11.28.2006
The evolution of video games
All of that evolution has occured in about 25 years. Robots will be evolving that quickly over the next 25 years.
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Amazing stuff. However, it's REALLY annoying how they use rendered cut-scenes and promos for the most recent games. They are not comparing like with like for the final transition.
BBB
BBB
So wait, you mean after the move from 2D environments (rolling around on the floor) to 3D invironments (climbing, jumping, ect.) most advances in robots will do nothing but improve aesthetics?
BBB, are you sure they're pre-rendered?
For instance, Metal Gear Solid 3 footage is computed on the fly, and that the gave environment really is super-responsive.
They had to put a special note before they showed footage: "Yes, this really is all real-time. We didn't prerender this," because it was the sort of stuff that would have been pre-rendered, in the past.
For instance, Metal Gear Solid 3 footage is computed on the fly, and that the gave environment really is super-responsive.
They had to put a special note before they showed footage: "Yes, this really is all real-time. We didn't prerender this," because it was the sort of stuff that would have been pre-rendered, in the past.
Actually, the problems of making an intelligent agent are very similar to the problems of making a computer game.
Here are some areas of overlap: Environment simulation. (check.) Reasoners. (check: Outside of the insurance and medical reasoners, the most popular use of forward and reverse chaining reasoners is in video game AI.) Multi-agent, multi-strategy communication systems. (check) Human-computer interface. (check) Context recognition. (check)
Games are, in many ways, the optimal place for testing AIs, building AIs, and so on.
It's sort of like Chess (which, incidentally: a game,) which has enough explosiveness of possibility, within easy-to-model finite constraints, and with a rhyme and reason to its patterns. Taking it a step up, we have many modern games. The computer is competing with the person. The researchers have complete control of the environment, and what senses the AI has to work with. There is also a very willing and eager pool of participants, ready to sk00l the AI. The problems that come up are real-world problems.
Here are some areas of overlap: Environment simulation. (check.) Reasoners. (check: Outside of the insurance and medical reasoners, the most popular use of forward and reverse chaining reasoners is in video game AI.) Multi-agent, multi-strategy communication systems. (check) Human-computer interface. (check) Context recognition. (check)
Games are, in many ways, the optimal place for testing AIs, building AIs, and so on.
It's sort of like Chess (which, incidentally: a game,) which has enough explosiveness of possibility, within easy-to-model finite constraints, and with a rhyme and reason to its patterns. Taking it a step up, we have many modern games. The computer is competing with the person. The researchers have complete control of the environment, and what senses the AI has to work with. There is also a very willing and eager pool of participants, ready to sk00l the AI. The problems that come up are real-world problems.
The film is great, but I'm really dissapointed by the "evolution". ecept for more detailed graphics (aesthetics, yes) not much has changed in the "game" from a theoretical-logical perspective.
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