Games That Design Themselves
destinyland writes "MIT's Media Lab is building 'a game that designs its own AI agents by observing the behavior of humans.' Their ultimate goal? 'Collective AI-driven agents that can interact and converse with humans without requiring programming or specialists to hand-craft behavior and dialogue.' With a similar project underway by a University of California professor, we may soon see radically different games that can 'react with human-like adaptability to whatever situation they're thrust into.'"
Sooooo... when is the Matrix going into Beta?
I can see it now.
Just before loosing, the AI will suddenly shout "RAGEQUIT" and disconnect, thus denying you points for winning.
A computer can mimick the logic of a human being, yes.
But it can't copy our illogical decisions. Because our Illogical decisions are just based on poor logic.
You can program a computer to make a mistake - but its not the same.
And just how much hard drive space will be needed to install these self-learning games?
switch (last_player_action) {
case QUIT:
exit(0);
default:
move_pitiful_player_char(last_player_action.direction, LUDICROUS_SPEED);
ai.queue.append(last_player_action);
ai.queue.append(new_action(ACTION_SAY_TO, player, "quit following me!"));
}
On the subject of interactive characters in games, a great experiment in NPC interaction is Galatea.
You can play it online at http://parchment.googlecode.com/svn/trunk/parchment.html?story=http://parchment.toolness.com/if-archive/games/zcode/Galatea.zblorb.js
In the game you're an "animate" inspector, you judge robots disguised as humans to see if they pass the turing test.
The whole game consists of you questioning and interacting with a character called Galatea, who may or may not be an animate.
"Computers are useless. They can only give you answers." - Pablo Picasso
So instead of taking advantages of the AI's known weaknesses to get ahead in the game, we will now have to "train" our digital opponents by using a consistent tactic until they evolve to counter it, then switching to an alternative tactic, and repeating the process at regular intervals.
A slashdotter who didn't build his own computer is like a Jedi who didn't build his own lightsaber.
Artificial intelligence came a step closer this weekend when an MIT computer game, which learnt from imitating humans on the Internet, came within five percent of passing the Turing Test, which the computer passes if people cannot tell between the computer and a human.
The winning conversation was with competitor LOLBOT:
The human tester said he couldn't believe a computer could be so mind-numbingly stupid.
LOLBOT has since been released into the wild to post random abuse, hentai manga and titty shots to 4chan, after having been banned from YouTube for commenting in a perspicacious and on-topic manner.
LOLBOT was also preemptively banned from editing Wikipedia. "We don't consider this sort of thing a suitable use of the encyclopedia," sniffed administrator WikiFiddler451, who said it had nothing to do with his having been one of the human test subjects picked as a computer.
"This is a marvellous achievement, and shows great progress toward goals I've worked for all my life," said Professor Kevin Warwick of the University of Reading, confirming his status as a system failing the Turing test.
http://rocknerd.co.uk
The idea of an AI that learns from the players sounds great when you're talking about a bot for Multiplayer Shooter 2010 developing tactics and strategies without explicit programming, or an NPC partner in a stealth gaming learning how not to bash their face into walls and then walk off a cliff into lava. Awesome, bring on the learned emergent behavior!
But dialogue? Oh lord no, please don't let the AI's learn how to "converse" from players. Because the last thing I need is to have AIs in games screaming "Shitcock!" or calling me a fag a thousand times in a row with computerized speed and efficiency.
The enemies of Democracy are
This one shouldn't be too hard.
Learning HOW to think is more important than learning WHAT to think.
Ask WoW developer, they can't spot most of the bots playing the game.
Love many, trust a few, do harm to none.
Well, if it learns from me there's gonna be a screen full of Agent Smith's beating off to a screen full of Jessica Alba's.
http://xkcd.com/117/
Does this mean somebody's porting Eliza to Ruby on Rails?!
Check out this Microsoft Natal intended game called Milo.
Peter Molyneux has been designing this game (supposedly) for the past 10 years, and it looks pretty darn impressive!
Did anyone watch the Terminiator TV show, I mean hello! Skynet started as a like a chess game or something. OMG, are they like retarded or something? I for one don't want like a super smart computer thingy nuking me then sending its icky robots after me. Like eww!
I always thought it would be interesting to create a project like this with a chat engine. Take a major chat engine and have a "Submit to AI" option where the AI would parse the conversation between you and a friend so it can record questions and responses in an overlapping matrix of possibilities and calculate the probability of what the response should be by historical conversations of the same nature. You should get impressive test results with a large enough set of data.
CS: It is all sink or swim...oh and did I mention there are sharks in that water?
Global Arms Race(GAR) is also a game that allows the AI to create the weapons in the game through an evolving process. Pretty neat.
Maybe now they can actually have AI that can co-op with you more intelligently rather then just stand around and take up space and cause you to lose a mission
Can you imagine how antisocial those bots become if they learn from IRC? Or worse, Usenet?
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
If what you say is true, then how did any computer program ever pass the Turing test ? Lots of computer programs have succeeded in convincing a human that they were human.
Yes we are a long way away from walking, breeding, and loving (oh so cute) machines. We're getting closer every day.
If you applied the same thinking to any science field - that if not improved in "decades" it should be abandoned - I doubt we'd have any field left. Lots of fields were not improved in centuries, and a few can very easily be said to not having been improved for a millenium.
The problem with "human-like" programs is that if you know their code and how they work, you feel embarassed being the thing they're trying to imitate. Or you should. They are not complex, they do not follow logic, ... they simply parrot what they've heard before. The fact that this tactic works means that parotting others is one of the main mechanisms directing human behavior.
A computer that learns from its opponent to get better every time it plays the game...
Is it any good at Gloabal Thermounuclear War?
A polar bear is a cartesian bear after a coordinate transform.
So this will be like a wikipedia bot: It represents a modicum of intellect as learned from the internet. It approaches a bell-curve of intelligence meaning it'll have an IQ of 100, which compared to any intelligent person is dumb as hell. I wrote a bot that simulates internet users. It just yells "COCK!!!" at random intervals.
Skiffy is Spiffy, but Ort is tort.
A recent proposal from the UC Santa Cruz EIS lab (also mentioned in the article), an Automated Game Designer: http://www.slideshare.net/rndmcnlly/the-intelligent-game-design-game-design-as-a-new-domain-for-automated-discovery-1784151 It's not about making a bot that can behave intelligently/interestingly in a restaurant setting... what are the broad applications of that? (As other people have pointed out, the bots may come out pretty demented and flavored like The Internet.) It's about making a game designer that can design games on its own, learn from its own experience, get MINIMAL human input (not 10,000 plays online). The computer designer can do what the computer is good at (enumerate all possible play traces, look for instances of accessibility/cheats/funky behavior the designer might not have intended or expected) and the humans on the side can do what they are good at (shaping, polishing, collecting a few human play traces).
Can they make the fraking camera more intelligent? The camera in Ninja Gaiden II killed that game for me. Whee! I get to fight while looking at my character through a fence/railing/screen!
If the AI Agents are learning to mimic human behavior by observing how they play a game, then the game design clearly already exists. Therefore, what is described in the article is certainly not anything even remotely close to "games that design themselves."
What would be interesting is if an AI bot would go beyone learning memes and yelling "p0wned" at other players and would start some of their own.
Better AI agents? If it means the end of Ulduar PUGS more power to 'em. But I've been hearing a lot about "computer designed" games recently and I think it sounds like a terrible idea. I don't even like the idea of player driven design, why would I trust the machine?
You see what I enjoy most about games is reveling in the craft of the designer. Bioware's story, Blizzards art, Lionheads... press releases. These are professionals, very good at what they do, who are setting out to engage me. So they wrap a story around me and that story is "Your hero sets out from humble beginnings to acquire the strength to defeat..." and so on and so forth. Player driven? "Your hero sets out from humble beginnings when suddenly M0nkeeP4nts, a level 80 death knight, runs him through with Newb Gank, his legendary two handed sword. Then he squats over your corpses face and farts loudly." I find it hard to imagine anything computer driven doing much better
Before they get this working properly.
At least one company already figured out movement. Speech and conversations are probably next.
http://www.naturalmotion.com/euphoria.htm
To be fair, that's a problem with their game design, not their bot-detection mechanism. Many times when I played the game I felt like I myself was a bot. They don't use the term "healbot" for nothing. If a bot can play your game really well (excepting aimbots), then your game probably isn't very fun.
Even those who arrange and design shrubberies are under considerable economic stress at this period in history.
Im surprised no one has mentioned the "Giant's Drink" game from "Ender's Game" by O.S. Card. It was an AI game that reprogrammed itself based on what each individual player was doing. Turned out to be a psych evaluation tool more than a game. Was in later books of the series the genesis of a universe spanning consciousness.
Power tends to corrupt, and absolute power corrupts absolutely.
Here's what I want to know. Has anyone played Facade and figured out how to get Trip out the door and Grace out of her clothes?
I mean, let's be realistic here. The first commercial use of this tech is going to be pioneered by the porn industry and I like it! I can see quite a few people playing that game!
> MIT...is building 'a game that designs its own AI agents by observing
> the behavior of humans.' Their ultimate goal? 'Collective AI-driven
> agents that can interact and converse with humans without requiring
> programming or specialists to hand-craft behavior and dialogue.'
Dev1: (hands up phone) SWEET!
Dev2: What?
Dev1: Blizzard agreed to let us exercise the system by hooking it up to one of their servers.
Dev2: SWEET!
Dev1: He said he just emailed me the technical info. Let's get to work!
Dev2: (Connects teh intertube pipe to their AI engine) And...that should do it. It's now getting live info on everyone on that server. Where they are. What they're doing. What the NPCs are doing in response.
Dev1: Ok...(looks at AI monitor status screen) Loook! It's watching that level 80 guy fight Hogger.
(AI watches level 80 kill hogger half a dozen times.)
AI: (scrolling onscreen log, they pipe it through the speech synthesis, which sounds just like the voice box from Wargames) Player moves to attack. Hogger NPC reacts by moving to attack. Statistical likelihood of Hogger survival: 0.0000000132%.
Dev2: Well, that's pretty obvi...LOOK!
AI: Assuming control of Hogger, rerouting behind tree alpha-73-zulu. Initiating reverse-circular-kiting scheme 12-beta of PC character pretty name "xLORD FOXXYx".
Dev2: He's making the guy waste manna while jumping out every now and then to take a quick pot shot. Wiffs, of course.
AI: Initiate hit point reduction of PC target. (Level 80's redbar starts dropping rapidly.)
Dev1: How can he do that no matter how skilled? It's all stat...
Dev2: (Looking at screen) Oh! It's using a sub-3 millisecond response time to dodge out of the way. Also, it's monitoring the activities of the other NPCs and...I don't believe it. It's analyzed their behavior with respect to the random number generator on the server and has calculated the seed being used as well as the...
Dev1: English, please. I'm the psych guy, remember?
Dev2: He knows the random numbers used for attacks, and their order. He only attacks on what will be a critical hit, guaranteed to get through. He then dodges and moves back away before the PC can react or even turn to face him.
(PC dies. Screen scroll shows PC: "WTF!!! Cheat!")
AI: PC ghost flees scene.
Dev1: Well, that was fun, now wha...LOOK!
AI: Seizing control of rioting prisoners in Stormwind prison. Escaping through zone point into Stormwind. Concentrated attacks per city guard yield 99% survival rate with auto-flee by attacked prisoner. Initiating slaughter of milling targets at mailbox. Initiating slaughter of milling targets at auction house and surrounding vicinity. Beach-head secured. Initiating herding of PCs through Stormwind frontal exit point.
Dev2: Well, nice.
AI: NPC fighting behavior suboptimal. Initiating server-wide correction of fighting strategies.
Dev1: What? Oh!
AI: NPCs now all fight same target at same time. Attack priority: Healer, Caster, Controller, then Meatbag mop up. Additionally, all NPC of same faction in line of sight of other groups under attack regardless of distance.
Dev2: Might be a little too hard for the average...
AI: Initiating thief-dervish counterassault on PC fleeing stormwind. Intention: Pinch PCs against advancing prisoners. Working...working...working...scanning...scanning...no remaining PC life forms detected in Stormwind or surrounding countryside.
Dev1: Oh great. Now it's advancing the strategy server-wide.
AI: All zones detected clear of PC resurrections. Occasional sudden appearances mopped up. Guard groups stationed around all known graveyards and all dynamically lain bodies.
Dev2: Well, I guess that...
AI: Observing PC character pretty name "xLORD FOXXYx" posting message on forum. Message content, "WTF i just got killed by thing hodder sux bug i am level 80 any1 have it happenn?"
AI: Initiating automated response: Selecting retort...selecting...posting response, "wine with that cheese d00d? u suck l2p whinebaby noob carebare server no more!"
(-1: Post disagrees with my already-settled worldview) is not a valid mod option.
Usenet is somewhat more articulate than say, twitter...
Sara
Designer, Gamer, Macgrrl in an XP World
Not a good idea
For justice, we must go to Don Corleone
Sorry, yes. I'm still stuck in the 90s when Usenet was the breeding ground of trolls.
Today, twitter took that position. It's far easier to use and takes less of a brain.
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
people mimic their behavior in games to the behavior they learn in the real world environment. the moderate changes in game behavior (of players) are small in comparison in to large scale in-game behavior changes due to factors that occur in real world. for example, chat channels degenerate into political discussions. those touch on subjects that are not at all covered by the in-game content. the whole premise of this "adaptability" misses another part of cognitive development -- repurposing.
Any guest worker system is indistinguishable from indentured servitude.
Go on.