AI Gaming News | Latest AI in Gaming News | AI News https://www.artificialintelligence-news.com/categories/ai-industries/ai-gaming/ Artificial Intelligence News Wed, 25 Oct 2023 13:31:08 +0000 en-GB hourly 1 https://www.artificialintelligence-news.com/wp-content/uploads/sites/9/2020/09/ai-icon-60x60.png AI Gaming News | Latest AI in Gaming News | AI News https://www.artificialintelligence-news.com/categories/ai-industries/ai-gaming/ 32 32 Bob Briski, DEPT®:  A dive into the future of AI-powered experiences https://www.artificialintelligence-news.com/2023/10/25/bob-briski-dept-a-dive-into-future-ai-powered-experiences/ https://www.artificialintelligence-news.com/2023/10/25/bob-briski-dept-a-dive-into-future-ai-powered-experiences/#respond Wed, 25 Oct 2023 10:25:58 +0000 https://www.artificialintelligence-news.com/?p=13782 AI News caught up with Bob Briski, CTO of DEPT®, to discuss the intricate fusion of creativity and technology that promises a new era in digital experiences. At the core of DEPT®’s approach is the strategic utilisation of large language models. Briski articulated the delicate balance between the ‘pioneering’ and ’boutique’ ethos encapsulated in their... Read more »

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AI News caught up with Bob Briski, CTO of DEPT®, to discuss the intricate fusion of creativity and technology that promises a new era in digital experiences.

At the core of DEPT®’s approach is the strategic utilisation of large language models. Briski articulated the delicate balance between the ‘pioneering’ and ’boutique’ ethos encapsulated in their tagline, “pioneering work on a global scale with a boutique culture.”

While ‘pioneering’ and ’boutique’ evokes innovation and personalised attention, ‘global scale’ signifies the broad outreach. DEPT® harnesses large language models to disseminate highly targeted, personalised messages to expansive audiences. These models, Briski pointed out, enable DEPT® to comprehend individuals at a massive scale and foster meaningful and individualised interactions.

“The way that we have been using a lot of these large language models is really to deliver really small and targeted messages to a large audience,” says Briski.

However, the integration of AI into various domains – such as retail, sports, education, and healthcare – poses both opportunities and challenges. DEPT® navigates this complexity by leveraging generative AI and large language models trained on diverse datasets, including vast repositories like Wikipedia and the Library of Congress.

Briski emphasised the importance of marrying pre-trained data with DEPT®’s domain expertise to ensure precise contextual responses. This approach guarantees that clients receive accurate and relevant information tailored to their specific sectors.

“The pre-training of these models allows them to really expound upon a bunch of different domains,” explains Briski. “We can be pretty sure that the answer is correct and that we want to either send it back to the client or the consumer or some other system that is sitting in front of the consumer.”

One of DEPT®’s standout achievements lies in its foray into the web3 space and the metaverse. Briski shared the company’s collaboration with Roblox, a platform synonymous with interactive user experiences. DEPT®’s collaboration with Roblox revolves around empowering users to create and enjoy user-generated content at an unprecedented scale. 

DEPT®’s internal project, Prepare to Pioneer, epitomises its commitment to innovation by nurturing embryonic ideas within its ‘Greenhouse’. DEPT® hones concepts to withstand the rigours of the external world, ensuring only the most robust ideas reach their clients.

“We have this internal project called The Greenhouse where we take these seeds of ideas and try to grow them into something that’s tough enough to handle the external world,” says Briski. “The ones that do survive are much more ready to use with our clients.”

While the allure of AI-driven solutions is undeniable, Briski underscored the need for caution. He warns that AI is not inherently transparent and trustworthy and emphasises the imperative of constructing robust foundations for quality assurance.

DEPT® employs automated testing to ensure responses align with expectations. Briski also stressed the importance of setting stringent parameters to guide AI conversations, ensuring alignment with the company’s ethos and desired consumer interactions.

“It’s important to really keep focused on the exact conversation you want to have with your consumer or your customer and put really strict guardrails around how you would like the model to answer those questions,” explains Briski.

In December, DEPT® is sponsoring AI & Big Data Expo Global and will be in attendance to share its unique insights. Briski is a speaker at the event and will be providing a deep dive into business intelligence (BI), illuminating strategies to enhance responsiveness through large language models.

“I’ll be diving into how we can transform BI to be much more responsive to the business, especially with the help of large language models,” says Briski.

As DEPT® continues to redefine digital paradigms, we look forward to observing how the company’s innovations deliver a new era in AI-powered experiences.

DEPT® is a key sponsor of this year’s AI & Big Data Expo Global on 30 Nov – 1 Dec 2023. Swing by DEPT®’s booth to hear more about AI and LLMs from the company’s experts and watch Briski’s day one presentation.

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Xbox’s Matt Booty wants to see QA testers replaced by AI https://www.artificialintelligence-news.com/2022/09/07/xbox-matt-booty-qa-testers-replaced-ai/ https://www.artificialintelligence-news.com/2022/09/07/xbox-matt-booty-qa-testers-replaced-ai/#respond Wed, 07 Sep 2022 09:44:59 +0000 https://www.artificialintelligence-news.com/?p=12234 Xbox Game Studios head Matt Booty told a live audience at PAX that he’d like to see QA (Quality Assurance) testers replaced by AI. Gaming QA testers regularly come under fire as bug-riddled games reach the hands of disappointed gamers with seemingly increasing prevalence. The backlash QA testers receive from frustrated gamers is often misplaced.... Read more »

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Xbox Game Studios head Matt Booty told a live audience at PAX that he’d like to see QA (Quality Assurance) testers replaced by AI.

Gaming QA testers regularly come under fire as bug-riddled games reach the hands of disappointed gamers with seemingly increasing prevalence.

The backlash QA testers receive from frustrated gamers is often misplaced. Managers are often aware that games are full of bugs but decide to release unfinished games anyway in the hope of starting to recoup development costs.

However, proper QA testing is a time-consuming and resource-intensive process. On the PAX stage, Booty explained how a game needs to be re-tested from start to finish whenever a feature is added.

“Some of the processes that we have [currently] haven’t really kept up with how quickly we can make content. One of those is testing,” Booty said.

“There’s a lot going on with AI and ML right now, and people using AI to generate all these images. What I always say when I bump into the AI folks, is: ‘Help me figure out how to use an AI bot to go test a game.’”

If bugs can be caught earlier in the development process, they have a greater chance of being fixed prior to management feeling the financial pressure to send the game to market regardless.

The full ‘Storytime with Matt Booty’ talk can be viewed here. At around 01:02:00, you can hear Booty explain his vision for AI in game testing.

“I would love to be able to start up ten thousand instances of a game in the cloud – so there are ten thousand copies of the game running – deploy an AI bot to spend all night testing that game, and in the morning we get a report. That would be transformational,” explains Booty.

Booty’s core idea of improving QA testing with AI is solid. However, the way it was presented – of replacing human testers – may not go down too well. Mistreatment of QA testers in the gaming industry has led to a growing call for their members to unionise.

(Photo by Jose Gil on Unsplash)

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Inworld closes $50M Series A for its realistic NPC generator https://www.artificialintelligence-news.com/2022/08/24/inworld-closes-50m-series-a-realistic-npc-generator/ https://www.artificialintelligence-news.com/2022/08/24/inworld-closes-50m-series-a-realistic-npc-generator/#respond Wed, 24 Aug 2022 09:47:52 +0000 https://www.artificialintelligence-news.com/?p=12213 Inworld, a Disney-backed startup using AI to create realistic non-playable virtual characters (NPCs), has closed a $50 million Series A funding round. The startup has attracted interest for its ability to design and deploy interactive characters with more realistic interactions across the metaverse and other virtual words like video games. In current video games, NPCs... Read more »

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Inworld, a Disney-backed startup using AI to create realistic non-playable virtual characters (NPCs), has closed a $50 million Series A funding round.

The startup has attracted interest for its ability to design and deploy interactive characters with more realistic interactions across the metaverse and other virtual words like video games.

In current video games, NPCs have pre-scripted responses. AI-powered virtual characters like those Inworld are developing can offer dynamic responses to general questions about the local area or wider world.

While graphics have generally become more immersive over the years, interactions have largely remained the same. The ability for NPCs to hold conversations more naturally will be a giant leap forward for gaming and help to deliver on the metaverse’s bold promises.

Inworld’s potentially key role in the future of the metaverse and gaming market – which is already worth hundreds of billions of dollars – has opened investors’ wallets.

Since it left stealth last year, Inworld has raised $70 million. In March, it raised $10 million in a strategic funding round.

Inworld was also notably included in the latest Disney Accelerator cohort which also included blockchain network Polygon, NFT platform Flickplay, AR hardware and interface developer Red 6, metaverse e-commerce platform Obsess, and immersive experience provider Lockerverse.

“I’ve long believed that interactions, memories, and connections formed in immersive worlds can become as real as those formed in real life. It’s why I’m excited about being named a Disney Accelerator company,” wrote Inworld AI CEO Ilya Gelfenbeyn in a LinkedIn post about the accelerator.

“Our platform for creating memorable, AI-powered characters will unlock new opportunities for creators in entertainment, gaming, the metaverse, and other digital realms who are ready to create memories like mine.”

Inworld Studio launched in beta a few months ago. The no-code system works with most common game and metaverse engines, including Unreal and unity.

“It’s crazy to think that Inworld was founded just 13 months ago. Since then, we raised two seed rounds, were selected for the Disney Accelerator, launched the beta version of our product, and now, closed our Series A!” wrote Gelfenbeyn in a blog post.

“It’s been impressive to see our community bring characters to life with AI. I know the best is yet to come.”

(Image Credit: Inworld)

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Chess robot breaks child’s finger after premature move https://www.artificialintelligence-news.com/2022/07/25/chess-robot-breaks-childs-finger-after-premature-move/ https://www.artificialintelligence-news.com/2022/07/25/chess-robot-breaks-childs-finger-after-premature-move/#respond Mon, 25 Jul 2022 14:33:03 +0000 https://www.artificialintelligence-news.com/?p=12172 A robot went rogue at a Moscow chess tournament and broke a kid’s finger after he made a move prematurely.  The robot, which uses AI to play three chess games at once, grabbed and pinched the child’s finger. Unfortunately, despite several people rushing to help, the robot broke the kid’s finger: According to Moscow Chess... Read more »

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A robot went rogue at a Moscow chess tournament and broke a kid’s finger after he made a move prematurely. 

The robot, which uses AI to play three chess games at once, grabbed and pinched the child’s finger. Unfortunately, despite several people rushing to help, the robot broke the kid’s finger:

According to Moscow Chess Federation VP Sergey Smagin, the robot has been used for 15 years and this is the first time such an incident has occurred.

Reports suggest the robot expects its human rival to leave a set amount of time after it makes its play. The child played too quickly and the robot didn’t know how to handle the situation.

“There are certain safety rules and the child, apparently, violated them. When he made his move, he did not realise he first had to wait,” Smagin said. “This is an extremely rare case, the first I can recall.”

It doesn’t paint Russia’s robotics scene in the best light and it’s quite surprising the story even made it out of the country’s notorious censorship.

Fortunately, the child’s finger has been put in a cast and he is expected to make a quick and complete recovery. There doesn’t appear to be any lasting mental trauma either as he played again the next day.

A study in 2015 found that one person is killed each year by an industrial robot in the US alone. As robots become ever more prevalent in our work and personal lives; that number is likely to increase.

Most injuries and fatalities with robots are from human error, so it’s always worth being cautious.

(Photo by GR Stocks on Unsplash)

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Unity devs aren’t too happy their work is being sold for military AI purposes https://www.artificialintelligence-news.com/2021/08/24/unity-devs-arent-too-happy-work-sold-military-ai-purposes/ https://www.artificialintelligence-news.com/2021/08/24/unity-devs-arent-too-happy-work-sold-military-ai-purposes/#respond Tue, 24 Aug 2021 14:06:09 +0000 http://artificialintelligence-news.com/?p=10954 Developers from Unity are calling for more transparency after discovering their AI work is being sold to the military. Video games have pioneered AI developments since Nim was released in 1951. In the decades since, game developers have worked to improve AIs to provide a more enjoyable experience for a growing number of people around... Read more »

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Developers from Unity are calling for more transparency after discovering their AI work is being sold to the military.

Video games have pioneered AI developments since Nim was released in 1951. In the decades since, game developers have worked to improve AIs to provide a more enjoyable experience for a growing number of people around the world.

Just imagine the horror if those developers found out their work was instead being used for real military purposes without their knowledge. That’s exactly what developers behind the popular Unity game engine discovered.

According to a Vice report, three former and current Unity employees confirmed that much of the company’s contract work is to do with AI programming. That’s of little surprise and wouldn’t be of too much concern if it wasn’t conducted under the “GovTech” department with seemingly a high degree of secrecy.

“It should be very clear when people are stepping into the military initiative part of Unity,” one of Vice’s sources said, on condition of anonymity for fear of reprisal.

Vice discovered several deals with the Department of Defense, including two six-figure contracts for “modeling and simulation prototypes” with the US Air Force.

Unity bosses clearly understand that some employees may not be entirely comfortable with knowing their work could be used for war. One memo instructs managers to use the terms “government” or “defense” instead of “military.”

In an internal Slack group, Unity CEO John Riccitello promised to have a meeting with employees.

“Whether or not I’m working directly for the government team, I’m empowering the products they’re selling,” wrote Riccitello. “Do you want to use your tools to catch bad guys?”

That question is likely to receive some passionate responses. After all, few of us are going to forget the backlash and subsequent resignation of Googlers following revelations about the company’s since-revoked ‘Project Maven’ contract with the Pentagon.

You can find Vice’s full report here.

(Photo by Levi Meir Clancy on Unsplash)

Find out more about Digital Transformation Week North America, taking place on 9-10 November 2021, a virtual event and conference exploring advanced DTX strategies for a ‘digital everything’ world.

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AR overtakes AI as the ‘most disruptive’ emerging technology https://www.artificialintelligence-news.com/2021/07/28/ar-overtakes-ai-as-most-disruptive-emerging-technology/ https://www.artificialintelligence-news.com/2021/07/28/ar-overtakes-ai-as-most-disruptive-emerging-technology/#respond Wed, 28 Jul 2021 12:08:36 +0000 http://artificialintelligence-news.com/?p=10802 A new report from GlobalData finds that professionals now believe AR will disrupt their industry more than AI. 70 percent of the 2,341 respondents across 30 business sectors picked AR as disrupting their industry most out of a selection of seven emerging technologies: AI, cybersecurity, cloud computing, IoT, blockchain, and 5G. Filipe Oliveira, Senior Analyst... Read more »

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A new report from GlobalData finds that professionals now believe AR will disrupt their industry more than AI.

70 percent of the 2,341 respondents across 30 business sectors picked AR as disrupting their industry most out of a selection of seven emerging technologies: AI, cybersecurity, cloud computing, IoT, blockchain, and 5G.

Filipe Oliveira, Senior Analyst at GlobalData, commented: “This change in how people see AR will likely be long term, and not just a temporary blip. It is clear that people are warming towards the technology, even if they don’t believe that it will make a big difference tomorrow.” 

AI wins some ground back when it comes to confidence in the technology. 57 percent of the respondents believe that AI will live up to all of its promises compared to just 26 percent for AR.

Along those same lines, 31 percent believe “The technology is hyped, but I can see a use for it” for AI, while a huge 50 percent report the same for AR.

Apple’s decision to add a LiDAR sensor to its latest mobile devices was seen as an important step towards the mass adoption of AR. Excitement is also growing around so-called “metaverses” that converge virtually-enhanced physical reality with physically-persistent shared virtual spaces.

SenseTime, one of China’s leading AI companies, announced earlier this week that it had partnered with BilibiliWorld to create a metaverse. The experience leverages SenseTime’s AI and mixed reality technologies to enable players to enjoy role-playing games that seamlessly blend reality with virtuality.

Facebook CEO Mark Zuckerberg recently said the company “will effectively transition from people seeing us as primarily being a social media company to being a metaverse company”. As the owner of Oculus, Zuckerberg’s plans for the future of Facebook will likely make people think of a large virtual space similar to that depicted in Ernest Cline’s Ready Player One novel and the 2018 film adaptation.

Some people have expressed concern about a large centralised company such as Facebook having control over such a potentially ubiquitous world and the content they consume. Many believe that an open-source decentralised version is vital:

Zuckerberg, for his part, claims that no one company will run the metaverse and it will be an “embodied internet” that is operated by many different players.

Decentraland is an early example of what a truly decentralised virtual space could look like. The platform makes use of a DAO (Decentralised Autonomous Organisation) to make policy decisions such as what content is allowed in addition to taking advantage of the NFT (Non-Fungible Token) trend to offer exclusive in-world items.

AR and AI are both important emerging technologies that can often go hand-in-hand, but it’s clear that the latter is losing its perspective among professionals as having the biggest impact on their industries over the coming years.

(Photo by My name is Yanick on Unsplash)

Want to find out more from executives and thought leaders in this space? Find out more about the Digital Twin World event, taking place on 8-9 September 2021, which will explore augmenting business outcomes in more depth and the industries that will benefit.

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Sony patents an AI to assist in games like a good player two https://www.artificialintelligence-news.com/2021/04/23/sony-patents-ai-assist-games-like-good-player-tw/ https://www.artificialintelligence-news.com/2021/04/23/sony-patents-ai-assist-games-like-good-player-tw/#respond Fri, 23 Apr 2021 14:36:50 +0000 http://artificialintelligence-news.com/?p=10493 Many of us are guilty of giving up on a game because of a long grind or seemingly insurmountable challenge, but Sony’s latest patent shows the company wants to change that. Some masochists enjoy the pain of being repeatedly beaten in games like Dark Souls – it’s understandable, overcoming those challenges is a great feeling... Read more »

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Many of us are guilty of giving up on a game because of a long grind or seemingly insurmountable challenge, but Sony’s latest patent shows the company wants to change that.

Some masochists enjoy the pain of being repeatedly beaten in games like Dark Souls – it’s understandable, overcoming those challenges is a great feeling – but most of us have a breaking point where the power button gets hit and the game just ends up collecting dust on a shelf.

A patent spotted by SegmentNext details an AI which learns from the human player and can continue when they’re not playing:

“The method includes monitoring a plurality of game plays of the user playing a plurality of gaming applications,” the patent explains.

“The method includes generating a user gameplay profile of the user by adjusting the default gameplay style based on the plurality of game plays, wherein the user gameplay profile includes a user gameplay style customized to the user. The method includes controlling an instance of a first gaming application based on the user gameplay style of the user gameplay profile.”

It’s easy to see how such an AI could be used in grind-heavy games to reach a required level, or another player’s AI that has completed a particular challenge could even be used to overcome it rather than lead to a situation where they give up completely.

For those who feel that level of intervention is cheating, the AI could instead offer tips to the human player as they’re gaming. The AI basically wants to be a helpful player two rather than the person on your couch that mocks you and then does worse when they take the controller.

While great strides have been made in making games accessible for people with disabilities, there are some parts of games which remain problematic even with the best intentions of developers. These individuals will also benefit from an AI which can take the reins for a bit and allow them to continue enjoying the rest of the game and the increasingly immersive storytelling many provide.

(Photo by Fabian Albert on Unsplash)

Interested in hearing industry leaders discuss subjects like this? Attend the co-located 5G Expo, IoT Tech Expo, Blockchain Expo, AI & Big Data Expo, and Cyber Security & Cloud Expo World Series with upcoming events in Silicon Valley, London, and Amsterdam.

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Human-beating StarCraft 2 AI will compete anonymously in Europe https://www.artificialintelligence-news.com/2019/07/11/human-starcraft2-ai-compete-europe/ https://www.artificialintelligence-news.com/2019/07/11/human-starcraft2-ai-compete-europe/#respond Thu, 11 Jul 2019 16:13:45 +0000 https://d3c9z94rlb3c1a.cloudfront.net/?p=5826 DeepMind’s professional StarCraft 2-playing AI is set to play against human players in the European competitive ladder. StarCraft 2 is a complex real-time strategy game that can still throw surprises at you even years after playing. In other words, StarCraft 2 is great for testing an AI. Back in January, AI News reported DeepMind’s so-called... Read more »

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DeepMind’s professional StarCraft 2-playing AI is set to play against human players in the European competitive ladder.

StarCraft 2 is a complex real-time strategy game that can still throw surprises at you even years after playing. In other words, StarCraft 2 is great for testing an AI.

Back in January, AI News reported DeepMind’s so-called ‘AlphaStar’ AI beat professional human eSports players Grzegorz Komincz and Dario Wunsch.

AlphaStar is now taking a virtual trip to Europe where it will begin playing a “small number” of games on the StarCraft 2 competitive ladder. Human players won’t even be aware they’re playing against the AI as it will be anonymised.

Blizzard explained the reasoning behind the anonymisation:

“Having AlphaStar play anonymously helps ensure that it is a controlled test so that the experimental versions of the agent experience gameplay as close to a normal 1v1 ladder match as possible.

It also helps ensure all games are played under the same conditions from match to match. DeepMind will release the research results in a peer-reviewed scientific paper along with replays of AlphaStar’s matches.”

AlphaStar was trained on historic game footage that StarCraft’s developer Blizzard has been releasing on a monthly basis. Five versions of the AI battled each other to hone their skills in training which equates to around 200 years for a human.

Multiple experimental variants of AlphaStar will take part in the test and it will play 1v1 matches only. The test will be opt-in, so players will have to click an in-game popup to get involved. Basically, it’s a voluntary ass-whooping.

Interested in hearing industry leaders discuss subjects like this and their use cases? Attend the co-located AI & Big Data Expo events with upcoming shows in Silicon Valley, London, and Amsterdam to learn more. Co-located with the IoT Tech Expo, Blockchain Expo, and Cyber Security & Cloud Expo.

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AI is now creating sports for puny humans to play https://www.artificialintelligence-news.com/2019/04/15/ai-creating-sports-humans-play/ https://www.artificialintelligence-news.com/2019/04/15/ai-creating-sports-humans-play/#respond Mon, 15 Apr 2019 16:32:39 +0000 https://d3c9z94rlb3c1a.cloudfront.net/?p=5538 A benevolent AI has begun creating some new sports for humans to keep their puny selves occupied with. Most sports have been established for some time and ‘new’ ones are generally just similar but with some tweaked rules. Design agency AKQA set out to create a truly new sport with help from an AI –... Read more »

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A benevolent AI has begun creating some new sports for humans to keep their puny selves occupied with.

Most sports have been established for some time and ‘new’ ones are generally just similar but with some tweaked rules.

Design agency AKQA set out to create a truly new sport with help from an AI – meet, Speedgate.

Speedgate features six-player teams (take that, five-a-side lovers…) which compete on a field with three open-ended gates.

To score, players must first kick a ball through a centre gate which they’re unable to step through. After which, they can score a point by putting a ball through either of the end gates. If a teammate catches the ball and ricochets it back through, an extra point is scored.

To keep things fast-paced, the ball cannot be still for more than three seconds.

Rather than a rewrite of the rules of an existing sport, Speedgate sounds more like a collision of several. There are elements of soccer (I’m a Brit, so don’t tell my mates I called it that but NFL is king…), basketball/netball in terms of not standing still for long, and I’d imagine even some dodgeball.

That’s probably of little surprise when you hear how the AI came to create its new sport.

Data from 400 existing sports was fed into a neural network before it spat out some basic outlines for a sport and its accompanying rules. Some of these rules, while pretty awesome, were unrealistic. Many of us would like to see things like exploding Frisbees – but health and safety people are sticklers.

Playtests were then used to whittle down the sports to one champion. AKQA is now in discussions with the Oregon Sports Authority to get a Speedgate league going this summer.

AI even created the logo and motto, though we think the latter could do with some work (“face the ball to be the ball to be above the ball”).

It’s a cool example of what AI is able to create, but let’s make a pact to keep clips of The Hunger Games locked away. After all, AIs are already beating us at our own creations

Interested in hearing industry leaders discuss subjects like this and their use cases? Attend the co-located AI & Big Data Expo events with upcoming shows in Silicon Valley, London, and Amsterdam to learn more. Co-located with the IoT Tech Expo, Blockchain Expo, and Cyber Security & Cloud Expo..

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Humans won a Dota 2 round against OpenAI! But lost overall https://www.artificialintelligence-news.com/2019/04/15/humans-won-dota2-round-openai/ https://www.artificialintelligence-news.com/2019/04/15/humans-won-dota2-round-openai/#respond Mon, 15 Apr 2019 12:26:10 +0000 https://d3c9z94rlb3c1a.cloudfront.net/?p=5534 Humans stepped up and beat a Dota 2-playing AI created by Elon Musk-founded OpenAI in one round, despite losing overall. AI News first reported of OpenAI’s gaming prowess in August 2017 when it took on three of the best Dota 2 players in the world and won. The AI learned how to play the game... Read more »

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Humans stepped up and beat a Dota 2-playing AI created by Elon Musk-founded OpenAI in one round, despite losing overall.

AI News first reported of OpenAI’s gaming prowess in August 2017 when it took on three of the best Dota 2 players in the world and won.

The AI learned how to play the game from scratch and was able to beat regular players within the space of an hour. Professional gamers put up more of a fight, with the AI requiring two weeks of training to beat some of humankind’s best.

At the time, OpenAI said they believe their AI is beatable as it’s not better in terms of actions-per-minute but made smarter decisions. Some players were able to confuse the bot and distract it from the main objectives; showing it’s not flawless.

In the latest man versus machine spectacle, the humans lost the first two rounds but won in the third.

The opponents faced off Valve’s The International 2018 esports competition in San Francisco. Rules were kept the same as the last bout which meant things like ‘couriers’ (NPCs used for delivering items to heroes) were not invulnerable.

On average, a match features 80,000 individual frames and each character is able to perform around 170,000 possible actions. The AI’s ability to comprehend and take relevant actions is nothing short of incredible.

According to OpenAI Cofounder and Chairman Greg Brockman, the firm’s AI now has the equivalent of 45,000 years of Dota 2 gameplay experience. Taking that into account makes it even more impressive the human players managed to beat the AI even once.

OpenAI is currently able to play just 18 of the 115 heroes featured in Dota 2, so – if you’re thinking of issuing a challenge – perhaps get to grips with those it’s not had the equivalent of around 562 human lifetimes training in.

An archived broadcast of the match can be viewed on Twitch here.

Interested in hearing industry leaders discuss subjects like this and their use cases? Attend the co-located AI & Big Data Expo events with upcoming shows in Silicon Valley, London, and Amsterdam to learn more. Co-located with the IoT Tech Expo, Blockchain Expo, and Cyber Security & Cloud Expo.

The post Humans won a Dota 2 round against OpenAI! But lost overall appeared first on AI News.

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