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  • Kurzweil predicts that machines will match man by 2029 -- bring it on

    by 
    Ryan Block
    Ryan Block
    02.17.2008

    Famed technologist and futurist Ray Kurzweil is on the record about human-machine intelligence parity: it's going down by 2029, so be prepared to get digital on entirely new levels. Apparently, machines "will have both the hardware and the software to achieve human level artificial intelligence" by then, but even if it's not in the form of meatbag-terminating cyborgs, Kurzweil thinks one future of intelligent machines is on the nano scale, with interfaces to enhance our own physiology and intelligence. Oh sure, this stuff is completely pie in the sky -- but it's still absurdly fun to think of what kinds of crazy crap the 21st century's going to hold.[Thanks to everyone who sent this in]

  • Science says: Neurotic AI has a gaming edge

    by 
    Kyle Orland
    Kyle Orland
    02.06.2008

    While we're not sure how comfortable we are with our artificial intelligence constructs having human-like personalities attached to them, we are interested to know what affect those personalities would have on our robot overlords' videogame abilities. So we suppose it's a good thing that the Austrian Research Institute for Artificial Intelligence conducted a study to see what types of AI personalities were best suited to games.The study programmed four artificial intelligence agents to play single-player Age of Mythology with four distinct play styles: aggressive, defensive, normal and neurotic, the last of which was saddled with ostensible drawbacks such as "irrational assessment of resource value" and "tendency to resort to extreme playing styles." Despite these drawbacks, though, the neurotic AI played itself to a perfect 7-0 record and, surprisingly, achieved wins 3-12 minutes faster than its opponent AI, on average. The takeaway from all this? If you see Woody Allen in the Xbox Live lobby, beware!View - Study presentation slides (PDF)Read - Study summary at Mind Hacks

  • Jumpgate's A.I. evolves

    by 
    Eli Shayotovich
    Eli Shayotovich
    01.18.2008

    More details have emerged from the jumpgate via Steve Hartmeyer's Dev Journal over on MMORPG.com. Steve is a programmer at NetDevil working on the hotly anticipated (at least it is for many of us here at Massively) space combat MMO, Jumpgate Evolution.Steve's latest entry, AI System: Nuts & Bolts, takes us on an amazing detailed journey through the evolution of Jumpgate's artificial intelligence system. He explains how it morphed from "simply" populating space and simulating everyday tasks of an immense number of AI ships to a system that ultimately allows players to react to and participate in spontaneous events originated by the AI itself! Uh... holy crap! No wonder the dev team is so stoked about this game's AI system. Between the comparison to X-wing games we heard about yesterday, and now learning of the off the charts Intelligence Quotient of the AI... the needle just done popped off my Hot Meter! But there's more to it then the pure glee of such a cool game on the horizon. When you realize the capabilities of today's gaming AI (not just in JE, but where gaming AI is at right now and where it will likely lead), it all actually gets a bit creepy-cool in the "Wow, this sounds a lot like the theoretical beginnings of the Matrix or Cyberdyne Systems' development of Skynet" sort of way. Things that make ya go hmmm...

  • The Daily Grind: Player vs Punk

    by 
    Kyle Horner
    Kyle Horner
    01.03.2008

    As a mechanic, PvP is meant to give players the ultimate challenge. No matter how tough you make an AI enemy, an actual person will always pose a more interesting/challenging threat due to their unpredictability. The essential issue is that people -- while anonymous -- are often complete and utter punks.A good deal of initial player experience with PvP is pretty close to someones first experience with a root canal. It's also similar in the sense that if you've never had that experience you're probably better off for it. Lastly, one other way they're similar (to me, at least) is my firmly held belief that every player is like a spawn of Steve Martin from Little Shop of Horrors. It fits quite well, a lot of the people who enjoy PvP take great amounts of pleasure in pummeling heads into the ground. So what do you think dear reader? Is all PvP bad, or are there games out there that you think have or will remedy the issue?

  • AI middleware makes its way to Wii

    by 
    David Hinkle
    David Hinkle
    12.04.2007

    Knyogon, the company who brought AI tech Kynapse to the industry, has announced that its middleware is now available to Wii developers. It was used in the Xbox 360 game Crackdown and is also being implemented into the upcoming Fable 2. But, as far as Wii developers using the middleware, details are less clear. Knyogon's press release states that 2 developers are utilizing the Wii version fo the middleware as of now, but fails to go into any kind of specifics beyond that. Pierre Pontevia, Kynogon CEO, comments that "Wii is a remarkable success and we are proud to offer Kynapse to Wii game developers. The unique capabilities of Wii allow developers to produce creative forms of gameplay that require innovative AI. Kynapse has been selected by a very significant number of industry leaders for the development of AAA titles." He goes on further to add that "With Kynapse, we feel Wii developers have another critical tool in their hands that helps them unleash the real magic of the Wii system."[Via Joystiq]

  • Popular AI tech throws support behind Wii

    by 
    Jason Dobson
    Jason Dobson
    12.04.2007

    Realism is not the Wii's domain. We've come to terms with this, so much so that our psychiatrist has begun to offer us half-rates for her trouble. Even so, any efforts to help the little console along the path of next-gen righteousness are welcomed. An update today from the AI middleware sleuths at Kynogon is certainly that, as the company has announced support for the Wii, offering their popular AI tech Kynapse to Wii game developers in order to help keep their NPCs from running around all willy-nilly.Kynapse is already used in a number of other titles, both currently available and in production for a variety of platforms, including Crackdown, Alone in the Dark, and the upcoming sequel to Fable, and while no Wii developers have come forward and announced titles they expect to take advantage of the AI solution, Kynogon notes that Kynapse has already been tapped by two different studios for use in upcoming Wii projects. Who knows, maybe someday soon we can quit visiting the shrink altogether.

  • Intelligent coasters create new wave of drinking games

    by 
    Darren Murph
    Darren Murph
    12.03.2007

    Believe it or not, engineering minds have figured out a way to gadgetize even coasters, but Sentilla's Smart Drink Coasters hope to be the zaniest yet. Designed using vanilla glass coasters from Michael's (an arts and crafts store), one of Sentilla's diminutive pervasive computers, a handful of LEDs and a few other ingredients, these units can not only blink in different ways depending on how full / empty one's beverage is, but they can be used to create a whole new world of drinking games. Reportedly, the gizmos can be programmed to understand when a drink is on it and when a refill is needed, theoretically enabling a bartender or server to be alerted of one's drink status without even going over to check. Additionally, a set of coasters can be used to replicate a memory game much like "Simon," which could undoubtedly create a room full of laughs in the right circumstances. Granted, this all works under the assumption that you'll actually slam your container down on (i.e. not just nearby) the intelligent coaster, but if you think you're that coordinated, hit the read link for a full description and a video demonstration.

  • Researchers set sights on uber-dexterous robotic hand

    by 
    Darren Murph
    Darren Murph
    12.02.2007

    Dr. Honghai Liu, one of the two researchers heading up a project to craft an exceptionally deft robotic hand, has called such a device "one of the holy grails of science," and honestly, we can't say we disagree. He, along with Professor Xiangyang Zhu, was recently award a Royal Society grant to further research the possibility of using artificial intelligence to create software that could "learn and copy human hand movements." A sensor-laden cyberglove has been used to capture data about how the human hand moves, and the duo hopes to eventually use the findings to produce the "perfect artificial limb." Of course, there's no telling how long it'll take for such technology to actually be perfected, but we can already see the line forming with folks eager to swap out their own hand for one a bit more adept.[Via The Raw Feed]

  • Lead producer of Jumpgate Evolution writes Developer Journal on AI

    by 
    William Dobson
    William Dobson
    11.21.2007

    Lead producer of Jumpgate Evolution Herman Peterscheck has posted a developer journal at MMORPG.com about the artificial intelligence used in the upcoming space MMO. Peterscheck describes how the AI in Jumpgate Evolution is employed to craft a universe that will feel alive to players.At the most basic level, Peterscheck tells how the AI should be able to do anything that a player does -- mining, trading, combat, etc. On top of that, the NPCs will have behaviors, like patrolling, decisions on if they like you or want to blast you out of space, and when to chicken out of a fight. The aspect that he believes is perhaps one level above what you might see in a lot of other games, however, is the way that the AI will react to situations occurring in the world.

  • Together, PS3s can be very brainy

    by 
    Jem Alexander
    Jem Alexander
    10.15.2007

    Students from UC Irvine and Dartmouth college have netted themselves the $10,000 prize at IBM's Cell Broadband Engine Professor University Challenge on September 24. By connecting three PlayStation 3s together the team have emulated functions of the human brain - specifically, visual recognition algorithms. While other gaming platforms had substantial lag when performing visual recognition tasks, the PS3 lowered that to only a second of thinking time in order to recognise an object.This marks only the beginning of the group's research into utilising artificial brain algorithms for use in robots, cars and other machines. Recreating the human brain, curing cancer - what can't the PS3 do? Maybe one day it'll even have some games to play. We kid, we kid ...[Via Digg]

  • Sony Ericsson W890i to make good on W880i's shortcomings?

    by 
    Chris Ziegler
    Chris Ziegler
    09.25.2007

    A random Polish auction site probably isn't the first place we'd think to look for leaked prototype Sony Ericsson hardware, but heck, maybe it should be. This here stylish, brown, brushed metal candybar showed up recently on allegro.pl, bearing the telltale "SE123" badge on its rear and all the signs of a successor to the 9.4mm W880i: a listed 3.2 megapixel camera (up from the Ai's 2 megapixel piece), UMTS, 12mm case thickness, Memory Stick Micro M2 slot, and a slightly -- okay, significantly less ridiculous numeric keypad. You might argue that it's a step down in the looks department from its supposed predecessor, but with the better cam, better keypad, and we'd imagine a slightly tighter fit by launch, we're guessing it'll have a few takers. You didn't forget EDGE this time around, did you, Sony Ericsson?[Via Unwired View]

  • Cognitive Code shows off SILVIA artificial intelligence platform

    by 
    Donald Melanson
    Donald Melanson
    09.17.2007

    Cognitive Code looks to be taking full advantage of the TechCrunch40 conference to show off its SILVIA artificial intelligence platform, which it calls a "fundamental conceptual breakthrough in artificial intelligence." Apparently, the platform allows for the "development and deployment of intelligent applications to almost any platform" (which we can only hope includes robots), allowing for human interaction in "completely natural and intuitive ways." What's more, it looks like the system should be relatively easy to implement (at least in AI terms), with a complete set of GUI tools available for "developing intelligent entities," and an array of scripting APIs at developers' disposal to embed SILVIA in their applications. If that's not enough, Cognitive Code is also apparently hard at work on a portable version of SILVIA for PDAs and smartphones, with it apparently set for release in late 2008.

  • Biofeedback signals used to predict gamers' moves

    by 
    Darren Murph
    Darren Murph
    09.03.2007

    While it's no shock that artificial intelligence as a whole is making strides, a pair of Hungarian researchers have seemingly unlocked a secret that gamers are sure to detest. Laszlo Laufer and Bottyan Nemeth, both from the Budapest University of Technology and Economics, have reportedly "discovered that a gamer's button presses can be predicted two seconds before they make them, through measurements of skin conductance." To make such a bold claim, the duo had guinea pigs play a simple game while their heart rate and skin conductance were measured, and after utilizing "neural networks to analyze the biofeedback signals and input records," the data showed that we humans aren't as unpredictable as we sometimes hope to be. Notably, this unearthing could be used in quite a few applications outside of infuriating gamers, but we all know where the real fun in this is.[Via The Raw Feed]

  • Humans fend off AI challenge in "milestone" poker match

    by 
    Donald Melanson
    Donald Melanson
    07.25.2007

    It apparently wasn't easy, but a pair of top human poker players managed to narrowly beat a brash young artificial intelligence program yesterday in a poker match scientists had touted as a "milestone" comparable to Garry Kasparov's 1997 bout with the IBM's chess-playing Deep Blue. According to the AFP, the four-round match stretched on until 11pm, with poker players Phil Laak and Ali Eslami ultimately edging out the program, dubbed Polaris, by 570 points. Eslami seems to have been particularly impressed by his competitor, saying that he found playing against Polaris more exhausting than any previous game in his career, adding that "it's already so good it will be tough to beat in future." No word on a rematch just yet, but don't be surprised if you run into Polaris the next time you play a little online poker -- it's gotta recoup its losses somehow.[Photo courtesy of AP]

  • Computer learns baby talk, won't require a college fund

    by 
    Joshua Topolsky
    Joshua Topolsky
    07.25.2007

    In an attempt to better understand the way in which human babies learn to speak, researchers at Stanford University say they have created a computer program which can learn baby talk. The largely accepted theory about human language is that all of the sounds we make are hard-wired into our brains, but now that James McClelland -- a professor at the Palo Alto college -- has tested his theory, it would appear that those notions have been debunked. During "training sessions" in both English and Japanese, a computer followed along to recordings of mothers speaking to their children, and was able to pick up the basic vowel sounds as the baby did. "It learns how many sounds there are. It figures that out," the professor said, he then laughed maniacally and continued, "and once it has learned to speak, it will be trained to sing the most beautiful operas ever written."

  • Texas Hold 'em champs face off with pokerfaced computer

    by 
    Darren Murph
    Darren Murph
    07.23.2007

    While highly intelligent computers have been pwning humans in backgammon, checkers, and chess for years, machines haven't had nearly as much luck against poker sharks. According to a number of researchers, however, that will surely change over the next decade or so as the programming is honed to better anticipate the human's moves. Nevertheless, poker champion Phil Laak and fellow professional Ali Eslami will soon sit down for a two-day contest at the Association for the Advancement of Artificial Intelligence conference in Vancouver, British Columbia. Up for grabs is a $50,000 prize, but moreover, University of Alberta's games research group will be interested in figuring out how to better prepare computers to understand and deal with the complex scenarios that only apply to poker. 'Course, with one-petaflop supercomputers now available for civilian use, we're sure it won't be too long before silicon and PCB rule supreme over our feeble brains in yet another facet.

  • Canadian AI plays "perfect" game of checkers

    by 
    Joshua Topolsky
    Joshua Topolsky
    07.20.2007

    A team of researchers at the University of Alberta in Canada claim to have "solved" the game of checkers, using a computer program named Chinook which has been playing matches against itself for the past 18 years. The program played 500 billion billion possible positions in the 5,000-year-old game, also known as draughts, before concluding that perfect play by both sides leads to a draw (a concept which grandmaster players have apparently hypothesized for years). One of the researchers said in a statement that he believes they have "Raised the bar... in terms of what can be achieved in computer technology and artificial intelligence." Next up, Chinook is to be renamed W.O.P.R., and then will begin playing a series of tic-tac-toe games against itself.

  • Artificial cerebellum could improve robot motor skills

    by 
    Darren Murph
    Darren Murph
    05.29.2007

    Sure, modern robots can clean up after you, keep watch on the kids, and chase away unwanted intruders, but there's no denying that an unexpected gust or stray stack of Lego blocks can bring even the most sophisticated humanoid to its knees. To cure such clumsiness, researchers at the University of Granada are reportedly working with electronic engineers, physicists, and neuroscientists from a range of universities including Edinburgh, Israel and Paris as a part of the Sensopac project which aims at "reproducing an artificial cerebellum." The application of the cerebellum would allow androids to purportedly "carry out similar tasks as mammals and might help to treat cognitive diseases such as Parkinson's or Alzheimer's." Apparently, the team is hoping to create an implantable device to "make movements and interaction with humans more natural" within two years, and while it's probably obvious, one of its primary uses would be in home-help robots who need to be agile whilst aiding the elderly.[Via BBC, image courtesy of Sensopac]

  • Guardian pets need a mind of their own

    by 
    Mike Schramm
    Mike Schramm
    04.24.2007

    This forums thread points out something interesting about player "guardians." Not pets-- guardians like Shadowfiend (which a priest I know called his shadowfriend), the druids' treants, and my shaman's totem elementals. After players wonder why shadowfiends keep breaking shackles, Neth says something that made me do a double-take: shadowfiends, as guardians, have an actual AI that is supposed to go after non crowd-controlled targets first.That's news to me. I haven't spent a ton of time around shadowfiends, but in my experience, shaman and mage elementals and other "uncontrollable" pets (that's why they're called guardians) tend to go after anything that happens to be close to them. That's why they don't get popped when there's sheep or shackles around-- my guild could have used that fire elemental DPS on Moroes, but because it was so important to keep those shackles up, I've been saving the elemental for later. If there really is an AI (and if it works-- even Neth agrees that may not be the case at this point, though she says the shadowfiends on the PTR are supposed to be doing things right), then maybe we can start trusting summoned guardians not to touch CC'd targets until it's OK to do so.Of course, there's other ways around it-- normally, I just don't pop my pets out until I'm sure there's no more CC left to break, but my pets are leashed to my totem, so with careful positioning, I can still avoid CC. And I believe both mage and druid guardians are targeted-- they open fire on whatever you've got targeted at the time, right? But I'd love a little AI, or at least a little control, in something like my Searing Totem. If there's a CC'd target out there, it's not worth the trouble to drop it even for the extra DPS.

  • Learning coffee machine on the horizon, could use GPS / RFID

    by 
    Darren Murph
    Darren Murph
    04.24.2007

    Although a coffee machine that slowly but surely learns your daily preferences in regard to cups of java may sound outlandish, the already-created RFID-enabled refrigerator certainly brings things back into focus. A "provisional patent exploration into coffee machines that learn and react to their users" is underway in Lafayette, Indiana, as James Pappas is hoping to take ubiquitous computing to the next level on coffee makers of the future. While internet-connected and weather-displaying renditions are already on store shelves, Pappas is hoping to utilize some form of GPS / RFID technology to create a machine that learns and adapts to your coffee drinking ways so it can automatically have a white chocolate cappuccino ready and waiting each weekday (except Monday, which is your straight-up black coffee day, right?) without you having to touch a thing. Furthermore, he's hoping to take the idea to the mobile front, as he refers to a cellphone interface to dial-in your next request so that it's ready to go by the time you hit the kitchen. Still, it sounds like the invention is a few years off at best, but serious drinkers better hope this thing automatically alerts you when the beans are running low, too.[Image courtesy of CoffeeToThePeople]