
Alt Text: "The top computer champion at Seven Minutes in Heaven is a Honda-built Realdoll, but to date it has been unable to outperform the human Seven Minutes in Heaven champion, Ken Jennings."
Mao is a video game? Can't find it on Wikipedia.
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Jared the Great wrote:
Mao is a video game? Can't find it on Wikipedia.
glasnt wrote:Aw, was waiting to see "Kickboxing" in the bottom section, as per the proverb:
"If you can't beat your computer at chess, try kickboxing"
Hi Jared The Great, how are you?
Promicin wrote:Now if I can just grab on with my tongue-like foot... wait. I am not a mussel.
pseudoidiot wrote:Someone should sig thisYou, sir, name? wrote:fucking owls is enjoyable.
rhomboidal wrote:I'd love to see Calvinball as an exhibition sport at the next Summer/Winter Olympics. Or even better, the ONLY sport at the next Summer/Winter Olympics.
TomRobbins wrote:I remember that game Mao. Stupid girls at the pool wouldn't tell me the rules.
pareidolon wrote:Hmm, I'm already thinking of ways you could program a computer to play Mao. That would actually be a very good project for a college thing-people-make-projects-for.
mania wrote:Personally I would not accept a computer winning a game of counterstrike/starcraft versus a human as fair unless it was interpreting the images and sending the appropriate mouse/keyboard commands, at a somewhat realistic speed.
Particularly starcraft, it's just not "fair" that the computer can have an interface that so much beats ours - having full access to the whole gamestate at once. Being able to control units at opposite ends of the map simultaneously... etc. Likewise for counterstrike, the AI shouldn't be able to simply go off the gamestate to know that it can in theory see "you", it should have to deal with the same few pixels of information that we have to.
Imo, I suppose. But surely I can't be the only one thinking this...
xkiQ wrote:Jared the Great wrote:The comic doesn't say only video games. http://en.wikipedia.org/wiki/Mao_(card_game)
cyanyoshi wrote:Not sure about all of you guys, but my greatest hope is to see the day when a computer program can consistently beat the greatest humans at go (kind of like chess, currently). That is truly the day that AI will have been perfected.
yangosplat wrote:So many amazing quotes, so little room in 300 characters!
mania wrote:Personally I would not accept a computer winning a game of counterstrike/starcraft versus a human as fair unless it was interpreting the images and sending the appropriate mouse/keyboard commands, at a somewhat realistic speed.
Particularly starcraft, it's just not "fair" that the computer can have an interface that so much beats ours - having full access to the whole gamestate at once. Being able to control units at opposite ends of the map simultaneously... etc. Likewise for counterstrike, the AI shouldn't be able to simply go off the gamestate to know that it can in theory see "you", it should have to deal with the same few pixels of information that we have to.
Imo, I suppose. But surely I can't be the only one thinking this...
mania wrote:Personally I would not accept a computer winning a game of counterstrike/starcraft versus a human as fair unless it was interpreting the images and sending the appropriate mouse/keyboard commands, at a somewhat realistic speed.
Particularly starcraft, it's just not "fair" that the computer can have an interface that so much beats ours - having full access to the whole gamestate at once. Being able to control units at opposite ends of the map simultaneously... etc. Likewise for counterstrike, the AI shouldn't be able to simply go off the gamestate to know that it can in theory see "you", it should have to deal with the same few pixels of information that we have to.
Imo, I suppose. But surely I can't be the only one thinking this...
niky wrote:I was thinking about this... Counterstrike is an interesting question, because the computer already knows where everyone and everything is, and AI players have to be designed to "not see" players behind them, to "not know" where players they can't "hear" or "see" are and to not shoot inhumanly quickly.
Given that, AI in most videogames of this type are very poor tacticians, and easy to trap in pincer movements and the like in team-play.
Starcraft still falls barely into "computers lose to top humans" because of the strategy aspect. You can learn to think around AI strategy, and limited unit speed and build speed, combined with good button mapping and very quick fingers will allow a good Starcraft player to outplay the AI on a level playing field.
Then again, most computer games of this type don't have the AI processing power of Deep Blue... it would be interesting to see if they could ever build a computer that would thoroughly dominate he best human players in a purely strategic turn-based war-game on a one-on-one basis.
niky wrote:mania wrote:Personally I would not accept a computer winning a game of counterstrike/starcraft versus a human as fair unless it was interpreting the images and sending the appropriate mouse/keyboard commands, at a somewhat realistic speed.
Particularly starcraft, it's just not "fair" that the computer can have an interface that so much beats ours - having full access to the whole gamestate at once. Being able to control units at opposite ends of the map simultaneously... etc. Likewise for counterstrike, the AI shouldn't be able to simply go off the gamestate to know that it can in theory see "you", it should have to deal with the same few pixels of information that we have to.
Imo, I suppose. But surely I can't be the only one thinking this...
I was thinking about this... Counterstrike is an interesting question, because the computer already knows where everyone and everything is, and AI players have to be designed to "not see" players behind them, to "not know" where players they can't "hear" or "see" are and to not shoot inhumanly quickly.
Given that, AI in most videogames of this type are very poor tacticians, and easy to trap in pincer movements and the like in team-play.
Starcraft still falls barely into "computers lose to top humans" because of the strategy aspect. You can learn to think around AI strategy, and limited unit speed and build speed, combined with good button mapping and very quick fingers will allow a good Starcraft player to outplay the AI on a level playing field.
Then again, most computer games of this type don't have the AI processing power of Deep Blue... it would be interesting to see if they could ever build a computer that would thoroughly dominate he best human players in a purely strategic turn-based war-game on a one-on-one basis.
hellcatv wrote:mania wrote:Personally I would not accept a computer winning a game of counterstrike/starcraft versus a human as fair unless it was interpreting the images and sending the appropriate mouse/keyboard commands, at a somewhat realistic speed.
Particularly starcraft, it's just not "fair" that the computer can have an interface that so much beats ours - having full access to the whole gamestate at once. Being able to control units at opposite ends of the map simultaneously... etc. Likewise for counterstrike, the AI shouldn't be able to simply go off the gamestate to know that it can in theory see "you", it should have to deal with the same few pixels of information that we have to.
Imo, I suppose. But surely I can't be the only one thinking this...
I have a friend who wrote a starcraft AI that sits as a graphics driver and a mouse driver and plays by the rules.
http://graphics.stanford.edu/~mdfisher/ ... eptor.html
specifically
http://graphics.stanford.edu/~mdfisher/GameAIs.html
It's an interesting read, and it can beat humans--with enough research it could beat them easily I'm sure.
CuBr wrote:EDIT: Suddenly [url] is working again...
niky wrote:Then again, most computer games of this type don't have the AI processing power of Deep Blue...
ATCG wrote:I had to chuckle after reading this, then noticing your location. Surely you risk being burned at the stake as a heretic.Tass wrote:Nice to see another person sharing my views of quantum mechanics. Use Occam's razor, cut out the wavefunction collapse.
TranquilFury wrote:I would say starcraft is a more difficult problem than poker for AI, because starcraft includes the risk, tradeoffs, and bluffs that make poker a hard problem, but also requires you to infer intent from minimal information. The ai advantage of thousands of actions per minute does not outweigh predictability and gullibility. It would take years of collaboration between professional starcraft players and the people that code the bots for there to be any hope of an AI winning a tournament, and much of that work would have to be repeated every time there's a new map or a shift in popular strategies. Starcraft 2 would be even harder for AI, because there's less marginal advantage to perfect control, and the mechanics are easier, which reduces the macro advantage of an AI as well.
penguinoid wrote:Am I the only person disappointed that "Global Thermonuclear War" was unaccountably left out?
Eheq wrote:As I understand it, the AI for Starcraft isn't particularly good compared to an experienced human. They get around it by giving the highest difficulty AI (Insane) 7 minerals per worker trip to a normal player's 5. This should be a nearly insurmountable advantage, but top humans can still win.
pareidolon wrote:As for Snakes & Ladders, it's very simple.
Need to roll 4 to win game... ... ... COMPUTER ROLLS 4.
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