Computer Scientists Invents Game-Developing Computer AI 103
MojoKid writes "Over the past few years, short game writing 'jams' have become a popular way to bring developers together in a conference with a single overarching theme. These competitions are typically 24-48 hours long and involve a great deal of caffeine, frantic coding, and creative design. The 28th Ludum Dare conference held from December 13 — 16 of this past year was one such game jam — but in this case, it had an unusual participant: Angelina. Angelina is a computer AI designed by Mike Cook of Goldsmiths, London University. His long-term goal is to discover whether an AI can complete tasks that are generally perceived as creative. The long-term goal is to create an AI that can 'design meaningful, intelligent and enjoyable games completely autonomously.' Angelina's entry into Ludum Dare, dubbed 'To That Sect'" is a simple 3D title that looks like it hails from the Wolfenstein era. Angelina's initial game is simple, but in reality Angelina is an AI that can understand the use of metaphor and build thematically appropriate content, which is pretty impressive. As future versions of the AI improve, the end result could be an artificial intelligence that 'understands' human storytelling in a way no species on Earth can match."
What's that smell? (Score:2, Insightful)
Smells like bullshit to me. What do you think?
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Re:What's that smell? (Score:5, Insightful)
Agreed. It's entirely possible to create a program that will create a game, complete with a story, boss stages and the lot. In fact, if the army of developers who shaped Angelina was big enough, she could be developed to create games of any genre (be it FPS, RTS, RPG, arcade, etc). However, that will not make Angelina any more intelligent than the default calculator provided by our respective OSes.
Now, show us Angelina making decisions to autonomously change the genre, story, bosses, etc, in a way that fulfills Dennett'esque or Sartre'esque imagination theories and we can start calling it AI. Till then these stories only serve as a means of impressing the uninitiated - which is definitely important if the field of AI is to get the attention it deserves.
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Well it may save EA and friends come cash on the cookie cutter military shooters...
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Oh, so EA have had a copy for several years ?
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Re:What's that smell? (Score:4, Informative)
did you read the fucking article?
"While the theme of the game (You Only Get One) was a pre-coded template, Angelina chose the color of the walls, the textures, the ambient sound track." and did a shitty job at doing it.
add some theming ai to nethack and *boom* infinitely more "ai" than this(though both are just content generators, not game designers, and content generators for games are old hat).
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"While the theme of the game (You Only Get One) was a pre-coded template, Angelina chose the color of the walls, the textures, the ambient sound track." and did a shitty job at doing it.
That's not very interesting. What would interest me is AI that shapes and modifies the game while you play it, based on your taste and play style.
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Having read some dungeon/game/whatever master guides for some roleplaying games for fun, I've noticed the part that gets paid most attention to is the "how to keep the players fenced in the area you've prepared" section. Conclusion: adapting to unexpected actions by players would require a superhuman AI, at least in the opinion of people who make games for a livi
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Having read some dungeon/game/whatever master guides for some roleplaying games for fun, I've noticed the part that gets paid most attention to is the "how to keep the players fenced in the area you've prepared" section.
What kind of RPGs are those? Most GM advice is all about being flexible and figuring out what kind of game and play style the players enjoy most. Fencing them in has generally been considered one of the worst, frustrating and most destructive things a GM can do. And the fact that so many CRPGs do exactly that, frustrates me to no end. And that's exactly why I'd like to see games with an active GM AI making the game more flexible and dynamic. I don't doubt this is extremely hard, but I'd still like to see so
Nobody can beat this one!!! (Score:2)
http://www.pyongyangracer.co/ [pyongyangracer.co]
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This story isn't bullshit, and might make for mildly interesting cocktail party chat, but it isn't really newsworthy.
As future versions of the AI improve, the end result could be an artificial intelligence that "understands" human storytelling in a way no species on Earth can match.
This probably does qualify as bullshit, and it was only was only added because the author thought the story itself isn't strong enough to stand without it. Tech writers have to fill quotas. The problem with this peroration isn't just that it's stupid and wrong—it is—the problem is that it gives people the wrong expectations for what AI can do. AI has already had significant payoff
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Simple rule -- AI can be great for utility, and so far has always sucked for entertainment or any depth so likely always will. DART, various Google algorithms and many others are example of the former, all examples I know of confirm the latter. Except Eliza maybe, good fun can be had if you take it for what it is.
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"Angelina chose the color of the walls, the textures, the ambient sound track."
Yep. Bullshit.
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Smells like delicious lotuses [tvtropes.org] to me.
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Re:Absurd (Score:5, Funny)
it's 2014 you idiot
Re:Absurd (Score:5, Funny)
If it makes the front page of Slashdot in 2014, it has by definition already made the front page somewhere else in 2013.
Re:Absurd (Score:5, Funny)
And that somewhere else was probably also slashdot.
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it's 2014 you idiot
Ahh, the random little sardonic spike from an AC. What would Slashdot be without these?
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Cut him some slack. Until I read your post I too thought it was 2013. Holiday food and booze induced memory loss.
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If food induces memory loss, then our obesity problem in America is two-fold!
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But can an AI made today be creative? Creativity is often just a mesh of existing ideas, but how hard is that to replicate in code?
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Do we have a rigorous definition of creativity?
A computer can very easily do randomness, and using fairly simple AI methods we can introduce themes and consistency.
The hard part is making something that humans will like.
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> The hard part is making something that humans will like.
Reality TV has shown this is very easy. :)
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The hard part is making something that humans will like.
No it's not - add titties. Game of the Year right there.
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Judging by the video, this looks like a random level generator for a Wolfenstein style 3D engine with largely random output. There were more useful algorithmic level generators for games already in 1984 (Elite). Not sure why this lame hack made the front page in 2013?
It almost makes me feel bad for the creator of the program as in reporting it got extremely overhyped. He could have introduced it as it is: "hey, I made this cool procedural level generator, have fun with it", and maybe gain a bunch of supportive comments from the indie gamedev community. Now it only makes him look worse as he is perceived as an overly exaggerating liar.
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Big Promises (Score:1)
More? (Score:2)
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Cloudberry Kingdom (Score:4, Insightful)
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I agree that the word "creative" is usually questionable, but in my mind procedural generation of game content (levels, characters, dialog, trees, ...) versus procedural generation of game rules is an interesting difference. There is definitely some gray area between them, but I think they aren't identical either.
One practical difference is that doing rule-generation well seems harder. There are some very good level generators, but I have yet to see a truly impressive rule-generation system. There are a num [kmjn.org]
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Interesting first steps (Score:2)
Running precedes walking (Score:1)
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What does this mean (Score:2)
an artificial intelligence that 'understands' human storytelling in a way no species on Earth can match."
Is there any species on earth that understands human storytelling (besides humans)? I don't understand how this is a metric of success.
Re:What does this mean (Score:5, Funny)
In A World
where one programmer
*keys clicking*
*CRT fixed-width reflecting on eyeglass lens*
*sudden black screen and gasp*
who relates more closely to computers than to people
*boy and a girl walking side by side*
GIRL: "think you'll come to the party tonight?"
GUY: "do you think computers like Titanic?"
GIRL: "excuse me?"
GUY: "I can show you the world!"
decides enough is enough
GIRL: "I don't think we can see each other."
GUY: "do you think computers have feelings?"
*explosions*
*people dying*
and retreats into his basement to create his own entire world
*guy guzzling 2-liter*
GUY: "I'm going to add the airborn mine cart explosion that can send a dwarf flying through the air and landing in another mine cart today"
OTHER GUY: "you got rent?"
follow us into a world where reality is all topsy-turvy
GUY: "The computer isn't just playing the game. The computer is LEARNING."
*record scratch*
OTHER GUY: "You're telling it what to do."
GUY: "Yeah but I'm telling it it's called do_learn(token).... what? Jeez, shut up!"
and where dreams become reality
GUY: "I can actually make the game program itself, now."
GIRL: "Wow, that's so cool. What's that symbol mean?"
GUY: "Oh, it looks like the game thought it would be a good idea to make itself be about elephants humping with a quest goal of finding a lost abacus."
GIRL: "I have to go. I hear my mom. LET ME GO."
this spring, get ready, to re-define your entire sense of what creativity means
OTHER GUY: "You can't have a flight sim that's about penguins and walruses absorbing blocks of gelatin through their bellies and shooting skyscrapers out of their mouths"
GUY: "It -- it wasn't me. It was THE GAME!"
OTHER GUY: "Yeah but it's stupid."
GUY: "ITH NOT THUPAAAAAGGGHHHHD!"
from the same people that brought you Unsolvable Sokoban, Endless Sudoku, and Eliza
GUY: "It's like it's thinking. It's really thinking."
OTHER GUY: "No, it's like you've been awake for 68 hours"
GUY *hoarsely* "Ith tho amathiiiiiinnnnng"
Starring that guy who played Corky from Growing Pains or whatever the fuck that was
GUY: "I'm just like normal people you know."
GIRL: "Normal people don't think randomly splashing paint on a canvas is creativity."
GUY: "I'm just like Manhattan people you know."
And that girl that never mind
And the other guy who's more successful in life because he isn't completely deranged
OTHER GUY *drooling and staring at tv static*
Rated R for:
* conceptual challenges
* a complete lack of experimental control
* we're pretending being retarded is normal
* the film was computer generated. creators cannot be held liable for what might appear in front of you.
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Thanks for that, I laughed.
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pardon my drunk-on, BUT (Score:2)
[moderate this one to flame-bait, it would be honest]
god, shut up. you obviously don't know what you read because you can't even qualify your verbs and shit or whatever. just shut up.
oh, hey, idiot: procedurally generated games have been out forever. there you go. the game was developed by "ai". fuck, what a fucktarded article.
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Thomas Kuhn would just point out that shifting your paradigm in and out of frame and babbling on about AI while you basically lower your standards of what "creative" means is fucking STUPID
fucking stupid premise, fucking stupid article, fucking stupid stupid.
god, what autistic mish-mash are we going to be exposed to next
probably some article about how autism is the new normal. hipsters haven't had enough of that shit, yet. you have to have precisely 3.14 articles of that topic every year or "life" isn't de
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Yes, it would be impressive, but that's not a case.
"While the theme of the game (You Only Get One) was a pre-coded template, Angelina chose the color of the walls, the textures, the ambient sound track. "
If you add 'randomly' before 'chose', you will get a feeling how big breakthrough in AI development it is...
And no, it is not a good first step towards something. Being able to google texture based on some keywords has nothing to do with being able to create game code. Or with being 'creative' in any sense
playstation os9 (Score:1)
Ai or Random numbers? (Score:2)
"Angelina chose the color of the walls, the textures, the ambient sound track."
fHueColour = iFloatRand(0.0f,360.0f);
Texture_Wall = iIntRand(0,10);
Music = iIntRand(0,5);
GameMode = iIntRand(0,10);
Ai, or, just basic random number generation?
Theres probably alot more under the hood. But, unless we can see how the code is written, it just looks like a random number based world generator to me.
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Adventure Construction Set? (Score:3)
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Sounds like the game of zangband I once played where I got some +insane multi-hued plate armor about 10min into the game and proceeded to blast the daylights out of anything I saw for the next 24 levels while watching them scratch away at my armor in vain...
awesome? (Score:1)
let's play global thermonuclear war (Score:2)
what side do you want?
1. United States
2. Russia
3. United Kingdom
4. France
5. China
6. India
7. Pakistan
8. North Korea
9. Israel
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Halfway there (Score:2)
Now all we need is AI to play shovelware games for us.
Hey Slashdot! (Score:2)
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So this Angelina.. Is she hot? And do you keep her in your basement? What are the measurements..
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Wow... (Score:2)
Already creatively surpassed one human (Score:2)
Judging from the game description, Angelina has already created something light years more creative than anything Michael Bay has ever done.
Bullshit. (Score:1)
Current games, yes, Classics: no (Score:1)
Can a machine be creative? Yes, yes it can. (Score:2)
Stephen Thaler's creativity machine [imagination-engines.com] is proof of the potential of machine creativity.