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  • TR's Deployment 13 introduces new Command System

    by 
    Shawn Schuster
    Shawn Schuster
    09.26.2008

    Tabula Rasa's Deployment 13 has just hit the Public Test Server, and we think you might be excited to hear about the new Command System being implemented with it. Previously referred to as the Minion System, this enhancement gives better control over AI pets and controllable NPCs, also called subordinates, in the game.Subordinates now have better control features where you can set their aggressiveness or defensiveness, assign an anchor point, order them to attack or heal a particular target or set them to simply follow you. All of these commands are done through a set of easy commands and hotkeys. To find out more info on the complete Command System, check out today's Feedback Friday.

  • Cognition Technologies' Semantic Map paves the way for the robot uprising

    by 
    Joseph L. Flatley
    Joseph L. Flatley
    09.20.2008

    Cognition Technologies' new Semantic Map lets computers -- and, conceivably, evil robots -- "understand" the English language in much the same way humans do, based on word tenses and context in a sentence. With this technology, a computer or search engine can understand virtually every word in the English language -- for a vocabulary about ten times that of a typical American college graduate. The system is already being employed in search engines, allowing people to ask questions in human-phrasing instead of unnatural, machine formatted word strings. Researchers say the ability to understand language is an important building block of the nascent Semantic Web, and will make the Replicants of the future extremely difficult to detect.

  • Philosony: Yea, though I walk through the uncanny valley...

    by 
    kylie prymus
    kylie prymus
    08.30.2008

    I wrote a few weeks back about the uncanny valley and Hideo Kojima's possibly telling observation that war machines of the future may exploit the creepiness of robotic simulations to instill fear in their prey. I want to turn my attention now to a discussion of the valley as it applies more directly to us as gamers - overcoming the creepiness of computer generated people. Quantic Dream has already boasted of successfully traversing the valley with its upcoming (and secretly acclaimed) PS3 exclusive Heavy Rain. While realistic graphics are one thing (and it's up to interpretation whether they succeeded in the tech demo almost two years ago), is there more to escaping the valley than mere realistic modeling?

  • Gen Con 08: Turbine tells us what's in store for Asheron's Call

    by 
    Samuel Axon
    Samuel Axon
    08.19.2008

    At Gen Con, we spoke with Turbine's Andy Cataldo, the Community Manager for Asheron's Call, about the future of this historic game. Cataldo told us a lot about AC's epic 100th update. The update is coming within the next few weeks, and it's a doozy. According to Cataldo, AC players will get a whole new faction system, three land areas to battle over, tons of new loot and spells, and various other improvements to the game, particularly to enemy AI.In addition to working its regular monthly event and patch schedule, Turbine is attempting to respond to player demand for a variety of new features in the 100th and all future updates. Particular emphasis is being placed on adding features common in modern MMOs, such as a quest tracking menu. AC has been around for almost ten years, so it has some catching up to do!Learn more about Turbine's big push to modernize the game, add lots of new content, and more in the interview after the break.

  • Gen Con 08: Turbine tells us what's in store for AC, Part 2

    by 
    Samuel Axon
    Samuel Axon
    08.19.2008

    Given that the game has been around for so long, do you see this addition of modern MMO features as something that the player base is really clamoring for, or are you sort of scaling that against what other games have right now?Really, it's what the players are asking for. That's one of the things we pride ourselves on: listening to the players. Feedback and player concerns are very important to us.

  • Supercomputer Huygens beats Go professional: no one is safe

    by 
    Paul Miller
    Paul Miller
    08.15.2008

    You know how Go nerds are always going on about how magical they are since supercomputer AI hasn't yet cracked the ancient board game, and rarely beats even an average Go player? No? Maybe those are just our nerdy friends. Well, those folks can wipe the smug grins off their faces as they're faced with the sobering reality of defeat: Dutch supercomputer "Huygens" has defeated a human Go professional in an official match at the 24th Annual Congress of the game Go in Portland, Oregon. The newly-minted supercomputer was aided by the recently-developed Monte-Carlo Tree Search algorithm, a whopping 60 teraflops of processing power and a considerable 9 stone handicap. Poor Kim MyungWan -- who managed to beat the computer in three "blitz" games leading up to the actual match, and probably won't be hanging up his Go hat just yet -- didn't stand a chance.[Via Tech Digest]

  • Bungie acceptance video teases new Halo goodies

    by 
    Kevin Kelly
    Kevin Kelly
    08.12.2008

    Bungie could have strutted all the way back to home base with the "2nd Annual Halo 3 award for Interactive Innovation" without saying a word, but the developer was graceful enough to record an extremely cool acceptance video taped somewhere within the Halo universe. And it looks like it's filled with some new Halo goodness.Are these some teasing tidbits about a possible Map Editor? Check out that last shot when our soldier pal lobs a plasma grenade towards the camera. Verrrrrrrry interesting. It's definitely a lot more robust-looking than Halo 3's Forge editor. Also, those look like new AI models of past cast members ... including Cortana. Playable models? In-game NPCs that'll be on your squad? Cats and dogs, living together? Who knows. What's for sure is that Bungie is saying "the ride isn't over yet."

  • Interview: Stargate Worlds aims high with artificial intelligence

    by 
    Samuel Axon
    Samuel Axon
    08.07.2008

    MMORPG has posted its second video interview with the folks working on Stargate Worlds. Last time, it connected with Howard Lyon to talk about customization the game's user interface. This time, studio head Dan Elggren tells the site a little bit about the artificial intelligence that guides the actions of Stargate Worlds' hostile entities.Elggren explains that there are different types of AI behaviors -- personalities, if you will. An aggressive enemy might throw caution to the wind and charge the player with a knife, while a defensive one will play it safe behind cover. Elggren hopes this will make combat more dynamic in Stargate Worlds than it is in other MMOs. He also said that enemies might run away or retreat for the sake of self-preservation. Of course, enemies do that in plenty of MMOs already, but hopefully it's a bit more complicated than the "run at 15% health" trigger that we're used to seeing.

  • Bungie's not ruling out working on other consoles

    by 
    David Hinkle
    David Hinkle
    08.06.2008

    Bungie and Microsoft have been attached at the hip for awhile now. Some gamers are Halo haters, a lot more are Halo lovers (folks do like to buy those games). While the likelihood of Halo releasing for other consoles is pretty darn slim, any future projects from the company could see release on platforms other than the Xbox 360.During an interview with Gamesindustry.biz, Bungie's lead AI programmer, Damian Isla, didn't discount the possibility of his company working on other systems, stating that for now "we are working on Xbox 360 with Microsoft but I don't know beyond that." His own interests lean toward the Wii, however, as he lauded it for its interface and appreciated the industry "moving in a direction where a much more casual gamer can come and pick up your game and wave a wand at a screen rather than learning ten different buttons to play Halo with the current Xbox 360 controller. That's really exciting and I think that's a very positive trend for the industry." We guess Damian isn't a subscriber to the Scott Steinberg philosophy of gaming.We couldn't agree more, Mr. Isla. We couldn't agree more ...[Via Videogamer]

  • Early Stargate Worlds combat video shows off enemy AI

    by 
    James Egan
    James Egan
    08.04.2008

    Jon Wood at MMORPG recently put up a hands-on video of gameplay in Stargate Worlds. This latest footage gives us an early look at combat in Stargate Worlds. Primarily, it shows the importance of using cover to survive. Wood seems to like what he's experienced of the game so far, particularly in terms of the AI in Stargate Worlds."Getting taken off-guard by AI opponents does not happen very often. But when it does, it's just fantastic. It gets your heart going, causes you to panic," he says. The comments related to the video are drawing comparisons with Tabula Rasa but keep in mind this footage is from an alpha stage of testing. That being said, what do you think about how Stargate Worlds is shaping up?

  • In WoW and other games, pathfinding is still "kind of a problem"

    by 
    Mike Schramm
    Mike Schramm
    07.30.2008

    If you're not much of a computer programming person, this one might make your eyes glaze over a bit, but if you have any interest how the AI of videogame characters, including those in WoW, is programmed, this article about designing AI pathfinding is a terrific read. "Pathfinding" is a method of determining how NPCs move within a game world like Azeroth -- you and I can clearly see where the walls and bad guys are, and so we just have to press buttons to avoid either ingame, but NPCs (including pets and mobs) aren't quite that easy -- they need to be told clearly by programmers where they can go and how to get there. And when the rules they're given don't quite work, you get the funny seen above.Many games use a "waypoint" system -- NPCs are given a series of paths around the space they can move in, and use those paths to determine where they can and can't go. The article argues for a "navigation mesh," a much looser definition of available space, which NPCs can then draw their own path across. It's a little technical, but it's cool to see the inner workings (and weaknesses) of Azeroth's code.Of course, it's extremely unlikely that we'll ever really see the NPC pathfinding engine updated in WoW anyway -- Blizzard will update their system in certain places to fix things like exploits (and the occasional annoying escort quest, i.e. all of them), but there's no real need to update the whole system completely when there's so much content to be done. Hopefully videos like this will bring the problem to light, and in future games we'll see some better pathfinding. Someday, that NPC will know that it's easier to go around the pillar rather than trying to walk right through it.

  • SnoMote robots could autonomously explore Antarctic

    by 
    Nilay Patel
    Nilay Patel
    05.29.2008

    We've seen a couple robotic efforts to explore the Arctic and the Antarctic, but they've all been remotely-operated -- unlike the SnoMote, a new bot being developed at the Georgia Tech that can navigate itself around ice and snow. Packs of the mini-snowmobile-based SnoMotes can negotiate with each other and "bid" on locations to investigate, and navigate by classifying microscopic fissures in the icy terrain. The bots haven't made it to the Antarctic yet, but they're apparently handling simulations quite well, and the plan is for teams of 40 to 50 of the $10,000 machines to wander the ice collecting data points for climate change models. Sure sure -- and the next thing you know, the Antarctic is the flashpoint of the revolution. Good plan, guys.

  • A day in the life of an Age of Conan designer

    by 
    Michael Zenke
    Michael Zenke
    04.30.2008

    Joe Hegarty is an AI Designer for Funcom's Age of Conan project. And, it appears, he loves his job. In a 'Day in the Life' article at TenTonHammer, Hegarty describes the sheer enjoyment he gets from breathing life into the inhabitants of Hyborea. From street preachers to wayward children, all the way up to Conan himself, his work makes the NPCs we'll be interacting with on launch day all the more meaningful. The designer gives several examples of where you'll see his work in action, and even describes some of the behind-the-scenes mechanics driving the NPC's decisions. The designers at Funcom have a series of tools at their disposal, from in-house software to theoretical constructs. Hegarty mentions Maslow's hierarchy of needs as one of these supporting constructs; NPCs essentially have a priority list of needs, ensuring that you'll see them doing a variety of activities as you move through a given area.Fascinating stuff, and with the Open Beta kicking off tomorrow, something we'll all be experiencing very soon.

  • Fruit fly flight simulator could smarten up robots

    by 
    Darren Murph
    Darren Murph
    04.26.2008

    Wondering just how we mere mortals were going to even give a robot enough smarts to completely overtake our societies? Oddly enough, some of that artificial brain power could come from studying the way fruit flies, um, fly. A completely bizarre flight simulator at Caltech actually plays "scenes" that flys react to, and considering that the fly is constantly held, researchers can closely examine how the insect attempts to navigate away from lines, blobs and all manners of incoming obstacles. Those working with the installation suggest that these studies could one day help autonomous robots function better, potentially taking some of the load off of our human workforce. We know, you've got three bold letters and a question mark running through your noggin right now -- just hit the read link to see what it's all about.[Thanks, Dave]

  • Scientists devise software that can interpret attractiveness

    by 
    Darren Murph
    Darren Murph
    04.04.2008

    Believe it or not, this isn't the first time we've seen software created in order to determine whether a subject is drop-dead gorgeous, but scientists at Tel Aviv University have seemingly concocted a program of their own that can "interpret attractiveness in women." Before you ask, the researchers have yet to perfect the art of computing the beauty of males, but they're attributing said omission to the difficulty in "defining" attractiveness in dudes. Nevertheless, the software was purportedly able to reach nearly the same conclusion as humans about how lovely (or not) a hundred different ladies were, as it broke down features like face symmetry, smoothness of the skin and hair color. We're told the development could eventually be used in "plastic and reconstructive surgery and computer visualization programs," but c'mon, this is totally meant to automate the grueling Hot or Not process.[Via Physorg]

  • Researchers claim to have developed robotic AI on par with a puppy

    by 
    Nilay Patel
    Nilay Patel
    03.21.2008

    The robot uprising, it inches ever closer -- researchers working on the EU-funded COSPAL project have developed a new robotic AI that they say is the most advanced of its type ever created. Using both learning neural AI techniques and traditional rules-based AI as a control mechanism, the robot can be trained "like a child or a puppy," and has managed to figure out simple sorting tasks on its own. The next step is to try and integrate the system into a car that can adjust to unforeseen driving conditions, but the researchers in charge aren't worried about creating an army of KARRs set to mow us all down -- according to researcher Michael Felsberg, adult-level AI based on this system probably won't happen in our lifetimes. On the other hand, we've heard machines will match us by 2029 -- that'll be a fun debate to have when we're all slaving away in the robo-mines.[Apologies for the terrible photo -- sure, COSPAL can develop puppy-level AI, but they're apparently still rocking a QuickTake 100.]Read - Physorg article on the COSPAL robotRead - COSPAL site

  • AI hits Second Life

    by 
    Eloise Pasteur
    Eloise Pasteur
    03.11.2008

    Researchers from Rensselaer Polytechnic Institute have created an artificial intelligence to drive an avatar in Second Life. Currently their AI has the smarts of a typical four-year old child, but it is capable of listening to what is "said" (in text) in Second Life and reacting to it appropriately as well as moving the avatar and typing its own replies.Whilst a four-year old might not sound like much to the uninitiated, Professor Bringsjord, leader of the project and head of the Cognitive Sciences Department points out that to fully mimic adult behaviour would take a super-computer. As well as learning about creating AIs, the team are able to test theories about the development of the human mind. There is a (rather large) video of Edd the AI demonstrating that he can't put himself in the mind of another person (something typical of 4 year olds), and chatting briefly to two "normal" avatars available.

  • Molyneux boasts about his post-Fable 2 project

    by 
    Ross Miller
    Ross Miller
    03.10.2008

    Mad scientist extraordinaire Peter Molyneux has made a great discovery! In an interview with GamersGlobal, the Fable 2 designer talked about an AI-focused experiment codenamed Dmitri. The experiment became a game six months ago after "a discovery was made." Said Molyneux, "I think that discovery is so significant... This discovery has lead us to start a game and that game will be on the front cover of Nature magazines and Science magazines." That's assuming the AI project doesn't develop self-awareness and kill us all.As for a release date, Molyneux said it would come out when "trees still [have] leaves, but with a brownish tint." Though our first thought is September, we've gone ahead and sent to Microsoft a picture of the official Joystiq elm tree spray-painted with the proper color in the hopes of an early review copy.

  • Professor decries robotic killing machines, clearly prefers to do killing himself

    by 
    Ryan Block
    Ryan Block
    02.28.2008

    So the military is continuing down the totally inevitable path of computer-controlled autonomous robo-warriors capable of fighting deadly human battles on our behalf -- and out come the naysayers like U of Sheffield prof Noel Sharkey, who, at The Ethics of Autonomous Military Systems conference in London, decried the bots' self-determined killing abilities as "a threat to humanity" -- especially if they're captured and re-purposed by terrorists to do their evil bidding. Sharkey exclaimed that he's "worked in artificial intelligence for decades, and the idea of a robot making decisions about human termination terrifies [him]," but -- and we're just gonna throw this out there -- what if being oppressed by a race of automatons run amok were actually an improvement over our corrupt governments of men? Isn't that a possibility, too? We're certainly going to keep telling ourselves it is, thankful we've somehow managed to not be overthrown by our own creations. Thus far.P.S. -We dare you, commenters, NOT to bust out the welcoming our robot overlords cliché.

  • TTH video shows new TR AI changes

    by 
    Chris Chester
    Chris Chester
    02.27.2008

    The good people over at Ten Ton Hammer have a video up showing some of the new changes that the Destination Games crew has made to the artificial intelligence of a number of common Bane enemy units in Tabula Rasa. Narrated by a developer, they explain how encounters with Thrax Pistol Soldiers, Lightbenders, and Juggernauts will be different than players are accustomed to, as each unit has gained a skill that will require tactics and quick-thinking to avoid. Thrax Pistol Soldiers now drop a small robot when they die which will blow up nearby corpses, Lightbenders now have a blinding attack which will momentarily incapacitate anybody who gets too close, and Juggernauts have gained a Reality Ripper-esque ability to pull players to within their preferred firing range.These new attacks, brought into the game in patch 1.5, will definitely throw a wrench in the ways that players are accustomed to approaching encounters. Lightbenders and Thrax Pistol Soldiers are among the most common units in the game, so this fix should be evident almost as soon as logging in. The video also makes mention of the new AFS mech attacks that we showed you a few days ago. It's my hope that in the next round of AI upgrades, they make the typical AI grunt slightly more formidable, as it's becoming increasingly common to see them set up by Tree Lurkers and ticks