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ant (Member Profile)

siftbot says...

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ant (Member Profile)

Mordhaus (Member Profile)

ant (Member Profile)

Demonstrating Quantum Supremacy

moonsammy says...

...Maybe? It would absolutely annihilate at something like chess, or Go. I have a hard time imaging a good use case for having it actually run a video game, but I'm guessing few people working on early traditional computers could've envisioned any of the delightful diversions we now take as a given. Probably when I'm 80 kids will be playing quantum Minecraft in a layered omniverse of worlds, where removing a block in one world has consequences in nearby dimensions, with chaos theory realistically modeled and incorporated.

Some complex tasks a QC would absolutely rock at however. Feed it a long list of employees, hours of availability, and coverage requirements, and it should spit out a 100% optimum schedule immediately. Air traffic controllers (particularly at large hub airports) would likely find it helpful in coordinating flight plans. Logistics for manufacturing, shipping, etc. The downside is that encryption will likely be utterly fucked for a while, as a quantum computer with a sufficient number of qubits could try all possible options at once. So it'll be interesting, but we're still 10+ years from any sort of commercial products, and they'll be like the computers of the 60s: huge and expensive, big iron for custom purposes. Or at least that's my semi-informed guess, I ain't no technoprophet.

Someone who really wants to get involved in bleeding-edge tech would do well to dive into this field. Writing the algorithms needed to run a task on a QC requires a completely different mindset than programming a traditional computer. I don't think people with years of experience with current programming methodologies would adapt well. At best they'd be nearly starting from scratch, at worst they'd have to work to un-learn what they already know.

vil said:

Thank you sir.

So it may not run Crysis but it will definitely improve the SimCity experience!

BSR (Member Profile)

newtboy jokingly says...

I like the idea that it's the cut of his gib....which is what it's called when you kill a video game enemy explosively.

BSR said:

Did you mean jib?

Yeah, I admit. I had to look it up. @newtboy does it to me all the time. I had to do this to make him proud.

Multi-Agent Hide and Seek

L0cky says...

This isn't really true though and greatly understates how amazing this demo, and current AI actually is.

Saying the agents are obeying a set of human defined rules / freedoms / constraints and objective functions would lead one to imagine something more like video game AI.

Typically video game AI works on a set of weighted decisions and actions, where the weights, decisions and actions are defined by the developer; a more complex variation of:

if my health is low, move towards the health pack,
otherwise, move towards the opponent

In this demo, no such rules exist. It's not given any weights (health), rules (if health is low), nor any instructions (move towards health pack). I guess you could apply neural networks to traditional game AI to determine the weights for decision making (which are typically hard coded by the developer); but that would be far less interesting than what's actually happening here.

Instead, the agent is given a set of inputs, a set of available outputs, and a goal.

4 Inputs:
- Position of the agent itself
- Position and type (other agent, box, ramp) of objects within a limited forward facing conical view
- Position (but not type) of objects within a small radius around the agent
- Reward: Whether they are doing a good job or not

Note the agent is given no information about each type of object, or what they mean, or how they behave. You may as well call them A, B, C rather than agent, box, ramp.

3 Outputs:
- Move
- Grab
- Lock

Again, the agent knows nothing about what these mean, only that they can enable and disable each at any time. A good analogy is someone giving you a game controller for a game you've never played. The controller has a stick and two buttons and you figure out what they do by using them. It'd be accurate to call the outputs: stick, A, B rather than move, grab, lock.

Goal:
- Do a good job.

The goal is simply for the reward input to be maximised. A good analogy is saying 'good girl' or giving a treat to a dog that you are training when they do the right thing. It's up to the dog to figure out what it is that they're doing that's good.

The reward is entirely separate from the agent, and agent behaviour can be completely changed just by changing when the reward is given. The demo is about hide and seek, where the agents are rewarded for not being seen / seeing their opponent (and not leaving the play area). The agents also succeeded at other games, where the only difference to the agent was when the reward was given.

It isn't really different from physically building the same play space, dropping some rats in it, and rewarding them with cheese when they are hidden from their opponents - except rats are unlikely to figure out how to maximise their reward in such a 'complex' game.

Given this description of how the AI actually works, the fact they came up with complex strategies like blocking doors, ramp surfing, taking the ramp to stop their opponents from ramp surfing, and just the general cooperation with other agents, without any code describing any of those things - is pretty amazing.

You can find out more about how the agents were trained, and other exercises they performed here:

https://openai.com/blog/emergent-tool-use/

bremnet said:

Another entrant in the incredibly long line of adaptation / adaptive learning / intelligent systems / artificial intelligence demonstrations that aren't. The agents act based on a set of rules / freedoms/constraints prescribed by a human. The agents "learn" based on the objective functions defined by the human. With enough iterations (how many times did the narrator say "millions" in the video) . Sure, it is a good demonstration of how adaptive learning works, but the hype-fog is getting a big thick and sickening folks. This is a very complex optimization problem being solved with impressive and current technologies, but it is certainly not behavioural intelligence.

VFX Artist Shows You TRUE POWER of Warships!

Sagemind says...

Way too mush positive enthusiasm for a machine that is purely made to kill people. These human killing machines are brutal in their efficiency. I almost feel like the music should be a sound of dred with a somber tone explanation. Discussing them as entertainment seems wrong to me. Not only that, but this is the decommissioned ship, they didn't even get to the more modern ships which can kill way more people, more accurately, and at greater distances.

Of course, this is all to promote a video game, and they want you excited to buy and play their game, and pump them full of micro-payments. I also know their are people that thrive on guns and killing, but as a human being, to me, this seems very uncomfortable.

No, I'm not anti-video game, just anti-realism in video games and killing people. Give me Aliens and sci-fi, or demons and monsters any day

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EA - They're not loot boxes, they're surprise mechanics

moonsammy says...

She's absolutely correct that the random collectible toy thing has been around for a long time. Baseball cards certainly count, or even the toys found in cereal boxes years ago. The difference is that physical toys can be traded with friends, or donated, or resold - they're a tangible good with actual, if minimal, value.

Loot in video games to me is comparable less to "surprise" toys, and more to... hrm. Maybe... playing bingo for non-transferable airfare tickets? There's a real, "fun" prize, that has value for the winner but only the winner, and only in a limited context, and if you don't win you leave with nothing of any value. Note that bingo along those lines would be considered gambling in most contexts (know it would be where I live, at any rate...).

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