AI makes a wrong guess, assuming the pilot wants to "zig", when the pilot wants to "zig-zag" -- doing a multi-stage action. An example would be a driver swerving left and right abruptly to avoid a zombie on the highway. Zombies kill more motorists each year than cancer, heart attacks, and murder combined.

      Please, Don't be a Zombie...
  20. Meanwhile at a gaming tournament... by jadin · · Score: 5, Funny

    "Sir, you're not allowed to place sensors on your opponents."

  21. Re:Doesn't sound all that impressive. I suspect . by shaobohou · · Score: 1

    fine, so the game doesn't quite work the way i thought it did, but it is not that clearly described in the article (not at all in the summary). I still think that it is just a simple prediction model, anyone can do it if they had access to the right equipment. I stand by my original comment, what is your point?

    --
    Just because it is not nice , doesn't mean it is not miraculous.
  22. Old news by fred9653 · · Score: 1

    I saw such a programm a few years ago:
    http://www.phi-t.de/mousegame/
    It uses a neural net to predict your next move.

  23. It's bad enough by gandhi_2 · · Score: 1

    ...when MS word and excel keep trying to guess what I mean.

  24. Health Warning by kramulous · · Score: 1

    News Anchor 1: The porn industry's new, forced feedback game, 'Long Time Coming', has reportedly achieved sold out status across the globe. The church continue to voice their opposition.

    News Anchor 2: In other news, employers have noticed a sharp increase in the number of 'sickies' by employees. This absence from work is reportedly costing billions, a phenomenon being experienced worldwide. The cause of the epidemic is not yet known.

    --
    .
  25. In Soviet Union by ShatteredArm · · Score: 0

    You don't play video game. Video game plays YOU.

    1. Re:In Soviet Union by Anonymous Coward · · Score: 0

      In Soviet Russia, they might actually get that joke right.

  26. Music transitions. by Anonymous Coward · · Score: 0

    One interesting application might be to switch up the music timed to what the player is about to do. Allows for more a seamless change, while keeping it synced with what's actually going on. Because music choice is a rather vague process to begin with, I expect the vagaries in what, precisely, the user is preparing to do to be less of an issue.

  27. How to beat the bots by adona1 · · Score: 1

    The researchers use neural networks to analyse several type of biofeedback signal -- heart rate, EEG and skin conductance


    That should be easy to get around, just drink a helluva lot of Jolt & coffee, then play a very cautious strategy...
    --
    Between the falling angel and the rising ape
    1. Re:How to beat the bots by Tzarius · · Score: 1

      [i]then play a very cautious strategy[/i] I'd say that would give the sensors more time to pick up your intentions. Going hell for leather without thinking things through would definitely strain a system that needs a couple of seconds to pick up a change...

  28. This won't be used in aviation by AmiMoJo · · Score: 1

    An aircraft that second-guesses the pilot? Sounds like a brilliant idea.

    --
    const int one = 65536; (Silvermoon, Texture.cs)
    SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
  29. many worlds? Interaction interpretation by Anonymous Coward · · Score: 0

    Would this be consistent with a many-worlds interpretation, in which, at each moment in time, the multiverse splits into branches of either LED flashed/didn't flash or button pushed/not pushed? But once the LED flashed, you know that no branching occurs until after you push the button. What is the branching event? With this causality problem, could you interpret your pushing the button as being caused by the flashing of the LED? How would you describe the causal interaction of the flashing LED with your brain's activity?

    Actually, it seems to me that the implied conclusion of an absence of free will is not implied by the observed events. The argument rests on backward propagation of causation, but the conclusion that prediction is equivalent to determinism rests upon an interpretation of the events within the context of a forward causality model. If the person permits the idea of backward causation, he can still conclude that he caused the LED to light up, only before he pressed the button. The event which was not determined was whether or not the LED lighted up. Once it does, he can claim that he caused it, albeit one second into the future. Since the LED was not compelled to light when it did, he was not compelled to push it, even if once the LED does light up, it APPEARS that he is compelled to push it.

    On a similar note, he can simply claim that the predictor is a reliable model of his brain. Again, some people may claim that prediction is not equivalent to determinism. He might go as far as saying that since the predictor is a reliable model of his brain, the predictor and he are BOTH free-willed, and reasoning in the same way, have naturally and objectively agreed upon the moment the button should be pushed. I am beginning to see how the "is-ought" gap is somehow involved with the notion of free will/determinism.

    Cramer's interaction interpretation of quantum mechanics involves backward-forward propagation of interaction, and yet is claimed to be fully causal, in much the same way that the Feynman-Wheeler theory of electromagnetic interactions is.

    Finally, I suppose the one second split was set up in light of some measure of human reaction time? Couldn't a person, after seeing the LED light, alter his behavior in less than one second? If the answer is no, I guess I am beginning to see that the envisioned scenario is, in fact, deterministic.

  30. Fantastic... by Anonymous Coward · · Score: 0

    Fantastic. Clippy will be making fun of my spelling mistakes two seconds before I make them.

    (The above is a joke. I would rather apply Clippy to myself nasally than run MS Office.)

  31. Frustration Games by CodyRazor · · Score: 1, Funny

    But it could also be used to create so-called 'frustration games' That sounds like fun.
    --
    So Skulldilocks threw acid on the schoolchildrens' faces, cause somebody from the bible told her to do it!
  32. Setup by PhoenixOne · · Score: 1

    It wouldn't act on the command before the pilot commanded, but it could do some "setup" (light up the buttons the pilot will want to use to make them easier to find, bring up data relating to the task, etc.). Some high-end cars have similar features (they tense up the seat-belt if you hit the breaks hard, and get the airbag ready).

    Good computer tools do something like this already, just in a more primitive way. Imagine that when you are almost finished writing an email, the computer could bring up the send button and move the mouse cursor over it. So now, instead of moving your mouse and clicking, you just click (super small help, but nice).

    --
    Spell cheek you've failed me four the last thyme!
  33. Re:many worlds? Interaction interpretation by Maljin+Jolt · · Score: 1

    In certain advance and surprisingly effective magical systems, like a hindu saiva siddha yoga for one example, causality is treated as symmetric relation in time dimension. Determinism is an illusion in such paradigm, letting free will remain superior above everything. Pitty you anonymous coward.

    --
    There you are, staring at me again.
  34. Been Done - MGS by Anonymous Coward · · Score: 0

    Pfft... Metal Gear Solid did this YEARS ago!

    Damned Psycho Mantis...

    But I tricked it! Yeah, they never realised I had TWO CONTROLLERS! BWHAHAHA!

  35. You haven't played against some players by Moraelin · · Score: 1

    You haven't played against some players. Half the newbies will stand watching the pretty missile coming their way, then half of those start screaming "cheater!", "aimbot!", "wall-hack!"

    My favourite example from way back when I still played CS goes like this:

    So I just pick the first server that's not full or empty, from a list sorted by ping. It has only 2 players, but everyone has to start somewhere. More will probably come.

    The first thing I notice is that suspiciously I'm assigned to counter-terrorist, while both the guys already on the server are terrorists. Not much point in playing a team game if both are on the same team, and the only two on the whole server.

    I'm new on that server, I quickly buy a TMP, I don't get any armour, helmet or grenades, and pretty much rush ahead like a noob. If you're not familiar to CS, the TMP used to be the most underpowered SMG. You pretty much needed to change the clip if the opponent had armour and you weren't at point blank range. Well, not exactly, but you get the idea. (I'm told it became much better in the meantime, but I wouldn't know.)

    So I run into them around a corner, and I mean literally bump into. I had one guy's head on half my screen. I'm surprised to see that one of them is already carrying the bomb in his hands, half a map away from the target position, and the other one is apparently guarding him. At any rate, it's a sunday morning and I hadn't had my coffee yet, so they watch me and I watch them like a noob for a full second or so. (Yeah, not one of my best days.)

    Then I open fire and ventilate both their brains from 1 ft away, like the NKVD ;)

    Before I go any further, let me stress that some more: it was not the most challenging situation or good for bragging rights in any way. I was very slow to react and it was from 1 ft away, so it's hardly an achievement. I mean, my barrel was pretty much up one of their noses.

    So they start screaming that I somehow used aimbots or wall hacks. WTF? "Guys, why would I ever need a wallhack or aimbot from 1ft distance?" I get kicked.

    Ah well...

    --
    A polar bear is a cartesian bear after a coordinate transform.
  36. Ha Ha by ElleyKitten · · Score: 1

    Haha, computer, you will not catch me, I'm a button-masher! If I don't know what I'm doing until after I've done it, you'll never figure it out!

    Seriously, while this might work for games like Mario (Hmm. That's a hole. Maybe I should jump?) I don't see it working on anything fast-paced.

    --
    "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
  37. Frustration Games by Anonymous Coward · · Score: 0

    I can't wait to play a "frustration game"! That sounds like fun!

  38. premature ejection by fuliginous · · Score: 1

    I guess it will become an advantage to jump before you intend some time. Or any other action before you intend to.

  39. Human reaction time is about 1/4 of a second by Colin+Smith · · Score: 2, Interesting
    It takes much longer than that to think. Bright young things are maybe 1/5 of a second.

    If I start "flowing" enough my conscious mind doesn't even get in the way (hence the 'twitch' appellation), that's how I come out on top. Economy of thought. That's how the martial arts masters work. No thought involved. And it's why even if you know and understand the techniques intellectually, you'll still get your arse handed to you by a street thug if you haven't practised several times a week, for years.

    Interestingly the flinch reaction is actually faster than the regular reaction time, about twice as fast, 0.15s but the response is hardwired into the brain, you can't do anything about the flinch itself. Many karate "blocks" are responses based on what to do after flinching.
    --
    Deleted
  40. Re:many worlds? Interaction interpretation by try_anything · · Score: 1

    surprisingly effective magical systems
    We're going to need some definitions here, buddy.