Understanding the Field of Computer Science
CS 1021C - Computer Science 1
University of Cincinnati
April 17, 2024
The field of Computer Science involves a variety of specialized skills
which enables students of the study to find jobs as developers of
computer software, as programmers of algorithms and applications to
be used internally and externally by their company, and as designers
of computer and video games. As technology and computers have
come into the forefront in today's society, the world has prospered
economically and also socially in the form of e-mail and online
classes. However, computer scientists, as well as the rest of the human
race, are still not satisfied by their progress. They still want more.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
I believe that human level AI is definitely necessary in computer
games because it would offer a challenge to individuals who master
each game they play. To clarify that statement, I, as an example, can't
recall the last time I haven't completed and mastered every level of a
video game. The computer doesn't offer me any challenge because it
logically tries to maneuver its way through the game. Computer game
AI is too slow to react to human actions. All it is made to do is use a
system of numbers that are encoded by the central processing unit, the
part of the system that does all the computations, and analyzes
everything around it by going through a list of options that the
programmer provides for the computer. Whatever the programmer
determines is the correct action for the computer (in simple terms - Is
an apple red? Yes or no. The answer is yes, so the programmer would
tell the computer yes at that point in the game), the computer would
run an action appropriate to the answer (yes - do this, no - do that; the
answer was yes, so do this). The entire game is made of millions of
those functions. With human-level AI, programmers can omit all that
tedious typing, and basically have the computer learn its own
solutions, as a human would learn a game and eventually try to master
it. Human level AI in video games would present more challenging
scenarios and better game play. Overall, it would be a lot more fun.
Computer game AI is nowhere near where computer scientists want to
be with human-level AI, but it's a good start and an easier and more
accessible area to study. It can be seen that AI is used as the computer
players or opponents act and react to the buttons the human player is
hitting. As graphic presentation is becoming more and more human-
like, or human-level, it is necessary to have the same human-looking
characters behave just as human. The game industry began with such
games as chess and checkers using mathematical algorithms and logic
as the major factors of the computer's AI. Now, the industry must
move forward through using AI to determine character movement and
even speech.
Many may wonder if achieving human-level AI is risky because they
have the mentality that computers will surpass human intelligence and
eventually take over the world. As a computer scientist, my response
would obviously be, "no way! Computers can't destroy us, we are their
makers and they are our pets. Yes, they probably will be more
intelligent than us, but we make them and anything we make, we can
destroy." I have come to the conclusion that everyone needs to be
aware that technology has still not yet broken through its glass ceiling
of potential. When watching such programs as Star Trek think about
how possible it really is to have such weapons, teleporters, and
spacecrafts. Finally, if and when we, the computer scientists, break
through with attaining humanlevel AI, we will be able to create new
and interesting things and make things that nobody could have
possibly dreamed. Human-level AI in computer games is just the
beginning.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.
One aspect of computer science that needs development is the concept
of Artificial Intelligence, or AI. AI defined, is the ability for
computers to behave like humans. More specifically, human-level AI
gives the computer or system the capacity to actually think like
humans and, in time, act like humans to the point where people can
interact with computers as if they are people themselves. Once this
concept develops into a real life commercial product, the world as a
whole will benefit from a more efficient and economically productive
workforce. Although technology has increased exponentially in the
twentieth century, the world has yet to see human-level AI become a
reality. There is only the potential for it.
In the article, "Human-Level AI's Killer Application; Interactive
Computer Games," by John E. Laird and Michael van Lent, the
authors argue that there has been a delay in the progress of achieving
human-level AI, and the methods of researching it need to be
evaluated. However, there is evidence that human-level AI does exist.
In the military, certain training programs use simulation, or what AI
researchers call "computer generated forces," in tank training, ground
training, and especially pilot training. The computer generates
simulated scenarios of real-life events to help train officers without the
risk of personal injury or more severely, death. Researchers could use
these simulation programs for help in their research to develop
human-level AI in their projects, but the problems of on-site research
arise as it would be too difficult to obtain access into military sites.
Moreover, "there are extremely high costs for AI researchers to
participate in this work" (16). Therefore, the article suggests the next
best alternative in computer games.
The computer world was revolutionized when computer and video
games became a major industry in the latter quarter of the 20th
century. People were beginning to see there favorite arcades come
home and go straight into their televisions. Video game consoles were
introduced by such makers as Atari, Sega, Nintendo, and SNK. As the
years have passed, the big dots that represented graphics seen on the
screen have now become virtual worlds to the point where it is almost
life-like. Current systems include Nintendo GameCube, Microsoft
Xbox, and Sony Playstation 2, where the graphics are so sharp a
person could almost mistake a video game for a TV program. There
are many genres in the computer game world: sports, adventure, role-
playing, and what are called god games (the player is in charge of all
the happenings in his city or theme park, such as SimCity 3000). In
the article, the authors investigate a variety of games such as Doom,
Quake, Tomb Raider, Starcraft, Myth, Madden Football, Diablo,
Everquest, and Asheron's Call. They explain that researchers will
detect and discover different levels of AI involved in all of the games,
thus, using the information obtained they will be able to fully
accomplish their goal in discovering human-level AI.
As the article continues, the authors include a list of six or seven
reasons why using computer games is the right solution for developing
human-level AI.
"First, computer game developers are starting to recognize the need
for human-level AI. Synthetic human-level characters are playing an
increasingly important role in many genres of computer games and
have the potential to lead to completely new genres.
Second, the computer game industry is highly competitive, and a
strong component of this competition is technology. AI is often
mentioned as the next technology that will improve games and
determine which games are hits. Thousands of new computer games
are written every year with overall development time averaging nine
months to two years, so technological advances sweep through the
industry quickly. Already, many computer games are marketed based
on the quality of their AI. This field is one in which AI will have a
significant impact.
Third, game developers are technologically savvy, and they work hard
to stay current with technology. AI programmer is already a common
job title on game development teams.
Fourth, the game industry is big. In terms of gross revenue, the
computer game industry is bigger than the movie industry.
Fifth, computer game hardware is going to provide cheap, high-end
computation power for AI in computer games in the next five years.
The newest PC 3D video boards and the next-generation consoles,
such as Sony's Playstation 2 and Microsoft's X-box, move the entire
graphics pipeline off the increasingly powerful central processing unit,
freeing it for AI. It is not at all unthinkable that in five years, there
will be dedicated AI processors in game consoles--we just have to tell
them what we need.
Sixth, computer games need help from academic AI. The current
emphasis in computer game AI is on the illusion of humanlike
behavior for limited situations. Thus, most, if not all, of the current
techniques that are used for controlling game AI's will not scale up.
However, just as computer game graphics and physics have moved to
more and more realistic modeling of the physical world, we expect
that game developers will be forced into more and more realistic
modeling of human characters. Moreover, as researchers, we can get a
step ahead of the game designers by using their environments for
research on human-level AI." (15-16)
With these reasons, it would only seem perfectly sound and efficient
to use the computer game industry as the major research tool for
trying to reach human-level AI. However, as the article explains, the
computer game industry does not have a significant amount of
research funding. Luckily, the military has been giving away there
extra research money in computer generated forces to the computer
game industry. Also, the larger computer game makers, such as
Electronic Arts and Sony, have already begun computer game AI
research funding. In any event, there are still stronger reasons to
maintain the computer game industry as the focal point in human-level
AI.