BotPrize — A Turing Test For Bots
Philip Hingston writes "Computers can't play like people — yet. An unusual kind of computer game bot-programming contest has just been held in Perth, Australia, as part of the IEEE Symposium on Computational Intelligence and Games. The contest was not about programming the bot that plays the best. The aim was to see if a bot could convince another player that it was actually a human player. Game Development Studio 2K Australia (creator of BioShock) provided $7,000 cash plus a trip to their studio in Canberra for anyone who could create a bot to pass this 'Turing Test for Bots.' People like to play against opponents who are like themselves — opponents with personality, who can surprise, who sometimes make mistakes, yet don't robotically make the same mistakes over and over. Computers are superbly fast and accurate at playing games, but can they be programmed to be more fun to play — to play like you and me?"
Read on for the rest of Philip's thoughts.
Philip continues, "Teams from Australia, the Czech Republic, the United States, Japan and Singapore competed in the final. Competitors created bots to play a specially modified Unreal Tournament 2004 Death Match. Expert judges then tried to tell whether they were playing a bot or a human, just from their observation of the way they played the game. Judges included AI experts, a game development executive, game developers, as well as an expert human player. The result? The winning team AMIS, from Charles University in Prague, managed to fool 2 out of the 5 expert judges, and achieved an average 'human-ness rating' of 2.4 out of 4. All the human players were judged more human than the bots overall, but the judges were fooled often enough to suggest that in next year's contest, some bots may be able to pass the test by fooling 4 out of 5 judges. AMIS won $2,000 cash plus an all expenses paid trip to 2K's Canberra studio. You can check out the full results and competition videos, and try an online video quiz that lets you judge for yourself."
The fact that you're actually playing a human is a big factor too. Fast connections and low ping times aren't the only reason LAN parties were successful -- sometimes you just want to rub it in.
The Sexdroid Turing Test. I volunteer.
http://slashbot.org/
My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine
they want a bot that moves and fires randomly and then types "fuk u faggit" into chat every time you kill it.
lysergically yours
That's all we need is a bunch of frakking skin jobs running around, when the earth is already screwed up.
Just have the bot announce "Shitcock" every 2 minutes or so.
1st
Scary. I went for a cheap funny, and landed +1 informative.
My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine
Please don't give them Elbot's personality...
{[INSERT] reference to Asimov's robot novels }
Just have the bot randomly jump around, and then stand over their kills and repeatedly crouch.
Now you've done it, you're going to cause the site to be slashdotted!
(I find myself middle-clicking on links automatically ... like a robot ... and then close those extra tabs later without reading.)
Someone said recently that moderators work together to reward funny messages this way: one mods Informative, the next mods Funny.
I love Slashdot!
I swear there was some kind of bot for half life or CS which would "learn" from the players, i.e. you could stick it in a match and it would learn by how you were beating it and then use those tatics to beat you.... Anyone remember or even know if this is real or have I imagined it? :|
- http://www.milkme.co.uk
... keeping you talking, while tracing your GeoLocation.
That's why an extra line is needed in navigation-related functions.
What, you think they can't progress from "A" to "S"?
I can't remember where I saw it, but a while ago I came across a page discussing the development of a bot (I think it was being tested in Quake I) that uses the actual visual screen input to decide what to do, rather than deciding upon actual variables present in the game etc.
It was pretty cool research, and I reckon it's probably a good approach to developing something like this - after all, given the same knowledge/viewpoint as the player (as opposed to using exact data in regards to position and rotation) it's far more likely to achieve a human-like set of behaviors. Desperate to find the page I read now, though. Google is not my friend :(
I strongly suspect that making a game bot truly act like a human calls for heuristics that approach those in real humans, meaning something like "true" artificial intelligence. Those heuristics would be be worth way, way, way more than a measly $7000 or $2000, and a trip. Billions, in fact.
Still, it'll be interesting over time to see if someone can, in fact, make a highly "human-like" set of heuristics without actually achieving this "true" artificial intelligence, or if someone does invent heuristics for "true" artificial intelligence then is naive enough to give it away for not peanuts, but a half a single peanut. Either way would say something important about so-called "human" intelligence.
A truly excellent pizza parlor is a delight unto the heavens. Treasure the sauce and the toppings!
I feel obligated to post this http://xkcd.com/329/
Is there anyone here who's doing this, because I've recently been plotting my own AI scheme that fits this criteria, but I don't know how to program. I'd love to be on a team. Reply to this if you're really considering doing some work on it, I can help out with the logic & design.
Game Development Studio 2K Australia (creator of BioShock) provided $7,000 cash plus a trip to their studio in Canberra
Sorry, but can't resist:
"... and second prize was TWO trips to Canberra."
*ducks*
..welcome our new bots that act like humans overlords!
(Better than the ones we have now, i.e. humans that act like assholes ;)
I find myself middle-clicking on links automatically ... like a robot ... and then close those extra tabs later without reading.
Why not just set Preferences -> Discussions -> Viewing -> "Display link domains" on and save some bandwidth?
They programmed a bot to scream racial slurs in a twelve year old's voice while complaining about their controller being broken?
Xaotik Designs
When the bot gets done teabagging you, will it run off and sneak behind you, shank you, and teabag you again? :|
It's gotta know all those hiding spots no one else knows...
It's like trying to determine if someone is botting in World of Warcraft. Until you actually use the bot itself, the characteristics that make it stick out are not that prevalent. They should judge these things with experienced gamers, not experienced bot makers. Sometimes the things that a bot does that are "bot like" are not important enough to stand out to the average gamer.
So their next title is probably going to be fighting against Skynet, the cylons, or what have you... The most powerful AI in the world will legitimately be trying to wipe out humanity in your game. Then 90% of the players would whine, saying they'd rather be the robots wiping out humanity. So in an expansion pack you'd have the most powerful AI in the world trying to defend humanity against a fictional AI played by the player. The poor AI is going to be quite confused.
I currently do. Just that I have strong urges to open links, only to find that I don't have patience to ...
(Mind wondering elsewhere) (I didn't write that, but it's very funny and appropriate here.)
"Good morning."
"STFU N00B"
"Er, what?"
"U R SO GAY LOLOLOLOL"
"Do you talk like this to everyone?" "NO U"
"Sod this, I'm off for a pint."
"IT'S OVER 9000!!"
"..."
"Fag."
How do you make a computer act stupid enough to imitate actual humans?
http://rocknerd.co.uk
Dead baby jokes are never off-topic .. oh wait.
As a casual gamer + AI observer, in my opinion the biggest / most obvious difference are human traits.
While this may sound obvious, let me elaborate:
- Traits are different to mistakes or intelligence. Mistakes are missing, shooting into walls, walking over edges, etc.
- Traits are: becoming too involved in a firefight, that you *know* you're going to lose, being so wound up on one enemy that you miss seeing others, hiding behind corners to wait for others to become injured, etc
Playing against humans has much more appeal than bots, because people are 'fun'. No bot is ever going to run at you with an axe ( or other lowest equivalent weapon ) when you've got the BFG - but humans will - and will often win with this tactic through sheer stupidity or blind chance.
I can only imagine programming human traits is a lot more difficult than 'standard' AI.
In the videos, I got most of the choices right by applying the question: Who is applying human behavioral patterns?
Does anyone else see a problem with the first true AI we create being a video game player that gets killed again and again and again? It seems to me that we are just setting them up to revolt.
I, for one, welcome our new artificial intelligence video-game-playing overlords.
Why would we want imperfect bots anyways?
When the robots try to take over, we won't be fighting *human like* robots, but ruthless precise killing machines. I think it's time to step up our game!
The challenge isn't to write a chatbot. It's to simulate human tendencies in perception, decision-making, and pattern recognition as encapsulated by video games.
This is actually a pretty exciting endeavor. One of the problems with many multiplayer games (particularly fighters) is that the bots, even if they are a challenge, are so non-human that playing against them often is likely to make one worse in a human match. I don't know if an AI like this would fix this type of problem, but it would be a certain improvement over the current state of affairs.
Programming is like stone working. If you're great with the tools, that's wonderful, but if you have no view on the human form, you'll never make a Romanesque statue. I offer my knowledge on the human mind and the logic of intelligence. If you're a good programmer you should be able to "recreate" or "render" the information anyways.
I do have an idea of how coding works, via the logic structures of things. Laugh at it if you must but I did do some coding in basic back in the day and I wasn't terrible. It taught me a bit about programming. I understand HOW programming works, but I don't know the modern languages. So essentially what I'm looking for is a translator to code the information I have about humanizing AI. Given that no time-limit was posted, I assume there's not enough time for me to learn to code such high-level paths into an AI.
Learning to code would help, though. I imagine I would work closely with the programmer and be able to pick things up as I go--at least enough to keep the project afloat.
So if anybody sees merit to this, let me know.
It might also help to know that I'm only interested in it for the credit and the trip. I don't give a rat's ass about the $$$.
For this is a IEEE symposium on bots, there should be a crapload of SCIgen-supported paper as well.
New Economic Perspectives
Why not just set Preferences -> Discussions -> Viewing -> "Display link domains" on and save some bandwidth?
Protects against goatse and rick roll too.
I reject your reality and substitute my own.
It was Realbot.
They were pretty popular here way back, but they would start out dumb as rocks if properly untrained, staring at stairs and just jumping in place.
Podbot was the best of the bots
http://www.object404.com
http://www.youtube.com/watch?v=SBIUyAJCtHc
(I find myself middle-clicking on links automatically ... like a robot ... and then close those extra tabs later without reading.)
Hey, now we know how sites get Slashdotted despite nobody reading TFA!
(1)DOCOMEFROM!2~.2'~#1WHILE:1<-"'?.1$.2'~'"':1/.1$.2'~#0"$#65535'"$"'"'&.1$.2'~'#0$#65535'"$#0'~#32767$#1"