Keep Playing With AI 175
An anonymous reader writes "The BBC reports
how a newly developed AI system 'learns' your playing behavior and can even play for you when its time to take out the garbage or do other non-essential things around the house. My only question is if it could even learn to bs for me on those laggy starcraft 3v3 games."
Thank you but. . (Score:1, Flamebait)
Al
Oh goodie (Score:1)
Re:Oh goodie (Score:1)
RE: BS for you during the game. (Score:2)
Taking out the trash... (Score:5, Insightful)
Besides which, who wants to give up their game for "someone" else to play. I mean it would be bad enough coming back from running an errand and finding that your sibling/gf/friend has died and put you back to the start let alone your friend. Or even that they've managed to get you past the point you've been banging your head against for ages so that now you feel cheated at not having achieved the goal yourself.
Nope, I think the "pause" button is not going to be replaced by an AI any time soon.
Re:Taking out the trash... (Score:1)
I think this is a great idea. It's not made to play the entire game, just to hold out long enough for the chore/phonecall/whatever to be finished such that you haven't falled AS far behind.
Sure it wont be as good as us. And if the opponent finds out your on the phone, a feign to your ally followed by a strong attack to you will probably work every time (not that that ever fails against humans). But if they don't know, and don't try to exploit it, it'll be fine. In any case you'll be better off then nothing.
Re:Taking out the trash... (Score:1)
I've noticed that some games, which require *constant* attention...like TFC or DoD...where there is really no rest time at all...end up giving me a bad case of neck-strain, eye-strain, and back-strain.
But, when I play games like counter-strike...or even EQ...there are usually regular opportunities to get up for 30secs or so and stretch...get a drink if water, take a bio break, put the pop-tart in the toaster...whatever it is. I find that when I play games this way, I can play them for 10 hours at a stretch...but the "other" kinds of games that require constant attention really bust my body up bad. Probably why I don't play them as much anymore.
AI do have its uses, though (Score:2)
nothing like have somebody (the computer, in this case) talk smack to your opponents when your hands can still be occupied kicking his / her ass.
speaking of which... AI to find "my style of pr0n" while hands are occupied with other stuff might be useful too. hmmmmm...
Re:Taking out the trash... (Score:1)
The point here is, its an online real time game.
If everyone else is still playing, then having an AI run for you while your busy is much better then just leaving your side sitting around waiting.
And in theory it wont be able to figure out things you haven't done yourself. Since it learns from you. To keep a game balanced the AI shouldn't be better then you are or you end up with Munchkins sitting back and watching the AI play.
If the game is going to play for me... (Score:5, Funny)
Re:If the game is going to play for me... (Score:2)
If you just want to face off the AIs, that's a whole 'nuther story.
Re:If the game is going to play for me... (Score:2)
I would love this! I'm one of the clueless saps in Starcraft, Warcraft III, and other games. I keep my ass kicked, without really knowing why. I suppose it's a function of how much time you put into it, but it would still be nice to have some feedback. At least with chess, I can see what lines the computer would consider. With other games, I'm just screwed. (I'm generally screwed in chess too, see the above comment about time spent.
Of course, implementing this in a user friendly fashion for something along the lines of your typical RTS/turn-based game would be a real challenge. It would really add to the game's logetivity though.
Does EVERYTHING have to be automated?! (Score:1)
Re:Does EVERYTHING have to be automated?! (Score:1, Insightful)
the end result is cars that YOU CANNOT EVER STEER OR CONTROL YOURSELF! and that would be a wonderful thing.
until the collective IQ of the planet rises above 80.... we desperately need everything automated.
Re:Does EVERYTHING have to be automated?! (Score:1)
Except that this system is supposed to imitate the behavior of the people whose efforts it's supposed to take over. Meaning that we'd have even MORE crashes, because the computers would "learn" that crashes are the right way to drive and then auger into a cement wall on EVERY TRIP.
Of course, careful marketing would downplay this type of problem.
Re:Does EVERYTHING have to be automated?! (Score:1)
You lack vision, Chuck. City streets will be the perfect place for automated traffic. Your car will communicate with city grid, which will authorize a certain path to your destination.
Re:Does EVERYTHING have to be automated?! YES! (Score:2)
Ever play UO? It's THRILLING to sit for hours and practice magic, or hiding.
I had a little metal ball that sat on my Macro Key - so I didn't have to sit for hours before I could go out in the woods and be PK'd.
what for? (Score:1)
Isn't this already being done? (Score:1)
Did the macros write themselves? (Score:2)
I've heard/seen of macroing in MMORPG's for years now.
In this system, the AI learns your playing style and writes the macros itself.
Re:Did the macros write themselves? (Score:3, Insightful)
Re:Did the macros write themselves? (Score:2)
Oh no... (Score:3, Insightful)
Seriously, though, there has to be a line drawn here. Sure, it'll be good for parents to get the kids off the machine for dinner, but won't it eventually lead to being an all-AI game? Isn't the point of big games, like MMORPGs to be that the people with no life and play 800 hours a week to have better characters than the casual gamer? With this system, you teach the AI to practice blacksmithing, let it run day and night for a few days, and come back with a master blacksmith. Just seems like you are taking out the challenge of the game...
For the record, I don't play MMORPGs.
Re:Oh no... (Score:3, Insightful)
And Bully for them, I say. The more potentially dehumanizing technology there is around, the more we are forced to consider what is quintessentially human. AI that plays your game for you might be a liberating experience, in that it puts you face to face with the conclusion that having no life and playing 800 hours a week is not worth anything after all.
Re:Oh no... (Score:1)
Re:Oh no... (Score:2)
TIme Machine? (Score:2)
Virg
Re:TIme Machine? (Score:1)
Re:Oh no... (Score:2, Funny)
Re:Oh no... (Score:2)
Re:Oh no... (Score:1)
That could be kind of cool to watch, see where the AIs take their virtual civilization on a massive scale like that. Much better than watching the computer play chess against itself. Not that I've ever done that.
SablKnight
Re:Oh no... (Score:1)
That's not challenge, that's drudgery. If you don't want AIs like this to invade your games, play games that require more skill and less repeated action.
Re:Oh no... (Score:1)
- Amit
Will it cover for me.... (Score:2, Funny)
Dave, (Score:4, Funny)
Uh oh (Score:1)
assist me in small tasks?
Its a nice idea but.... (Score:3, Insightful)
So If i'm not very good at a game the ai wont be either? Even so this could be exploitable and used to be better at a game than a friend, we all remeber zbot from quake2.
He said many players of online games become frustrated because their lifestyle limited their interaction with a game world.
but in a stragagy game you can run when nature calls and be mostly ok
Typically they involve creating lots of slightly different solutions to a problem, testing to see which perform best and then taking and randomly mutating these to produce a new batch that are again tested, mutated and so on.
They should focus this advanced AI on the computer players of the game not into an autopilot mode.
What's the point? (Score:3, Interesting)
Ok, I'm no hard-core gamer but personally, I can't think of anything worse than AI making guesses about what my strategy is and what I'm planning and thinking of doing.
So the question is, what's the point? If "real life" intruides on my gaming, I simply hit pause and come back to it later.
It just seems to me like one of those things that'll make people go "wow!" for the first couple of minutes and then never use again.
In other words, a bit pointless, especially if you could have been spending that development time doing something more worthwhile (like adding depth to a game, improving other AI, adding extra levels, better documentation etc. etc.)
Re:What's the point? (Score:2)
It is a multi-player game. In a turn based game (like the [card] games on yahoo), people going for pees, answering the phone, fetching a drink etc. can be a nuisance, but if they say brb, it at least gives the others a chance to pop away for a sec too. Of course, it could just be lag....
Now, if everyone is out for themselves in a last-man-standing battle, you need to leave, you accept the chance you might die/lose/whatever.
But lets imagine a real time strategy in which you are one of three allies (USA, Britain, Russia), fighting a 6 hour battle simulating WWII. Now lets imagine you are the US, and I am Winston Churchill. I've been managing my armies for the last three hours when my partner tells me dinner is ready.
Am I supposed to:
That's the point.
Re:What's the point? (Score:2)
>
>Am I supposed to:
>1.Tell her to fuck off?
>2.Use my keyboard as a plate?
>3.'Press pause' and tell the 5 (or 50) other players to wait for me to come back?
> 4.Let the computer do what its good at?
1) Instead of "Fuck off", how about "Bring the food in here, serving-wench!"
2) If you're lucky, you'll get to use your keyboard as a plate. If you're unlucky, your lap will be the plate. And it'll be French Onion Soup.
3) You'll have to press pause anyway while you yank the keyboard out and run screaming around the room.
4) So yeah, you'll still need an AI.
> I'm not a hardcore player either; my mouse clogs up etc, and I hate micromanagement. This kind of stuff would work just fine - perhaps 24 hours a day (with me checking in daily for an hour to set budgets, initiate or even approve attack plans, etc.
Y'know, I'd like that in a slow-moving RTS like your imaginary WW2 sim. Imagine a [single-player] game that took over your PC and ran a world in the background, 24/7, for a period of weeks/months.
Churchill was a hero - but even he had to sleep.
Re:What's the point? (Score:1)
Now imagine if an AI learns how to play the style of the champions, for example, if the CounterStrike champion of your local LAN center is a camper with a sniper or a machine gun, what crate he likes to hide on that map, etc, etc.. Even playing 50% of this, you could effectivily play against "half" of what the world's best player has to offer.
For example, bots could also be created for RTS games. Imagine that you suck against fast players with some race on a particular game. You could download enemies with this playing style, and practice against.
Of course, it won't be the same as the real thing, but for training or for fun, it's a great step.
Re:What's the point? (Score:1)
In the article it specifically states that this is an online real-time strategy game in which the world decays at a rate completely independant of how long you've been playing (in other words, the world decays on the server, not the client). There's no hitting pause, though you could log out of the game, but then the game goes on anyway.
It just seems to me like one of those things that'll make people go "wow!" for the first couple of minutes and then never use again.
I'm wondering whether or not this AI is running on the server or the client myself. It would seem ideal that you could just set the thing to go and log off, but that would take some pretty good servers to manage if there will ever be a lot of players. If it's on the client I have to wonder how much players could take advantage of it to 'enhance' the playing style used by the AI.
hmm (Score:2)
However, as anyone who's played this type of game before would attest : sometimes you just HAVE to go afk RIGHT NOW or you lose your connection to the server due to technical reasons.
It would be very nice if the game would take at least basic action to prevent death (such as casting teleportation spells, healing, running away...SOMETHING other than standing there) if you get attacked and you are afk or linkdead.
Hmmm (Score:2)
Re:Hmmm (Score:1)
I think it has possibilites...
Starcraft bsing would be hard to do... (Score:4, Funny)
I don't know about bsing but maybe if you hooked up a mechanical system to your serial port and ethernet cable, it would learn how to pull the cable out of the wall just before the end of your starcraft games.
First Post (moderators keep reading) (Score:1)
What?!?! (Score:1, Insightful)
Virtual Fighter 4 (Score:2, Interesting)
Imagine, I can now eat hot buttered popcorn with both hands as the game plays for me! Is their no limit to my weight gain?
Can't wait to teach it with a bot! (Score:2)
Netstorm (Score:3, Interesting)
Anyway, the game would fight on while you were gone, which was possible because the pieces were stationary cannons and the like, so when you came back you probably were a bit behind, but not wiped out. I won a few times after a reconnect, so the idea worked.
MUDding (Score:1)
If so, it's a better MUDder than I
To Game Developers (Score:5, Insightful)
I agree the server should be watching the player. How better to take notes on how to improve the gaming experience? But don't use it to play the game FOR the player when the player's bored with the game. FIX THE GAME.
If you've designed your game with lots of boring repetitious stuff which is well-suited for a machine, then you've gone the wrong direction.
If your idea of making certain events rare is a spawn-rate measured in hours or days, then you've gone the wrong direction.
If you think of your paying customers as gerbils who will do anything, especially hitting the spacebar or attack key every ten seconds, for eight hours at a stretch, then you've gone the wrong direction.
Instead, if you want to keep your player's interests, offer more entertainment that works within their available time. Make the player's time in the game more valuable. Make it possible to play a little over lunch, a little on Thursday evening, and still feel accomplishment.
For starters, employ adaptive spawning instead of location-based spawning. If the server notices a party of adventurers who haven't fought anything in a while, decide approximately how tough an encounter should be, then let it descend upon them. Vary the toughness, vary the approaches, vary the circumstances which trigger a spawn. Don't count server time to the next spawn, count character time to their next adventure opportunity. If the game isn't focused on hunting and leveling to the exclusion of all else (hah, yeah, like THAT will ever happen in THIS industry), then watch the players' behavior to decide what kinds of quests the player likes. Ration those out at a rate that keeps them interested, in character-time, not server-time. If the player plays twice a week, give them the stuff they like each time they log in. If the player really does enjoy slashing for hours on end, then give them a little surprise every now and then.
Massive multiplayer games should take advantage of the massive multiplayer-ness. Like, duh. The statistical analysis which could be done on player behavior in MMORPGs is staggering. The fact that game designers just don't bother doing it or using it, is mind boggling beyond the extreme. The fact that today's MMORPGs are essentially single-player games with thousands of human-powered NPCs just makes me wonder whether anyone really gets it.
Re:To Game Developers (Score:1)
I think it should be said that if your game CAN have macros to accomplish a lot, you've done something wrong.
Re:To Game Developers (Score:3, Interesting)
Diablo II, check.
If your idea of making certain events rare is a spawn-rate measured in hours or days, then you've gone the wrong direction.
Diablo II, check.
If you think of your paying customers as gerbils who will do anything, especially hitting the spacebar or attack key every ten seconds, for eight hours at a stretch, then you've gone the wrong direction.
Diablo II, check.
Yup, I agree. I know you're talking about MMORPGs, but it applies here too. And I think the problem is the same as the ones we complain about in the business world as well. Making a quality product and making a successful product are often different. (see Blizzard vs Blizzard North)
Re:To Game Developers (Score:1)
But which is which? As I've always found resource gathering painfully BORING. As such I am not much of a fan of the warcraft/starcraft games. I do enjoy squad based RTS, myth the fallen lords and mech commanded for example. Diablo 2, though not perfect is a great game IMHO. I suppect I would reverse the "successful" and the "quality" to what you would chose.
Re:To Game Developers (Score:2)
To me though, the thing is SC had extrememly well thought out details. The details of D2 were rather sloppy, and the coding was abysmal. If you want to disagree, take a look at the patch changes list, and remember that many ballance changes that happened were not included. And then consider how efficiently the program runs after all that. And the origional D2 runs in the same resolution as SC, too.
Regardless, I can't argue that you should or shouldn't like one more than the other. I'm just saying one was a good idea further developed and excecuted well, and the other was a good idea that was done not nearly so well.
Re:To Game Developers (Score:2)
For that matter, if you have a ~once/week occurrence where the player had better be paying attention and has to do something situation-appropriate that isn't the usual thing (like run away as fast as possible), you'll develop a nice paranoia in your players even though it doesn't happen that often. Plus you'll make people not leave the game on autopilot because they'll not want to be gone when something important happens.
Is this really an AI? (Score:1)
MMORPG + AI + Email = Management 101 (Score:2, Funny)
I'll send him back a response telling him what to do, and if he screws it up, and doesn't get iced by some goblins or whatever, you can be sure it will come up at his next performance review.
Reminds me of a Douglas Adams quote (Score:5, Funny)
An now we have AI's to play tedious computer games for us!
is Tivo an electric monk? (Score:2, Interesting)
monk from the Dirk Gently Holistic Detective book
I can't count the number of shows that the tivo
decided I should record which I've never really
watched before the space was reused for another
show.
granted, the Tivo doesn't ride a horse
Play with yourself (Score:1)
More Useful... (Score:1)
IF it played NETHACK (Score:1)
oh wait..
it learns how i play.. so it'll usually die before medusa to trolls, or wizard will wipe it's silly ass.
Greetings Professor Falken... (Score:2)
Lame I know, but with the WarDriving reference just 2 stories away on the main page I just had to.
non-essential? (Score:1)
Taking out the trash is definitely a non-essential task. It's much easier to just pile it in up to the very brim of the garbage can, stomp on it a few times (remembering to carefully avoid the streams of grease and rotten tomato juice that jettison from the containers under your foot) and repeat the process. Since there is a very large amount of unused space between an atom's election and the nucleus, you can continue to fill and compress the same canister for some length of time. You will eventually end up with..you guessed it..Neutronium - a substance so dense that nothing can possibly compress it further. At that point, you simply sell the neutronium on e-Bay to various scientist hobbiests on the internet and start over.
AI for MMORPG's? (Score:1)
My dream AI always plays just outside my reach (Score:3, Interesting)
I thought this would be a great way for children to practice the game. Seemed very "Diamond Agey" to me.
Re:My dream AI always plays just outside my reach (Score:1)
That's a really good idea. I know what you mean, too - I got a copy of "Risk" from hasbro interactive. The AI was so hard on its "Easy" skill setting that I almost gave up on the game. But once I finally beat it a few times, I found that "Hard" wasn't much more difficult than "Easy". I really would have liked it if "Easy" would have made the computer a moron, and "Hard" make it into an experienced grand-master, with several different levels in between. Same thing goes for {war|star}craft - I can hardly ever beat the computer, and I really wish they had a configurable skill setting.
Re:My dream AI always plays just outside my reach (Score:1)
Re:My dream AI always plays just outside my reach (Score:2)
Like those racing games, where the cars would slow down until you passed them, then fly around with eber-precision and unprecedented speed?
No thanks. That just gets annoying.
S
Re:My dream AI always plays just outside my reach (Score:2)
Learn how I work wahoo (Score:1)
Re:Learn how I work wahoo (Score:1)
That's nothing... (Score:5, Funny)
Re:That's nothing... (Score:2)
I have developed an AI that will make your Slashdot posts for you.
Imagine a Beowulf Cluster of those!
It just pastes big quotes from the article and throws in a few off-topic references to the DMCA.
Quotes from the article, eh? You must be new here. Welcome!
The writeups here are always 100% correct, fair and impartial (except on days ending with a 'y'), so it's never worth reading the article anyway (as if you could expect it to display).
-Michael
And i nearly got banned (Score:1)
cu,
Lispy
if added to 3rd person shoot em ups.. (Score:1)
style.. but could they also get
it to mimick eleet smart ass coments?
FuuUUUuck YOOOOOOUUUUUU (Score:2)
That's not funny at all... I always longed to meet one of those assholes in real life so I could slap them silly. Or at least scream at them for a little while. People like that are one of the many many reasons it takes twice as much time to find a decent starcraft game as it takes to play the damn game.
now what I would find interesting... (Score:1)
Also, it could be used as a nifty screensaver... or to shock non-techie friends... "Yeah, I'm a bit stressed, so my machine is deathmatching itself."
Let's just hope there are no Harvesters in this upcoming game...
Re:now what I would find interesting... (Score:1)
There was a Quake2 bot (for single player DM) that did have a setting which allowed it to adjust skill level according to how well you did against it. If you spawned multiple bots with this setting, though, they scaled extremely quickly.
Unfortunately (or fortunately depending on how you look at it), playing against that bot for a couple of weeks lead to a lot of accusations once I started playing against real players online again.
Things to look for in "new" AI (Score:1)
A new kind of game (Score:1)
Granted, this would take most of the RT out of RTS, but a lot of people are more interested in build orders and tactics than point and click.
One would hope that the RTS games would be designed so that evolutionary strategies tend to domninate static ones.
Missing the point, surely? (Score:2)
Back in the day, when I was hacking netrek [netrek.org], I had a damn good go at writing a learning robot client, using a genetic algorithm.
I failed, along with every other developer that tried it. I failed because while the game is composed of simple concepts - speed, turn, weapons, tractors, transporters - the emergent strategic complexity is way beyond an artificial player.
The robot could win dogfights, but while it won the battle, the opposing humans were winning the war. It could never figure out or negotiate strategies. Even if I had got it to play a good strategy, the human opponents would have just found a better one, as they have done again and again when playing each other.
That emergent complexity and strategic depth is what makes netrek such a great game, even today. As a simple rule, if you can write an AI that can beat a human, then you've got a game that's strategically limited, like chess, rather than one where strategy must be a flexible concept, like go.
Forget 3v3... its all about UMS games (Score:1)
UMS games involve strategy, not just build_as_fast_as_I_can_and_rush.
Try any Sunken D or Special Forces maps (personal favorites).
warcraft 3 (Score:2)
and at that crucial moment i get a phone call and need its help for a few minutes, i click it on and...
every character would slit its own throat, saving the gold and lumber.
How would this work? (Score:2)
1. If this system truly learns from players, it will require a significant set of training examples in order to 'learn' what the best decision is at any point in the game. In this case, I would think 'best' does not mean 'most likely to win the game' but 'most like the player'. With the number of variables involved in playing a game, it would either take a lot of saved data or a long time to learn any sort of useful evaluation function.
2. How would a learning system like this decide on which variables to examine when making its decision? Games vary widely. Usually, the less specific the variables--specific meaning the more evenly the value of a variable seperates information into groups--the less accurate the result of the decision will be. This is called 'Information Gain'.
Even if the system takes the easier route of applying its own evaluation function instead of trying the learn from the player, there are still a lot of difficulties to overcome. For some games--like starcraft--evaluating the state of the player's game is somewhat easy. Using starcraft as an example, one could attatch values to all of the units and then try to move to the state with the highest unit value. However, for other games--like, say, MMORPGs--this would be a nightmare.
As an example, one of the research projects I've worked on involved training a decision tree algorithm to evaluate link texts to web pages based on user evaluation of those labels. The object was to create a system that would take a page, create an anchor text, and then use a user-data trained evaluation function to choose the best label to pass to the page generator. Even with good data (albiet not enough) and good differentiation between page evaluations, our system was right about half the time.
I don't know if I buy a realtime learning gameplaying system that's good enough on current hardware. Especially one that works out of the box on all games. There are tricks one can that help, but the real thing isn't quite here yet.
Re:How would this work? (Score:1)
I don't know if the article's just up and down or what, but the second time I tried to get to it, the thing came up just fine. In any case, it answers your question, because it's being developed for a specific game by the developers of said game, and it's an online RTS game.
Game playing for you (Score:1)
OK, I'm done now.
SablKnight
Linking Knowledge Stores? (Score:2)
I enjoy the fact that she can learn, but it seems she would learn at a much faster pace if she could link with other Alicebots via Jabber to syncronize her data stores.
Playing against machines online? (Score:1)
Why on Earth would I pay to go online to play against hundreds of machines who are playing on behalf of their owners?
this is perfect for me (Score:2)
This is so great, now I can have this thing play games for me all the time.
I feel like I am having more fun already.
A whole new trend in gaming? (Score:2)
Re:FP? (Score:1)
Re:Isn't this called an aimbot? (Score:2)
So in my case, it'll consistently shoot about 5 pixels away from the enemy ^_^
Maran
Re:Isn't this called an aimbot? (Score:2)
Re:Isn't this called an aimbot? (Score:1)
Won't that mean I'll be unstoppable? I'm going to rename myself Das JuggerNaut.
Naut.
Re:An AI playing a MMORPG for you? (Score:1)
- Amit
Re:It can learn to play badly? (Score:1)
If it can't... underclocking [microsoft.com] would work pretty well too.