Archive for July, 2011

Computer Game Beats After Reading Guide

blogadmin On July - 25 - 2011Comments Off

Normally covers the items of information are a bit of a strain, but two things on a recent launched an impassioned personal appeal: I rely on playing the Civilization series and I rarely bother to read the user manual. These do not necessarily resemble topics that could be solved by computer science, but some researchers have decided to let a computer itself learn to play Freeciv and in the process, even learning to read the game manual. Simply by establishing if the movements that it was ultimately a success, not just software researchers was to better play the game, but figured out much of the manual as well.

Civilization is not the first game to capture the attention for computer scientists. The new paper, “The authors, who are based at MIT and University College London, Cité past literature, where computers have been able to teach them the Go, Poker, Scrabble, multi-player card games, and real-time strategy games. The method is used in all these is called the search in Monte Carlo.

In each possible move, the game runs a series of simulation games, which is used to evaluate the potential usefulness of the different movements. He uses it to update a utility function that estimates the value of a given movement in a specific state of the game. After several iterations, the utility function should improve the identification of the best move, although the algorithm will occasionally insert a random motion, just to keep trying new opportunities.

All this seems simple enough, but the challenges are big enough computer. The author’s estimate that the average player in general, will have 18 units in the game and each of these can be one of the 15 actions. This creates what is called an “action space” of about 1021 possible moves. To evaluate the usefulness of one of them, things were 20 moves and then check the game score (or if you won or lost before that date). It took 200 hours to generate these numbers yield.

For the tests, the Monte Carlo search was set to play Freeciv AI is based on a one-on-one game in a network of 1,000 chips. A single turn 100 game took about 1.5 hours to complete a Core i7, so all this time, the simulation is not trivial. But in general, the algorithm worked quite well, being able to win in this short time of about 17 percent of the time (from left to play a game until the end, the search for Monte Carlo won a little less than half the time).

However, the authors questioned whether the algorithm can make better decisions more consistent if he had access to the owner’s manual, which contains several bits of advice on the strengths and weaknesses of different units, as well as some general tips on how to build an empire (cities near post near a river, for example). So they decided to make your program RTFM.

“Reading” was held using a neural network that takes the game state, a proposed move, and the owner’s manual input. A set of neurons in the network analysis to find the manual condition / action pair. These pairs are things like “active” or “full path” (he says) and “improve the ground” or “strengthen unity,” such as stocks. A neural network separate to understand if one of the points identified for the first applied to the current situation. These are then combined to find relevant advice in the manual, which is then incorporated into the utility function.

The key to this process is that the neural network does not even know if it is correct to identify the pair status / action when it starts, it does not know how to “read” much less whether it has correctly interpreted the advice , the intermediary (if you choose to build near a river, or you have never built a river?). Everything must go on what the impact of his performance on the match result. In short, he must find a way to read the instruction book just by trying different interpretations and see if they improve the game.

Despite the difficulties, it works. When analyzing text were included, the success of software authors have taken so far won over half his games in 100 moves, and hit the game’s AI nearly 80 percent of the time when games were played at the end.

To test how well the software, the authors, is powered by a mixture of phrases owner’s manual, and took the Wall Street Journal site. The software used phrases correctly more than 90 percent of the time early in the game. However, as the game progressed, the manual has become a less useful guide, and the ability to withdraw her hand fell to about 60 percent of the End Game. At the same time, the software has begun to rely on less tangible, and the gaming experience.

This does not mean that the Journal was useless, however. Feeding the complete software package random text instead of an instruction also strengthened their algorithm is winning percentage; it increases by 40 percent in the 100-Move games. It is not as good as 54 percent obtained with the manual, but it is much better than the rate of 17 percent to win the algorithm alone.

What is happening here? The document does not say, but more importantly to note is that the neural network is just to try to identify rules that work (ie, built near a river). No matter how these rules will be transmitted only the text associated with a random action and determines whether the results are good. If you’re lucky, you can end combination of a useful rule with random text. He has a better chance than with non-random bits of text as the owner’s manual, but can still provide useful information, no matter what it takes to work.

The authors note that the software successfully learned to build its presence in the rich language of the game manual to perform better, learn to interpret the language as it went along. This is certainly true, the best software hoitaisi when he received the user manual as it was fed with a random text, and the difference was statistically significant. But simply providing a text resulted in a higher relative speed. This means that it is better to have some rules to work, no matter how they are derived, which have no instructions at all.

Low Score on Video Game Sales

blogadmin On July - 16 - 2011Comments Off

U.S. retail video game hardware, software and accessories fell 10 percent last month, U.S. $ 995 million (1.18 billion dollars) over the same month last year.

The second consecutive month of decline in industry sales was due primarily to a list of mediocre game releases.

NPD Group market research, said in its monthly report yesterday that sales of video game hardware fell 9 percent to U.S. $ 366.6 million. These include portable game systems and game consoles like the Wii.

Software sales, the games themselves, fell 12 percent to U.S. $ 469.5 million. When including PC games, total sales of software fell 10 percent to U.S. $ 508.9million.

Doug Creutz, an analyst at Cowen & Co., planned June sales disappoint, although he said several titles for hardcore gamers did worse than expected.

These include Duke Nukem Forever by Take-Two Interactive Software and Red Faction: Armageddon by THQ. Both the negative reviews hurt, he said.

Sales of game accessories, meanwhile, fell 11 percent to U.S. $ 158.9 million.

Month two best-selling game was LA Noire, which is also published by Take-Two, Sony and Duke Nukem Infamous seconds.

Direct Puts PC Games in the iPod

blogadmin On July - 11 - 2011Comments Off

The iPad will not need to play to help in one way: the game IOS is a thousand times and is selling like hotcakes, which makes the tablet from Apple already rich platform for games of all kinds. Yet I (and many others) had a dream: if you could add a Bluetooth controller and play for real, PC / console quality games on the iPad? Would it be a game changer?

Short answer: Yes, it could be, especially if those games, he said, are still stored in the device. OnLive, we’ve written about many times, is a service of cloud-based games in the U.S. transmitting saved PC games, while the local user controls the game via keyboard or controller. Sounds like magic, but OnLive actually works, creating a viable option for laptop owners that low-power Netbooks, or through the TV connected to MicroConsole last year, an alternate console. Games are saved in the cloud, and titles can be played through a subscription or individual purchase of a license.

Now, here’s the long answer.

OnLive published an IPAD application last year which enabled the visualization of OnLive games played, but could not activate the gameplay. IPads support OnLive and tablets Android was announced at E3, but I finally had the chance to play with the service at the CEA Line Show in New York. And thanks to our brief encounter, you can certainly color us daunted.

The beta demo didn’t have physical controller support, but when OnLive’s tablet service goes live in the fall, a Bluetooth controller will be available for both iPad and some Android tablets (the Samsung Galaxy Tab 10.1 was OnLive’s onsite tablet of choice, but the device’s charger was unfortunately misplaced). I had to use the onscreen virtual control pad, which provided a pretty acceptable alternative in one game I played, Virtua Tennis.

OnLive games can be browsed via a store portal or one’s own game library (if you’re curious which games are available on OnLive, check here). The game started and loaded just like a PC title, complete with launch animations and start screen. I virtual D-padded our way to the one-player game and started a match. Streaming onto the iPad, the game resolution was definitely lower than a locally stored-and-played game, but the stream stayed continuous and didn’t break up. More importantly, I could read screen text and identify player details and ball icons.

After the first serve, control had a slight lag but be completely playable. I won my first point after a heated volley back-and-forth. I could chase the ball and lob or slam my shot. After a while, I forgot the game was streaming remotely. I also saw Red Faction: Guerrilla playing, and I could control the character and move around, with some difficulty using the virtual pad. Still, the game was definitely running on the iPad.

One problem I had was the bandwidth needed to play OnLive success. OnLive requirements, you will need a minimum of 3 Mbps downstream, the demo was played on a wireless connection with other computers 5MBps two, after the person I spoke. However, the games could get risky during “crunch” hours. If your Netflix slows to a crawl in the night, your ISP will not like OnLive.

We have tons more questions, including the price of stand-alone controller, how many controllers iPad / Android tablet configuration will be supported and will support HDMI or if OnLive AirPlay mirror of the game on a widescreen TV. If so, and you can use a controller that could also OnLive + iPad just a killer PC / console? Let us know what you think, but from what I saw, it’s certainly something to be reckoned with.

Halo Prequel Marathon Video Game Coming to iPad

blogadmin On July - 4 - 2011Comments Off

Each gamer who has always selecting controller has heard about the exceedingly popular Halo series.  Here are entire discussion group who are still going over whether or not the video game series wen this the right direction

One game that set Halo on its path but is still a little less well know is the game that laid the groundwork.  Shooter games have always been pretty popular.  Shooter games on the console have become so popular that Xbox users are even getting carried away with the controllers such as replacing some of the control buttons with actual bullets.  Of course at some point people need to get a little classier than that and bringing a great shooter game to the iPad is one way to do that.

With the upcoming arrival of the Amazon tablet, the iPad needs to find new ways to make sure they keep the entirety of their popularity and one of the ways to do that is to bring some games that were pretty darn popular even when they were getting played on the old school format such as the personal computer.  The game “Marathon” is getting set to launch on the iPad and is apparently going to bring everything that avid gamers using Macs and PC have fallen in love with.

Marathon is actually well known among those who are avid Halo players because it takes place in the same universe and for that matter is a direct prequel to what happens in that particular story line.  This means that those that feel as though the Halo storyline went off the rails a little bit, or who are looking for another, interesting chapter to the series can find it with Marathon.  Of course the characters won’t be the same, but is that ever really needed when you sink your teeth into a great game?

Of course the really good news is that apparently the game will actually be a free app, something a little surprising when you think about the money making possibilities of another angle to the Halo universe.