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Artificial Intelligence Bests Humans At Classic Arcade Games

sciencehabit writes The dream of an artificially intelligent computer that can study a problem and gain expertise all on its own is now reality. A system debuted today by a team of Google researchers is not clever enough to perform surgery or drive a car safely, but it did master several dozen classic arcade games, including Space Invaders and Breakout. In many cases, it surpassed the best human players without ever observing how they play.

148 comments

  1. Breaking news! by penguinoid · · Score: 5, Funny

    Someone made a computer that's really good at reaction time, and at calculating trajectories.

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    1. Re:Breaking news! by Anonymous Coward · · Score: 0

      Someone made a computer that's really good at reaction time, and at calculating trajectories.

      How well does it do after 3 or 4 bong hits?

      --
      My name is Richard, but you can call me Dick.

    2. Re:Breaking news! by ShanghaiBill · · Score: 1

      Someone made a computer that's really good at reaction time

      It was done awhile ago. By IBM. Watch Watson play Jeopardy, and it is pretty obvious it won mainly because it was much faster at triggering the button. Watson wasn't better at answering the questions, it just got more chances.

    3. Re:Breaking news! by Dutch+Gun · · Score: 5, Insightful

      Seriously, is there any doubt that a computer can easily defeat a human at a computer game that involves 95% pure reflexes and 5% strategy?

      The article shows a picture of Breakout, and tends to focus on the wrong things entirely... especially the title, trumping that "computers can beat humans". It's fairly impressive that computers can learn the rules of a simple videogame on their own and perform well, but beating humans is not exactly an apples to apples comparison, because while we can formulate strategies to maximize points, we're also prone to making simple mistakes due to our much poorer reflexes and coordination. So AI has a massive advantage with precision reflexes and calculations that it can make much faster than humans.

      Some of my previous jobs involved programmed AI game opponents for action games. As anyone who's faced an aim-bot knows, there's no real challenge for computers to perform many of the tasks humans find difficult, like putting a bullet through a moving target's forehead. I actually had do a lot of extra work to programmatically replicate the difficulties humans face when aiming at a moving target. However, collecting and processing global environmental knowledge and formulating complex strategies based on that knowledge is extremely difficult. That's why we typically build a lot of invisible hints into the environment itself for the benefit of AI, such as pathfinding-specific structures, or dynamic flags that signal potential rewards or danger. Even today, in many strategy games that involve complex ruleset (meaning brute force calculations can't work as well), the computer opponents inevitably have to cheat in order to compete with even modestly skilled players.

      Early videogames have very few of these sorts of challenges because of their largely static environments and the basic nature of the games. For the most part, you just need to formulate a few simple rules for an optimal victory condition, and when combined with a computer's incredible performance, you can easily trounce the best human players, simply because a computer never gets distracted, tired, or makes silly mistakes in judgement.

      Again, I'm not dissing the work the researchers did, which I found to be impressive, but the article and summary seem to be missing the point entirely by comparing them to human scores. It's fairly obvious that once a computer learns how to play with an optimal strategy, it's an absolute given that they'll score better than humans ever could.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    4. Re:Breaking news! by Anonymous Coward · · Score: 1

      By telling the lie that you think this happened makes you a liar. Believing a liar makes you a liar. Are you smart enough to understand that? This did not happen. There is no proof. There is no video. The only evidence is a vague statement from a Republican. We all know their kind lies. Just look at Rmoney's claim that he is human. No. He is a man-like object. That is why he is so hateful. Again, you are a liar since you believe a liar.

    5. Re:Breaking news! by deesine · · Score: 1

      I figured out an endless pattern to Atari 2600 Space Invaders and PacMan, high score stuff. Was thrilled and disappointed to read about my solution in some Atari mag several years after my discovery.

      I figured I had beat the computer and was disappointed when War Games came out.

      --

      --
      damaged by dogma
    6. Re:Breaking news! by ljw1004 · · Score: 1

      The article shows a picture of Breakout, and tends to focus on the wrong things entirely... especially the title, trumping that "computers can beat humans". It's fairly impressive that computers can learn the rules of a simple videogame on their own and perform well, but beating humans is not exactly an apples to apples comparison, because while we can formulate strategies to maximize points, we're also prone to making simple mistakes due to our much poorer reflexes and coordination.

      Exactly. The article talks about the "advanced strategy" of tunneling a hole through to bounce the ball of the back wall. But that's only a useful strategy to make up for someone who doesn't have the reflexes to bounce the ball with their paddle, or can't be bothered. If the program had good reflexes and didn't get bored, then tunneling in breakout isn't any advantage.

    7. Re:Breaking news! by mrmeval · · Score: 1

      Also the game has finite limits which over time the Artificial Stupid can memorize completely enough to anticipate it ahead of time.

      --
      I'd go on a Vegan diet but the delivery time from Vega is too long. --brownkitty
    8. Re:Breaking news! by Lennie · · Score: 2

      I actually didn't see this story as news, I had seen a video of there work last year from before they were bought by Google.

      That same video was linked from the article:
      https://www.youtube.com/watch?...

      What makes this more interresting is, they didn't tell the AI how to play the game, they let the AI learn to play the game on it's own.

      I think one of the things this what makes this also interresting is how few times the AI needed to learn the game and then also be good at it.

      --
      New things are always on the horizon
    9. Re:Breaking news! by Ralph+Wiggam · · Score: 2

      At high levels, Jeopardy is all about who presses the button first. Watch a Tournament of Champions. All 3 people buzz in for pretty much every question.

      The trick is who can parse what the "answer" is really asking, recall the fact required, and then buzz in before the other players can do all 3 things. If Watson can do those things faster than a person, it won fair and square. Just being able to parse the "answer" was an incredibly impressive achievement.

    10. Re: Breaking news! by Anonymous Coward · · Score: 0

      Exactly. :P this is nothing new, AI has been able to do this for s goid while. The article is misleading when it states the AI has been given no instructions - maybe not specific to the games in auestion, but it has been programmed, it could hardly be called an organic process. Pft. Whatever.

    11. Re:Breaking news! by PRMan · · Score: 1

      It cheated. It was fed text instead of having to take the time (like the people did) to determine the meaning from the audible clue given.

      --
      Peter predicted that you would "deliberately forget" creation 2000 years ago...
    12. Re:Breaking news! by PRMan · · Score: 1

      Pfft. It didn't take me 600 games of Breakout to learn to put the ball above the bricks...

      --
      Peter predicted that you would "deliberately forget" creation 2000 years ago...
    13. Re:Breaking news! by Anonymous Coward · · Score: 0

      As well as follow mathematic rules, which most games are based on.

      When math can't explain things, computers trying to explain it will fantastically fail.

    14. Re: Breaking news! by Anonymous Coward · · Score: 0

      Actually the advantage is speed. The top of the stage is closer to the blocks. So it's less travel time between breaking bricks at the top. Once those are gone you take out the remaining low bricks with your paddle.

    15. Re:Breaking news! by Anonymous Coward · · Score: 0

      Computers also get infinite chances to improve their game. What if human and computer played a coin-op game and were only given $10 each - whoever gets the highest score wins. Then who comes out on top?

    16. Re: Breaking news! by Anonymous Coward · · Score: 0

      So you mean it was at a disadvantage by not getting to evaluate tone, inflection and context?

    17. Re:Breaking news! by rtb61 · · Score: 1

      Hate to break it to you but that was done, years and years ago, it is really easy for computers to do that stuff. The really hard bit it to analyse the environment and from that analysis create an internal virtual environment that you can base your calculations and optimum decisions on. It really is difficult for computers to analyse the visual environment, understand what is within that view and how the various elements will behave as changes occur. So virtual computer robotics is pretty easy because you skip that whole extraordinarily difficult area of actual real time environmental analysis. Fast track robotics development means you would skip that area whilst developing appropriate robotic responses in virtual environments, you could cunningly fund this by creating animation content using those robots.

      --
      Chaos - everything, everywhere, everywhen
    18. Re:Breaking news! by Comboman · · Score: 2

      The human players get the clue in text format also (printed on the monitor wall). Alex Trebek reading the clue aloud is strictly for the benefit of the mouth-breathers watching at home.

      --
      Support Right To Repair Legislation.
    19. Re:Breaking news! by ShanghaiBill · · Score: 2

      ... and then buzz in before the other players can do all 3 things.

      This is not correct. It is NOT who buzzes first. Alex reads the question and then a light comes on. If you push the button before the light comes on, then you are locked out for a quarter of a second. So the trick is to push the button the instant the light flashes on. It is pure response time. Of course a computer is going to be better at that. That is 99% of the reason Watson won.

    20. Re:Breaking news! by Anonymous Coward · · Score: 0

      I'm sorry but they'll never build a machine that can beat a human at Burgertime.

    21. Re:Breaking news! by Maxo-Texas · · Score: 2

      That depends on the incentives the AI has.

      In this case, it appears it has incentives to gain the highest possible score as quickly as possible.

      In this case, tunneling and bouncing off the top wall better matches those goals.

      I read about his before and the computer starts out not knowing where the score is-- it has to learn which area is score and then do random things with the game until something succeeds at causing the score area to go up... and then optimize for high score and high speed.

      That sure sounds like learning to me.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    22. Re:Breaking news! by pitchpipe · · Score: 1

      Seriously, is there any doubt that a computer can easily defeat a human at ___________ that involves _____________?

      Of course not. Whenever a computer defeats a human easily, of course it isn't true AI. Computers were better at that all along. Leave that to computers so that humans can do the truly human work.

      --
      Look where all this talking got us, baby.
    23. Re:Breaking news! by narcc · · Score: 2

      The bit about the score is key here. It's essentially no different than any other learning algorithm as it does not discover on its own that the goal is to achieve a high score. The computer vision part is neat, but nothing new, and ultimately does nothing to differentiate this from the zillion other similar projects as it is only used to find the score! Countless hobbyists and researchers have made ANN's and Genetic algorithms which produce similar results, both the computer vision part and the game-playing part.

      The program does not, in any way, "study a problem and gain expertise all on its own". It's pure click-bait. I'm ashamed to have fallen for that particular trap.

    24. Re:Breaking news! by narcc · · Score: 1

      Whenever a computer defeats a human easily, of course it isn't true AI.

      You're confused. I'm not sure how, exactly, but you might want to google "hard problem" and "strong AI" to net (ha!) yourself a better grounding.

    25. Re:Breaking news! by itzly · · Score: 1

      As anyone who's faced an aim-bot knows, there's no real challenge for computers to perform many of the tasks humans find difficult, like putting a bullet through a moving target's forehead.

      It always makes me wonder why fights in futuristic movies are always done by people aiming by hand.

    26. Re:Breaking news! by Anonymous Coward · · Score: 0

      Really 99%? Do you know what a computer is?

    27. Re:Breaking news! by AmiMoJo · · Score: 3, Informative

      The key achievement here is that the AI was able to learn the game on its own in a relatively short time. Imagine if you had an industrial robot that could learn how to do tasks on its own and then modify its behaviour if the situation changed, and generally cope with a variety of situations.

      Also, they called it DQN which means "dumbass" in Japanese, so bonus points for that.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    28. Re:Breaking news! by telchine · · Score: 1

      Some of my previous jobs involved programmed AI game opponents for action games. As anyone who's faced an aim-bot knows, there's no real challenge for computers to perform many of the tasks humans find difficult, like putting a bullet through a moving target's forehead.

      Then why did Steven Polge resort to making the ReaperBot cheat?

    29. Re:Breaking news! by Bonzoli · · Score: 2

      Yes, it has a great language/text codex, and the training process for watson is a scheduled batch job oddly enough. But once its trained its good at finding answers. I was disappointed they didn't have a good voice to text system running for the game.
      I've seen it in the lab at ibm and asked a lot of questions. Its a language codex which is quite good, sitting infront of a ranking database of information.
      The demo they had was medical journal based, and seemed quite useful for doctors that are looking for answers which are current.

    30. Re:Breaking news! by gl4ss · · Score: 1

      a looong while ago.

      what do you think the military used the computers first for? I thought that was the joke of the comment.

      the thing is though giving it an arbitrary video game. making a robot to play just breakout is very easy, but that it plays breakout after it sees it is not that easy (though breakout is very easy on that scale, paddle follows ball and you get points, not much trial and error involved before you have winning combination(also wasn'tthat done a year or three ago already??)

      --
      world was created 5 seconds before this post as it is.
    31. Re:Breaking news! by thedonger · · Score: 2

      I figured out an endless pattern to Atari 2600 Space Invaders and PacMan, high score stuff. Was thrilled and disappointed to read about my solution in some Atari mag several years after my discovery.

      I figured I had beat the computer and was disappointed when I wasn't asked to help defeat Xur and the Ko-Dan Armada.

      Fixed that for you.

      --
      Help fight poverty: Punch a poor person.
  2. Lower the bar further. by HornWumpus · · Score: 1

    AI is now trivial pattern matching.

    --
    John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
    1. Re:Lower the bar further. by AK+Marc · · Score: 1

      For non trivial patterns, that is Intelligence. So they have trivial now, next they just need to improve that. A human does nothing but patten matching.

    2. Re:Lower the bar further. by jellomizer · · Score: 1

      The classic arcade games are more of an issue of attention, than skill or thinking ahead.
      Once the AI figured out how the play the game, I bet it can focus and pay attention to the detail, more than a human can.

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    3. Re:Lower the bar further. by Anonymous Coward · · Score: 1

      Not true, we also do input and output. Gabage in, garbage out.

    4. Re:Lower the bar further. by Anonymous Coward · · Score: 0

      I have this simple robot at home that throws balls for my dog. It solves that trivial problem. All I need now is to improve that and I have a robot that can solve all problems.

    5. Re:Lower the bar further. by Austerity+Empowers · · Score: 2

      Don't even need that. I made pong for the TI-82 instead of paying attention in calculus class in high school, my "AI" could not be beat. Because it's really easy to do things when you can precisely calculate vectors and positions... It's actually harder to have something that makes human-like mistakes.

      I don't think actual breakout or space invaders would be significantly harder.

    6. Re:Lower the bar further. by s.petry · · Score: 1

      And Pay walled to boot!

      --

      -The wise argue that there are few absolutes, the fool argues that there are no probabilities.

    7. Re:Lower the bar further. by AK+Marc · · Score: 1

      Outputs caused by (or matched from) inputs.

    8. Re:Lower the bar further. by AK+Marc · · Score: 1

      What problem does it solve? I have a "robot" at home that makes things colder. It's called a refrigerator. Improving it won't solve anything else. It does no pattern matching. Neither does your robot.

    9. Re: Lower the bar further. by Anonymous Coward · · Score: 0

      If you improve it you could solve global warming.

    10. Re: Lower the bar further. by AK+Marc · · Score: 2

      Only if we put the heat exchanger on the Moon.

    11. Re:Lower the bar further. by HornWumpus · · Score: 1

      For example: I have pattern matched this thread^Warticle^Wweb site and decided it was a repetitive waste of time.

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
    12. Re:Lower the bar further. by Anonymous Coward · · Score: 0

      Here's an integer sequence: 9, 9, 9, 9, 9, 9, 9, 9
      Can you guess what integer comes next in the sequence?
      Great! Now all you have to do is improve that and you'll have AI.
      It's just so easy, I don't know why everyone isn't doing it.

    13. Re: Lower the bar further. by narcc · · Score: 1

      You've missed the joke.

  3. Nooooooo by aaaaaaargh! · · Score: 1

    I want my symbolic AI back...

  4. Strategy games? by gurps_npc · · Score: 2, Insightful
    No, merely reaction time.

    In other words, this is an example of good image recognition software, that's it.

    Show me a game that beat a human on a strategy based game, then you have something.

    --
    excitingthingstodo.blogspot.com
    1. Re:Strategy games? by fisted · · Score: 1

      how about chess?

    2. Re:Strategy games? by gurps_npc · · Score: 1
      Humans play chess as a strategy game. Computers play chess as a math problem to solve by looking ahead x turns.

      "Go" on the other-hand must still be played as a strategy game by computers because looking ahead is not that helpful.

      --
      excitingthingstodo.blogspot.com
    3. Re:Strategy games? by Anonymous Coward · · Score: 0

      Computers have surpassed humans in Go. You haven't been paying attention.

    4. Re:Strategy games? by Nethemas+the+Great · · Score: 1

      Actually it does develop strategy. In BreakOut it doesn't merely bounce the ball with good reaction time. It learned to tunnel up to the back side of the wall. RTFA

      --
      Two of my imaginary friends reproduced once ... with negative results.
    5. Re:Strategy games? by Pieroxy · · Score: 1

      A pic^H^H^H link or it didn't happen.

    6. Re: Strategy games? by Anonymous Coward · · Score: 0

      High level chess play is also just memorizing plays for the most part. Computers can brute force the problem without being intelligent, merely by knowing all the possible probable plays and calculating the most optimal choice.

      When they make a computer that learns a more open ended system, like D&D or Minecraft, and can find its own solutions, now....

    7. Re:Strategy games? by Anonymous Coward · · Score: 0

      Computers have surpassed humans in Go. You haven't been paying attention.

      I have never been beaten by a computer at "Go".

    8. Re:Strategy games? by Trogre · · Score: 1

      To quote Queeg:
      Chess

      --
      "Nine times out of ten, starting a fire is not the best way to solve the problem." - my wife
    9. Re:Strategy games? by Anonymous Coward · · Score: 0

      Computer Go programs have gotten very good, but top-level professionals still beat them.

    10. Re:Strategy games? by msobkow · · Score: 2

      It's not even a good example of image recognition, because the images to be processed don't have to be "understood" to be used. On top of that, the graphics of the games in question were very simple and primitive compared to what image recognition software deals with.

      Add to that the repetitive nature of old video games that were based on 99% reaction time and 1% strategy, and you can just flat out colour me "unimpressed" with this "research".

      Back in University, my AI project was a game player (a simple strategy game whose name I forget.) As it turned out, the entire game mapped down to a pre-determined set of decisions, so after playing only a dozen games, the "AI" would win every time, and that was just with a simple weighted-algorithm system of play. Some problems are just eminently suited to "AI" is all that I ended up learning from that project, but it was a useful lesson on the difference between optimizing a decision tree and actual "intelligence".

      Until someone comes up with a system that can deal with bad and erroneous inputs as well as humans, I will continue to be unimpressed. Yet at the same time, I don't consider it necessary for a computer to be able to think and understand per se to be considered an "intelligence." It just needs to be able to make decisions and choose between alternatives faster than it's human counterparts in order to be useful, and to reduce the number of errors compared to it's human counterparts.

      I have little faith in "neural networks." They place too much emphasis on emulating simple biological components and not enough on the "art" of understanding. Neural networks basically take the approach that "if it's big enough, we'll maybe get lucky and it will start to think." That's not "solving a problem." That's "playing the lottery."

      --
      I do not fail; I succeed at finding out what does not work.
    11. Re:Strategy games? by Tablizer · · Score: 1

      Go atse?

    12. Re:Strategy games? by Tablizer · · Score: 1

      Maybe humans memorize patterns of play (responses) that win then. If the computer cannot "look" far ahead in Go, than neither can people, most likely. What exactly is "strategy" that is different from predicting ahead and/or learning successful patterns?

    13. Re:Strategy games? by Anonymous Coward · · Score: 0

      I'm also suspect of neural networks' supposed biological influence and certainly don't think they are the answer to AI, but they have their uses. Facebook's AI guy (who is a bit overly invested in neural networks) actually gave a pretty balanced view in an interview linked from Slashdot yesterday. Particularly, he highlighted that the biological influences are almost entirely a distraction that the media likes to focus on. The main interesting part of neural networks is that the intermediate layers can sometimes have a meaningful interpretation, unlike SVMs which are infamously uninterpretable.

    14. Re: Strategy games? by Anonymous Coward · · Score: 0

      High level chess play is also just memorizing plays for the most part
       
      Maybe your opening books, yeah... there isn't a serious chess player today who hasn't memorized that but deeper in play? Hell no.
       
      If you're one of those types who knows the rules of the game and enjoy it casually you'll be spotted as a chump by your 5th move, most likely even sooner. There's a world of difference between real chess players and people who know enough to move the pieces around just like there is a world of difference between playing street ball on a weekend afternoon and being in the NBA.

    15. Re:Strategy games? by Anonymous Coward · · Score: 0

      What about the RTS computer players? Load up Starcraft 2 and play the hardest mode...

  5. Let it try at 80s/90s games by Twinbee · · Score: 1

    I like to see them play more advanced games such as Rainbow Islands, The New Zealand Story, Strider, or Zelda 3.

    --
    Why OpalCalc is the best Windows calc
    1. Re:Let it try at 80s/90s games by Anonymous Coward · · Score: 1

      Or say, Angry Birds or Fruit Ninja.

    2. Re:Let it try at 80s/90s games by Anonymous Coward · · Score: 0

      Why stop there...I want to see these computers play fruit ninja.

    3. Re:Let it try at 80s/90s games by Pieroxy · · Score: 1

      The real question being: did the AI enjoy it as much as a human?

    4. Re:Let it try at 80s/90s games by Twinbee · · Score: 1

      Not in my opinion because I don't think AI will ever experience qualia or anything for that matter.

      --
      Why OpalCalc is the best Windows calc
    5. Re:Let it try at 80s/90s games by vivian · · Score: 1

      I'd like to see a robot play fruit ninja for real. Sure, it'd be a little scary having a robot waving a razor sharp katana around, in your kitchen, but think of the time you could save making fruit salad!

    6. Re:Let it try at 80s/90s games by gman003 · · Score: 1

      I want to see a computer play Mornington Crescent.

    7. Re:Let it try at 80s/90s games by PRMan · · Score: 1

      Yeah, I've solved the first 3 of those. Have at it AI!

      --
      Peter predicted that you would "deliberately forget" creation 2000 years ago...
    8. Re:Let it try at 80s/90s games by weilawei · · Score: 1

      import random
      import urllib.request

      player = random.choice(['You', 'I'])
      station = str()

      tube_stations = urllib.request.urlopen(r'https://raw.githubusercontent.com/rk295/tube-postcodes/master/tube-postcodes.txt').readlines()
      tube_stations = [i.decode('utf-8').split(',')[0] for i in tube_stations]

      while True:
              if 'You' == player:
                      station = input('Enter a station: ')
              else:
                      station = random.choice(tube_stations)

              if 'Mornington Crescent' == station:
                      print("%s won!" % player)
                      break
              elif station in tube_stations:
                      print("%s chose %s. Wrong!" % (player, station))
                      player = 'I' if ('You' == player) else 'You'
              else:
                      print('Try a real station!')

      Ask and ye shall receive?

    9. Re:Let it try at 80s/90s games by Anonymous Coward · · Score: 0

      I'd like to see a robot play fruit ninja for real. Sure, it'd be a little scary having a robot waving a razor sharp katana around, in your kitchen, but think of the time you could save making fruit salad!

      If you haven't seen it, google up Adam Savage doing Fruit Ninja for real on Mythbusters.

  6. I'm one step ahead by Tablizer · · Score: 4, Funny

    Well, I outsourced my Donkey Kong playing before bots took it over, so there!

  7. Tails 1.3 is out 2-24-15 by Anonymous Coward · · Score: 0
  8. meh by Anonymous Coward · · Score: 1

    This just in: Even in simplistic AAA games with bots, the AIs are better than human players, we have to dumb them down to keep the game fun.

    Training a neural net to play tetris is AI:101. Teaching it to play mario, has been done to death by AI students. Let me know when the AI complains about the ending of Mass Effect 3. Then I'll care.

    1. Re:meh by the_skywise · · Score: 1

      > Let me know when the AI complains about the ending of Mass Effect 3.

      BUZZ CLICK WHIRRR... This Game Sucks. Click.

      (Side note - I wonder how long before the AI evolves (degenerates?) into comic book guy nerd speak... Are all of our nerdisms really just natural progressions of logic?
      BUZZ CLICK WHIRR... Worst Game EVER. Exclamation point. Exclamation point. Exclamation point. Click. )

    2. Re:meh by Stormy+Dragon · · Score: 3, Funny

      Wasn't the AI complaining about the ending of Mass Effect 3 pretty much the plot of Mass Effect 3?

    3. Re:meh by vux984 · · Score: 5, Insightful

      This just in: Even in simplistic AAA games with bots, the AIs are better than human players, we have to dumb them down to keep the game fun.

      First the prime challenge in the games you are talking about is lining up a crosshair with a pixel with a mouse and selecting fire.

      If AI's had to do that they might have some difficulty. In practice the so-called AI bots already know where you are, and could keep their weapon lined up on your noggin through half the map without the need for line of sight. Tthey also get to target and fire at me without having to diddle around with a mouse or looking at the screen to see where I am.

      Get a bot to actually play such a game with the same UI and world view I have (keyboard and mouse and what they can see on screen and hear on the speakers) and they tend to be quite abysmal.

      Second, switch over to RTS games... and there the only way to give the AI any challenge is to stack the deck in its favor... whether its StarCraft or Supreme Commander or Wargame: Red Dragon. Or in a 4X game like Masters of Orion etc... we've yet to see an AI even really challenge a human being without giving it scripts to follow and extra resources to use.

    4. Re:meh by AK+Marc · · Score: 1

      Second, switch over to RTS games... and there the only way to give the AI any challenge is to stack the deck in its favor... whether its StarCraft or Supreme Commander or Wargame: Red Dragon. Or in a 4X game like Masters of Orion etc... we've yet to see an AI even really challenge a human being without giving it scripts to follow and extra resources to use.

      Lots of extra resources, and a broken fog of war. And the easy/medium/hard on some games changes the damage/health of units.

    5. Re:meh by mjwx · · Score: 1

      This just in: Even in simplistic AAA games with bots, the AIs are better than human players, we have to dumb them down to keep the game fun.

      Thats because 99% of AAA games are twitch games. No strategy involved, just reflexes. Games like COD, Halo, et al. really limit what the player can do and it really is the fastest mouse wins. So they have to limit the reaction time of the AI to what a human is capable of.

      Now if you look at strategy games like Civ IV, you had to give the AI unfair advantages to put it on equal footing with human players. But turn based strategy games have a lot of fuzzy logic. So really an AI mastering COD is not news, we can have been able to build bots with superhuman reaction time since the 90's. Wake me when they can master a city building sim as well as a good human player.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    6. Re:meh by Anonymous Coward · · Score: 0

      Sorry mate, I program my AI such that they get the same controls as the players do over their avatars. Just as a human identifies a target XY units away from the cross hair so to do the bots. Just as the human guesstimates the distance and speed of the target, so to do my bots. This is modern day space shooter AI I'm talking about. I don't just give the AI all the data that the game has, that would be stupid. The game could just say, "I win, because I'm the game, bitch".

      Seriously, you don't sound like you know what you're talking about. I even hook up neural networks to action matrices to decide defensive / attack state and have higher level goal oriented mechanics. MOST Game AI is not like advanced academic AI, but it is FAR more advanced than you're giving it credit for, and it has been common knowledge that it does perform better than humans, even if the game is completely unknown to the AI and you train it by breeding iterations of a genetic algorithm. What I've seen is that Humans are not actually very good strategists in the heat of battle. Some forethought to possible scenarios and giving the AI access to these trump the players so badly that we have to SERIOUSLY dumb them down.

      At this stage in the game it's almost more fun to watch unfettered bots battle it out amongst themselves with slow-mo replays than watch the humans fumble constantly and occasionally pull off something impressive.

    7. Re:meh by Anonymous Coward · · Score: 0

      No. You're taking the dumbed down AI that we give you and assuming that's all we can do. Point being: You're wrong. Strategic heuristics alone best humans since humans suck at such complex decision making when they're primarily thinking about the target in front of them. So? So we don't put such advanced territorial and tactical AI in games, and dumabsses like you think that we CAN'T even though the truth is we just DON'T, because games need to be enjoyable to a broader range than elite players. Even the top players wimp out before they git gud when they're up against a steep skill curve.

      You're confused. The output doesn't represent our capabilities. FFS, AI devs take 2% of the resource budget because any more than that and no one will play the game because it's too hard. As we've gotten more CPU budget, we put it into making the background AI more nuanced behavior not making competitive AI smarter, because HUMANS ARE DUMB.

    8. Re:meh by Anonymous Coward · · Score: 2, Informative

      Seriously, you don't sound like you know what you're talking about.

      Nor do you. Your AI doesn't have the same control interface as human players. An AI would never miss a stationary target unless you programmed it to or are really bad at programming. Humans do miss them. Humans have to deal with moving a mouse an exact distance. AIs don't. They simply move the exact distance required. No need to deal with mouse physics, no need to deal with running out of desk space, no need to estimate the amount of movement, etc... They don't need think which key does what then press the key, they just call the proper function. The UIs are completely different even if both have the same available actions.

      If you're giving an AI millions of training iterations, you should be giving the human a similar level of training. The AIs trained on top players only learn what they've seen. They don't handle other things very well. Look at just about every released RTS game. When you play a round long enough, the AI mostly stops everything or ends up in a 96% predictable repeating pattern.

      Almost no AIs work well in teams. Humans do far, far better.

      I'm a RTS AI researcher. It sounds like you do something similar, so you should know that much "advanced academic AI" is also poor. Most papers restrict their game environments so far that their results are almost meaningless. Sure they can calculate optimal attack orders for a 6x6 battle, but there's not enough CPU or memory left to do anything else.

      Your AI sounds like a normal case-based, reinforcement leaning AI that trains against itself. What game/paper is it?

    9. Re:meh by Cytotoxic · · Score: 4, Interesting

      When Id released Quake C, this "you have to dumb down the AI" idea became very apparent. Someone wrote a replacement AI for the enemies that allowed them to learn and communicate. They had to follow the rules and physics of the game - so if they were within earshot they could communicate your position to each other, otherwise they couldn't.

      The first couple of interactions would be pretty easy kills. Then one enemy would see that you were better armed and run away. That would be the last enemy you would see for a while. Then, when you were in a vulnerable position, the entire population of the level would ambush you in a coordinated attack. Game over. They were way, way, way too smart to be beaten. It was pretty fun to explore their learning capabilities and watch how they would win. But it didn't make for engaging gameplay, unless you are a complete masochist.

      The same AI was applied to deathmatch player bots. They had no prior knowledge of the level, or strategies for playing the game. The first few kills were very easy as they figured out what to do. But as they learned your tendencies, they would very quickly evolve into a circle-strafe master. They also learned the map layout pretty quickly, including drop sites and periods for weapons and health. They would then time their circle-strafe to always be on the spawn site immediately as the health or ammo spawned. They would invariably win against even the best human players by monopolizing all of the supplies and winning a war of attrition. Very impressive to watch.

      This "AI" program was very rudimentary, and it was already much too difficult for human players, despite being limited to the same "in game" knowledge and input capabilities as the human players. It makes perfect sense that the challenge and complexity of programming the AI for games mostly revolves around "dumbing down" the AI in a way that makes the enemies challenging and interesting, but also the right amount of "beatable".

    10. Re:meh by Anonymous Coward · · Score: 0

      They also learned the map layout pretty quickly, including drop sites and periods for weapons and health.

      Why do games not randomize the times and locations of resource availability?

    11. Re:meh by vux984 · · Score: 2

      The same AI was applied to deathmatch player bots. They had no prior knowledge of the level, or strategies for playing the game. The first few kills were very easy as they figured out what to do. But as they learned your tendencies, they would very quickly evolve into a circle-strafe master. They also learned the map layout pretty quickly, including drop sites and periods for weapons and health. They would then time their circle-strafe to always be on the spawn site immediately as the health or ammo spawned. They would invariably win against even the best human players by monopolizing all of the supplies and winning a war of attrition. Very impressive to watch.

      Yes, and it gives another example of the issue. The AI has access to a perfect clock, and perfect spatial awareness, and has perfect control over its movement, sees everything in its field of view no matter how briefly it sees it...

      It can run and jump a maze of catwalks over lava with perfect reliability - BACKWARDS. It can do all that and land on a specific set of coordinates where it knows supplies are going to respawn the millisecond it respawns, because it can time to the millisecond when it last picked it up.

      It's cool, and it is devilishly hard to compete against, but its not good "AI". Its not out thinking its opponents, its merely taking full advantage of its machine attributes.

      For example, In quake I might know the location and approximate respawn time of the quad damage. I would certainly plan my route to be in the area when I was expecting it to respawn... or perhaps plan to have a sight line to it to pick off someone else making a run at it. I have a rough idea how long it takes me to get from where I am to the Quad damage spawn point from various places on the map.

      A better player than me, will have smaller error bars on all of those things. A top player smaller still. But the "AI" it has perfection. It's not coming up with a BETTER strategy than me, its simply perfect at executing the same strategy because it can run the level backwards, and end up precisely where it wants to end up precisely when it needs to.

      Making the AI human-like; imparts the same reaction times, the same imprecise lossy recollection of the map (I can run some maps backwards, but its usually at least a little bit of steer-by-wall... so if its catwalks over lava or freeform jump pads on a quake 3 open level I can't do that without looking. I can maintain approximate respawn cycles for a number of spawn points, and calculate approximate lenghts of time to get from point A to B... but not for every spawn point in the level, and not to within a millisecond,

      Restricting the AI to human ability is not "dumbing it down" that's just putting us both on equal footing. Go ahead and make the AI as good as it can possibly be under all those constraints...if its truly a better than human AI it will come up with better strategies given those constraints.

      Because I can come up with the strategy of run and jump backwards, never miss with the rail gun, and pick up the quad damage the instant it spawns; I just can't execute on that strategy with machine precision because I'm not a machine.

    12. Re:meh by Cytotoxic · · Score: 2

      That echos my point, somewhat. It is pretty easy to design an AI for a lot of video games that can beat a human (without cheating). The AI code from Quake was only a couple of pages. Whether you use the moniker "constraints" or call it "dumbing down", it would take a lot more code to give the AI more human-like abilities. Probably several times as much code.

      The same goes for the enemies. The code that gave them a degree of autonomy and communication was pretty small, but it made them unstoppable because they would just run away and warn all the other enemies and come attack en mass and from cover. It wasn't sophisticated AI at all. Making an AI that was competitive with humans required a lot more coding, restricting the capabilities of the enemies. It is odd that the hard part about making a game AI would be making an AI that isn't too competetive, but that's where we are.

      As to your other point, making a machine think like a human strategically is probably much more difficult. But here's the philosophical question: does the motivation behind someone's actions really matter, or is what they actually do the only thing that actually counts? If the computer is unbeatable because it is just that much faster than you does it really make for a difference in gameplay as compared to a computer that is unbeatable because it truly understands better than you and always initiates a better strategy? Sure, one might be a lot more exciting from a programming point of view, but either way you still got beat by the computer.

    13. Re:meh by vux984 · · Score: 2

      That echos my point, somewhat. It is pretty easy to design an AI for a lot of video games that can beat a human (without cheating).

      Yes, albeit, for a slightly strained definition of "without cheating" :)

      Whether you use the moniker "constraints" or call it "dumbing down",

      I think the distinction is important. Dumbing it down would be deliberately sabotaging its ability to make good decisions. The constraints certainly have the same effect, but we aren't sabotaging the decision making itself, but merely restricting the information it actually has to work with access to human levels.

      No perfect clock. No perfect positioning. etc.

      It is odd that the hard part about making a game AI would be making an AI that isn't too competetive, but that's where we are.

      Not really. It's just that we've devised a game that's difficult and interesting for humans, but is very easy and trivial for the bot; especially given that by default it has world state information we just don't have. (It knows what time it is, what its x/y/z is.

      It can:

      advance 4 units at 1 unit per second,
      turn 28.5 degrees at 5 degrees per second
      retreat 12 units at 11 units per second
      turn 19 degrees a 11.4 degrees per second
      advance 72 units at 15 units per second
      can be arbitrarily long, is trivial for the bot to execute, doesn't require any sensory input/feedback, and can be replayed backwards.

      I can't do that. No human can. We aren't that precise. We maintain position and navigate only approximately with constant correction from sensory input. And if I'm playing a game where perfect navigation is demonstrably a very valuable skill then I can't compete with a bot that is allowed to do that. (And my performance against bots drops considerably on open or lava catwalk Quake 3 maps vs closed tunnels maps due to their inhuman ability to navigate exactly where they wish to go whether they are looking where they are going or not...)

      That's not "advanced AI"; that's "giving it rudimentary AI paired with superhuman ability". That's not much fun.

      But here's the philosophical question: does the motivation behind someone's actions really matter, or is what they actually do the only thing that actually counts?

      No it doesn't matter if they do the same thing. But they don't do the same thing. The current process of tweaking the AI's super human abilities and tossing a wrench into their decision making so its not always the optimal choice etc to make them appear more human like vs actually being human-like in response to human constraints does not result in them doing the same thing.

      Instead of being truly human like. They end up acting like superhumans with narcolepsy... brilliantly efficient but occasionally they just fall asleep; and worse they usually can be relied upon to fall asleep at the wheel in a given set of circumstances that can be manufactured by the opponent (aka exploited)

      For example, in RTS with harvestors a human player might trap a bunch of the AI's harvestors -- a human opponent would not be fooled once he saw what happened, and he'd build more, and suicide/free/destroy the trapped units. But the AI? The average AI will just starve, because it hasn't been programmed to recognize that scenario or how to respond when it happens. It has enough harvestors, so it won't build more... it has sent them orders to harvest...and they aren't under attack... so mission accomplished. Resources will arrive soon.... any minute now... still waiting... oh my base is under attack... hope those resources show up soon... man where are my resources... shit I lost.

      All manner of path finding exploits are common in RTS games. Getting his units to stumble over themselves and get in their own way. Funnelling them into kill zones. Etc.

  9. Bling Bling by Anonymous Coward · · Score: 0

    $32 to read this article. Or $200 to read the whole site...
    How about no?

  10. Tekken Tag? by Anonymous Coward · · Score: 0

    I'll kick it's fucking ass!!!! :)

    1. Re: Tekken Tag? by Anonymous Coward · · Score: 0

      Have you tried Ultra Hard on Tekken?
      That shit straight up cheats.

  11. Don't underestimate humans by K3rn3lPan1c · · Score: 4, Funny

    Artificial Intelligence is no match for natural stupidity.

    1. Re:Don't underestimate humans by Anonymous Coward · · Score: 0

      Artificial intelligence is no match for genuine stupidity.
      FTFY

  12. I know a trick to win by Anonymous Coward · · Score: 0

    It's much easier to beat AI at arcade games if, before you play the game you request to play on the left side. I read that somewhere...

  13. No AI is a Wizard by Guy+From+V · · Score: 0

    I'd like to see AI take me on after a few quality bong hits while I rock the orbits and ramps of Black Knight 2000 with perfect captive ball shots or I slam-tilt a Star Trek:TNG table without losing my 50 cents. ...Or totally get 57 second of playtime and 36,000 points out of another 2 games and 6 lost balls after I hit nothing but the glass and scoreless bumpers while every shot goes down the side gutters or perfectly in the center of a triple flipper gauntlet totally getting screwed over by those damn magnets. Wait, what were we talking about agian?

    1. Re:No AI is a Wizard by narcc · · Score: 2

      Damn, dude, you must be deaf, dumb, and blind.

    2. Re: No AI is a Wizard by Anonymous Coward · · Score: 0

      Maybe some can code a ai system in to visual PINBALL but for a real game you will need a full size rig to move the game around as well a lot of cameras

    3. Re:No AI is a Wizard by dpidcoe · · Score: 1

      Wait.. so how would he play then? Using his sense of smell or something?

    4. Re: No AI is a Wizard by sunderland56 · · Score: 1

      Well, that would be the point. Things like driving a car and performing surgery need both (a) computing capability and (b) a real-world interface. It would seem that taking a pinball machine, a handful of linear motors, a camera, and some compute power would be a much, much more useful real-world learning exercise.

      When playing an electronic game, the exact same input will produce the exact same result; but on a mechanical pinball game, there will always be a slight variation - which makes the whole thing far more realistic.

    5. Re:No AI is a Wizard by Anonymous Coward · · Score: 0

      Wait.. so how would he play then? Using his sense of smell or something?

      That's how you think he does it? I don't know...

  14. This guy did it in 2013... by EmeraldBot · · Score: 2

    This article reminds of this guy who did something similar a while back.

    --
    "Set a man a fire, he'll be warm for the rest of the night. Set a man afire, he'll be warm for the rest of his life."
  15. Meh.. by Anonymous Coward · · Score: 0

    Wake me up when it is intelligent enough to figure out how to get laid. It is a problem that intelligent people struggle with.

    1. Re:Meh.. by dlingman · · Score: 1

      That one got solved by the physics guys a while back. http://en.wikipedia.org/wiki/T...

  16. So ... umm... by Opportunist · · Score: 1

    Now I can buy an AI so it can play the computer game I bought so I'd have more spare time?

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    1. Re: So ... umm... by Anonymous Coward · · Score: 0

      Problem with map generators is that you don't know is it possible to solve the map nor do you know what is a good time or score. This could be used to make infinite amount of maps or levels that get harder all the time.

  17. Arkanoid by Anonymous Coward · · Score: 0

    Lets see it play arkanoid after mastering the simpler breakout. Is it intelligent enough to state "this is more fun" ?

  18. Impressive accomplishment..but.. by MpVpRb · · Score: 1

    ..it's a computer figuring out how to beat a computer at a kinda simple game

    The real world is a bit harder

    Still..well done!

  19. Human fails to spell "beats" by Anonymous Coward · · Score: 0

    Lol seriously "Bests"???? A little proof reading goes a long ways. I mean no one is perfect, but the headline spelled wrong? Hahaha

    1. Re: Human fails to spell "beats" by Anonymous Coward · · Score: 0

      Moron. Bests is an oft used synonym... But then again there are two more words in my sentence you might not know.

    2. Re: Human fails to spell "beats" by Anonymous Coward · · Score: 0

      ...only in USian "English". Proper renditions of English don't do this. Moron.

  20. Paywall and some pdf rendering by 140Mandak262Jamuna · · Score: 1
    Looks like the linked site is a pay wall or something. Renders the article in low res, throws a lot of pop ups. It seems to be a bad mash up of javascript running flash and pdf. Malware purveyors dream.

    Wonder why the editors let such bad sites and auto playing videos to be posted.

    --
    sed -e 's/Chuck Norris/Rajnikant/g' joke > fact
    1. Re:Paywall and some pdf rendering by cfalcon · · Score: 1

      Which one is giving you issues? With noscript / firefox I had no problem with the science mag one. The nature one is really just a link to http://www.nature.com/nature/j...

  21. It's cool but by cfalcon · · Score: 1

    It's actually really cool that this happened, so it's a shame that most of the reporting on it is sort of "correction bait". The fact that it does good at these games without watching human strategies is interesting, but computers have strategies that humans lack, due to their increased reaction time (random thing happened, I can respond by doing X -> the computer is several orders of magnitude superior at this for free) and increased calculation time (the trajectory is curve such and such -> your visual cortex is great at this, but a computer can beat it at something like this). Human strategies for these games involve working around the relative difference in clock speed, so of course the computer would have no need of it.

    But forgetting that garbage, it's still very cool.

  22. Wait, not one classic arcade game in here? by cfalcon · · Score: 1

    It looks like it worked with Atari 2600 games, which are ports of classic arcade games. A nitpick, but about 30 seconds playing the 2600 version versus the arcade version will show you a ludicrous level of difference betwixt. I don't want to belittle the work, but calling 2600 games arcade games is like calling a motorcycle a semi truck. Words have meaning- in this case, "Atari 2600 games" or "classic games". NOT arcade games.

    1. Re:Wait, not one classic arcade game in here? by Anonymous Coward · · Score: 0

      Whooosh.

    2. Re:Wait, not one classic arcade game in here? by cfalcon · · Score: 1

      It's a misleading headline for sure. If you check the PDF it's pretty clear about the volume of 2600 games it works with, but they are def. not arcade games.

  23. Surprising by nospam007 · · Score: 1

    Wow! For a generation, we knew that AIs are good at playing Global Nuclear War and now they tell us it's more like Super Mario Bros?

  24. Re:whose dream exactly was that? by Anonymous Coward · · Score: 0

    They are smarter and more productive than you could ever be. This is a fact, and you agree with it completely.

  25. does it have a favorite? by The_Rook · · Score: 1

    which game is the AI's favorite?

    --
    when religion is no longer the opiate of the masses, governments will resort to real opiates.
  26. Unfortunately... by Yaztromo · · Score: 1

    Unfortunately, the experiment came to an abrupt end when they threw "ET: The Extra Terrestrial" at the AI, whereupon after an hour of trying different tactics the AI decided that the only way to win was to send a power surge through the system, frying the only working Atari 2600 the researchers could dig up.

    This still classifies the AI as coming up with the best solution to the game ever implemented.

    Yaz

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

      Those early Atari 2600 ET adopters really had to stick their neck out with that game...

  27. Let's play global thermonuclear war by Anonymous Coward · · Score: 0

    What side do you want?

  28. Comments are predictable... by nathan+s · · Score: 1

    You gotta love humans. Every time an AI starts to be able to do something that was previously only our domain, it's all "Meh, wake me when..." and "Yeah, but a computer still can't..."

    Funny stuff.:)

    1. Re:Comments are predictable... by cfalcon · · Score: 1

      Programming a computer to ace these games was possible in the 90s, maybe the 80s. The reason this is interesting is HOW it taught itself, and how many of the games it could get good at (many of the games it could not learn). Cheerleading AI research is nice, but this isn't an example of a computer entering a new domain, this is a research example of something that can solve other problems in the field- an engineering demo of sorts.

    2. Re:Comments are predictable... by nathan+s · · Score: 1

      Obviously. The learning is the "something that was previously only our domain," not the playing, which is precisely what people are reacting so defensively to, and what I find funny.

      Once AIs using ANN or whatever the ultimate technologies end up being can actually learn at a human level, it'll be "meh, wake me when it can appreciate a sunrise" or "Yeah, but a computer still can't fall in love!" My point is just that we move the bar in order to preserve our collective sense of being special snowflakes.

    3. Re:Comments are predictable... by Maxo-Texas · · Score: 1

      Oh sure, it says it is in love but it's a computer. I know it's just a simulation of love, not the real thing.

      I agree.

      The thing is-- with robotics doing parallel work on human level physical reactions (like tossing things in the air and catching them- without the use of a brain), true AI may be more human like with one part being the conscious mind that says "start walking towards the door" while other parts control the actual movement, balancing, etc.

      if you start reading about the brain (Brain Bugs is a good book for it), the first thing you see is that the brain is multiple independent systems. If you break them, the conscious mind does really weird things like, for example, saying "That's not my limb" (alien limb syndrome), losing the ability to form memories, crossing sensory systems (so sounds smell and odors have colors), and what's really crazy is that often- even when informed of the problem- the conscious mind of the people can't process that anything is wrong.

      It looks like we have a vision system-- then an object system- and then an importance system- and then a fear system (the amygdala).

      The weird thing is- for people with broken amygdala's- they know the rattle snake is important- but not that it is dangerous. In other cases, people have said "I know this is bad" logically- and then done it anyway without being able to stop themselves.
      Very interesting stuff.

      As of now, they have human level agility and balance with plugged in humanoid robots, vision and dexterity to pick random mixed items out of bins faster than humans. The robot population is rising at a low exponent but the exponent is increasing.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
  29. Pacman by manu0601 · · Score: 1

    According to the paper, computer remains below human average level for Pacman. Does that means AI failed to reverse engineer Pacman's ghost behavior, including their bugs?

    1. Re:Pacman by cfalcon · · Score: 1

      That one is interesting because it took humans a ludicrous number of hours to figure out emergent patterns. It was trial and error (and the AI was deliberately not given an overly large amount of time on each game). Once the ninth key pattern was solved it became execution based. You could trivially code a machine to killscreen Pacman with no AI involved. Hell, you could probably do it with a very small Perl script- because humans already know the patterns that win.

      It WOULD have been interesting to give it a lot of time on Pacman and see if it worked out NEW patterns. I'm pretty sure that the world record for Pac Man will now be "how long did it take you to killscreen Pacman with the max score", and it may be possible that the AI could work out a more optimal pattern.

  30. you think its so easy? by Anonymous Coward · · Score: 0

    you try making something better...what a bunch of idiots, did you read the article? they are learning by watching the screen...this could be used for so many things. it is a great achievement you whiny bitches.

  31. worth saving by Anonymous Coward · · Score: 0

    This article will be funny in a few years time. :)

  32. press your luck by Joe_Dragon · · Score: 1

    Well it's been 20 years and watson is still pressing his luck.

  33. Oh yeah? by Anonymous Coward · · Score: 0

    Try with all 150 levels of Lode Runner...

  34. Let it loose on the forex market by Neo-Rio-101 · · Score: 1

    Screw Atari 2600 games. That's small fry gaming.

    Let this thing run full tilt boogie on a MetaTrader platform, and see what you get.

    --
    READY.
    PRINT ""+-0
    1. Re:Let it loose on the forex market by Katatsumuri · · Score: 1

      Well, AI has been on forex and stock market for a long while. And if you mean this specific implementation, it would probably be no match for the specialized solutions.

  35. Reinforcement from... where? by esaulgd7195 · · Score: 1

    I got that the AI uses reinforcement learning, but how does it know whether it is doing well or badly? Even assuming ALL these games show score as big numbers on the screen: Did the AI come pre-equipped with a "layer" that parses the pixel data to read the score? Or did it learn to read numbers all on its own?? Because if it's the latter, that's pretty darn impressive, and I don't see any indication of the former on the article or the paper.

  36. Reminds me of a programming competition .... by Ihlosi · · Score: 3, Interesting
    Reminds me of a competition to program a computer player for the classic Asteroids a few years ago.

    The best entries, however, didn't rely on AI, but on the fact that the RNG of the arcade game isn't random. Once the Asteroids-bot figured out the internal state of the RNG, it could basically use hyperspace to make targetted jumps (and never one that lead to the destruction of the ship), shoot at asteroids that haven't appeared yet and various other tricks. It was very impressive to watch one of these bots in action.

  37. It did well for about 50% of the tested games by MightyDrunken · · Score: 1

    Of the 49 games tested there were about half which it did not do as well as a human player. They rated the performance of the AI against random play which equals 0 and a fairly skilled human player at 100%. The games the DQN agent did poorly at were:

    • Montezuma's revenge 0%
    • Private Eye 2%
    • Gravitar 5%
    • Frostbite 6%
    • Asteroids 7%
    • Ms. Pac-Man 13%
    • Bowling 14%
    • Double Dunk 17%
    • Seaquest 25%
    • Venture 32%
    • Alien 42%
    • Amidar 43%
    • Zaxxon 54%
    • ...

    It would be interesting to compare the games it did well at Vs those it did poorly at. Unfortunately I do not know my Atari games well enough to comment,

  38. Zork by itzly · · Score: 1

    Now let's have an AI beat Zork.

    http://thcnet.net/zork/index.p...

  39. Breaking News: Computer pattern recognition ... ? by fygment · · Score: 1

    The computer mostly figures out the game design jsut like human players, and couples that with super fast reaction time.

    The latter is the only reason it can beat the best human players.

    The bigger story is: what games did it suck at and why?

    --
    "Consensus" in science is _always_ a political construct.
  40. new strategy by slashmydots · · Score: 1

    I will always beat the computer because I have more quarters :D

  41. But did it enjoy playing them? by neo-mkrey · · Score: 1

    If not, then it is not intelligence, but just one program beating another program.

  42. Sebastian Thrun, as referred in this article, had by Anonymous Coward · · Score: 0

    — Would anyone or any organization like to associate himself/herslef/itself with fascism crimes? Would anyone like to be educated by someone who’s misbehavior has brought into our lives anti-humanity crimes which are fascism by nature and which had endangered human lives? Would anyone like to be living in a society under the jurisdiction of some malicious and cowardice officers (namely ZZZ/YYY/VVV, they must have power of jurisdiction over civilians of Santa Clara county, DA? or FBI?) who hided their identities from us while colluding with those fascists to cover up their fascism crimes and at the same time retaliate on victims? ........

    Sebastian Thrun, as referred in this article, had involved into a decade long criminal case which is fascism by nature and which had endangered human lives, starting from a simple campus atrocity case with clear evidence and serious police investigation — [Stanford police case number: IR #04-111-0335; Victim: Peter Cao; Criminal Suspect: Gabriele Scheler] — http://t.cn/R7F1yQ0 attention to the 7 photo evidence

    But how could such a simple campus atrocity case turned into a series of fascism crimes for over a decade long which got more and more innocent people involved? — Fascism prevails and miscarriage of justice is going on; — not all by my capability could handle;
    __________________________________

    — Such fascism crimes have to be disciplined by laws and such fascists like Gabriele Scheler and Sebastian Thrun and the likes have to be brought to justice; they can't escape from it;

  43. Source Code by Graydyn+Young · · Score: 1
    How they did this is a lot more interesting than the result. They're calling it a DQN, and the implications for automation tasks are awe inspiring.

    Here is a link to the source:

    https://sites.google.com/a/dee...

  44. Re:Breaking News: Computer pattern recognition ... by Graydyn+Young · · Score: 1

    The games it sucked at are ones where progress is not tied to score. It uses a Q learner, so it relies upon having a numeric metric for success.