Considering the statement from
Knightscope about their K5 robot injuring a young child, it's obvious
that we'll be seeing more of this kind of response—in the effort to
protect their company, robotics-based businesses will insist their
robots functioned as programmed and were not at fault (even if it
seems to be true in this case). Keep an eye on this, because we'll
likely see more of the same for the next few years as robots become
more commonplace in public. How long will it take before some kind of
programming standard is mandated to protect the public? And then, how
long will it take before that standard is violated somehow? The next
few decades will likely be a period of adjustment as the “kinks”
are worked out while introducing a robot presence to the public.
There will always be the question, though, at whatever stage we are
at with robots and how they have integrated into our society: how
much will it take, and how big will the shockwave be, when robots
injure another person? The answer might be the collapse of entire
economies that rely heavily on robots, which is a scenario that
occurs with one of the possible endings to the Solar Echoes mission,
“The Seeds of Chaos.”
As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Friday, July 29, 2016
Thursday, July 28, 2016
Robot Violates Asimov's First Law (part 4/5)
The Knightscope company that
manufactures the K5 robot issued an apologetic statement regarding
the injuries sustained by the toddler, and Knightscope felt it was
important to also point out that their robots have driven over 25,000
miles without similar incidents. Knightscope also provided their
description of the event, based on the data gathered from the robot's
sensors: “A K5 Autonomous Data Machine (Machine Identification
Number 13) was patrolling at a local shopping center when, at
approximately 2:39pm PDT, a child left the vicinity of his guardians
and began running towards the machine. The machine veered to the left
to avoid the child, but the child ran backwards directly into the
front quarter of the machine, at which point the machine stopped and
the child fell on the ground. The machine’s sensors registered no
vibration alert and the machine motors did not fault as they would
when encountering an obstacle. Once the guardians retrieved the child
and the path was clear, the machine resumed patrolling. The entire
incident lasted a few seconds and a scrape on the child’s leg and a
bruise with minor swelling were reported.“
Wednesday, July 27, 2016
Robot Violates Asimov's First Law (part 3/5)
What will the repercussions be of an
incident like the K5 injuring a little child? One incident is rarely
enough to shake an industry to its core, but if more incidents like
this occur in the future, there may be a change of course in the
robotics industry. It's similar to a dangerous
intersection—amazingly, there is actually a quota of car accidents
that must be met before the department of transportation will
consider some intersections for the installation of a traffic light!
How many robot-related injuries need to occur before specific
regulations are established? This question is actually addressed in
the Solar Echoes mission, “The Seeds of Chaos,” where shopping
mall robots suddenly malfunction and go on a rampage, attacking and
injuring shoppers. In the Solar Echoes universe, robots are
commonplace and they perform jobs in serving or protecting the
public, and some robots even perform jobs that would be too dangerous
for people to attempt, even working in lethal environments. The robot
industry in the Solar Echoes universe is huge, but what would happen
if peoples' faith in robots was shaken by a number of incidents
involving robots malfunctioning and putting people in danger? What
does our own future look like in this regard?
Tuesday, July 26, 2016
Robot Violates Asimov's First Law (part 2/5)
Robots have injured humans before,
including underreported mistakes and deaths caused by surgical
robots, a man crushed to death by a robot at Volkswagen, and the
first robot-caused deaths of Robert Williams and Kenji Urada. The
robot that injured the young 16-month boy was a security model being
tested at shopping malls. The Knightscope K5 is a five-foot,
300-pound security robot that begin trials at the mall a year ago. It
relies on a variety of sensors and cameras to monitor its
environment, and it can be directed around by human security guards.
The robot is programmed to report any unusual activity to a central
guard station. Consider that using the K5 robot costs only $6.25 an
hour, which is lower than minimum wage. With recent government
mandates to increase the minimum wage, what will businesses do to
adjust to the new demands? Some will simply cut their workforce down
and try to survive with fewer employees, others might skirt the law
and pay illegal immigrants lower wages, and still others may look to
robots to fill the roll. It certainly makes sense—robots can do
some of the same jobs humans can with much less operating cost. But
what will the cost be to us? Fewer jobs, for certain, but the public
might suffer as well, if little Harwin is to serve as a warning. It's
certainly clear that more needs to be done before filling our
shopping malls with potentially dangerous robots!
Monday, July 25, 2016
Robot Violates Asimov's First Law (part 1/5)
Earlier this month, a security robot at
the Stanford Shopping Center in Silicon Valley hurt a young child.
The robot knocked down the 16-month old boy, Harwin Cheng, and then
continued driving on its patrol route. Harwin Cheng's mother, Tiffany
Teng, commented on the incident, saying, “The robot hit my son's
head and he fell down facing down on the floor and the robot did not
stop and it kept moving forward." The parents also reported that
the robot ran over his right foot, causing it to swell, but
thankfully no broken bones were suffered. Little Harwin's leg was
also scraped from the robot drive-by, and according to his mother,
"He was crying like crazy and he never cries. He seldom cries."
Thankfully, the young boy was not seriously injured, but this does
raise questions about robots operating alongside humans. Isaac
Asimov's famous novel, “i-robot,” outlines three laws that robots
must follow if they are to coexist with humankind safely. The first
law states, “A robot may not injure a human being or, through
inaction, allow a human being to come to harm.” Are we already
putting robots in public without proper safety precautions?
Friday, July 22, 2016
Solar Echoes at Shore Leave 2016 (part 5/5)
The final battle-report for last
weekend's Shore Leave convention involves the end of the Derelict
mission, where the team of agents finally located the pirate's
hideout on a desolate planet. The team braved many dangers to find
the hideout, barely surviving deadly alien lifeforms and an attack by
a Krissethi sniper team (they managed to escape the snipers by using
a nanite hedge/wall and smoke grenades so they could flank them.) The
team finally arrived at a ledge overlooking a flat area where pirates
were loading contraband onto stolen starships. However, instead of
springing into action, the team passionately debated their tactics
and overall strategy for quite a while.
The team finally decided to send their
two Krissethi characters down into the group of pirates, disguised as
the sniper team they had defeated. It was an excellent ploy, and it
worked at first, until they were standing close to the pirates,
spoke, and failed their disguise check. Suddenly, the pirates were
drawing their pistols and katanas, so the characters dropped a smoke
grenade and the others waiting on the ridge rushed into action. The
team was surprised to discover, however, that the Krissethi pirates
were quite accustomed to the low gravity on the planet—suddenly,
Krissethi were leaping 50 ft. through the air and landing everywhere
with aggressive katana strikes. One of the characters used her “Play
Possum” talent and tricked several Krissethi into thinking she had
been killed already in the crossfire, and she managed to surprise and
take out two of the pirates by herself. It was a brutal fight, but in
the end, the characters managed to defeat the pirates, and they even
rescued a female Krissethi biologist that was being held hostage,
uncovering information that could eventually lead into another
mission. I should mention that one of the Krissethi players decided
the female biologist was his new girlfriend!
It was a great weekend, and the players
at Shore Leave were fantastic—they were very clever, great at
role-playing, and were a lot of fun to hang out with. Thanks,
everyone, for making Shore Leave an awesome Solar Echoes experience!
Thursday, July 21, 2016
Solar Echoes at Shore Leave 2016 (part 4/5)
In another mission, agents were
assigned to investigate a distress signal from a drifting starship.
The characters boarded the starship after testing for life-signs, but
because of the ion gas emanating from its damaged engines, they were
unable to get a reading. Half of the team stayed on their ship, while
the other half went onto the derelict craft and hacked into the
database to access log files. There was evidence on the ship that
someone had attempted to wipe away bloodstains! Without revealing any
big spoilers to the mission, let's fast forward—events unfolded so
that the characters ended up on a nearby planet. The planet's
atmosphere was primarily CO2 and Argon, so characters had to put on
sealed suits to survive the deadly environment. One character became
curious about the existence of strange plant life, and went to
investigate a plant. He got too close, and the plant lashed out at
him with a thorny vine, puncturing his sealed suit. Another teammate
came to help, but he, too, was attacked by the plant and vented
oxygen. The team was without any ability to seal the holes, so they
spent some of the mission with one hand plugging the leak until they
could change into the only 2 spare suits they had available. Some
sage explorer's advice: wherever you go in the galaxy, always carry a
roll of duct tape!
Wednesday, July 20, 2016
Solar Echoes at Shore Leave 2016 (part 3/5)
The demise of the Krissethi agent was looking certain, since none of the other agents on his team would be able to get to him within the 3 rounds (equal to his stamina attribute) he had before he bled out and was officially dead. Dire situations like this are when something miraculous needs to happen, and that's why all 1st level characters start with 1 “hero point.” You can get an additional hero point if you are voted as the MVP at the end of a game session by other members of your team. A hero point allows you to auto-stabilize, which means that you can stop the countdown to bleed out yourself if you are in the dying stage. Your character will still be unconscious, but you will no longer be in danger of dying, and you can later be resuscitated by a dose of minor healing nanites. The Krissethi agent had to use his hero point to stabilize, and then waited until another agent could get to him.
Meanwhile, the two of the other agents on his team opened the garage for a distraction and rushed in, hiding behind the cars while exchanging gunfire. At the same time, two of the other agents entered from behind through the side door of the warehouse, and the Chiraktis agent grabbed the target in a grapple and dragged him backwards, back out of the warehouse, under the protection of the human agent that had entered with him—she laid down cover-fire and protected his retreat, before she exited as well. It was the human agent who later went back to retrieve and revive the fallen Krissethi, and he was thankfully able to rejoin the team. The rest of the smugglers were stopped, except for the gang leader, who escaped in a hover-car. A car chase ensued, but the team managed to maintain close range to his vehicle and shot up his engine, bringing his car to a crashing halt. Though we had to finish the mission there, the team had performed impressively, achieving all of their mission objectives!
Tuesday, July 19, 2016
Solar Echoes at Shore Leave 2016 (part 2/5)
During the first game I ran at Shore
Leave, the team was supposed to raid a warehouse where a gun deal was
being made. The team hacked the controls to the garage door and also
positioned two agents at the side entrance, while sending their fifth
agent to the roof. That agent, a stealthy Krissethi, quietly crawled
into the air duct system and made his way to an air vent opening,
where he could look down and see some of the warehouse. He quietly
moved to another section in the air ducts and removed the screws of
the grate, succeeding at his stealth check. The agent then released a
tiny flying drone into the warehouse, with the video feed
broadcasting to the other agents so they could see and plan their
tactics. Unfortunately, though, the Krissethi failed his stealth
check and the smugglers grabbed the military assault rifles and
opened fire, guessing at his position based on the noise they had
heard. I assigned numbers to three squares near the agent: 1 and 2
for the square with the grate, 2 and 3 for the second square, and 4
and 5 for the third square. The player decided to jump to second
square to avoid the bullets, but out of the five smugglers, three of
them ended up focusing on that very square as a result of the random
die rolls I made to select the squares they targeted. The Krissethi
agent was reduced to unconscious/dying bio-status, which meant that,
unless a teammate could reach him with healing nanites within 3
rounds, he would bleed out and be dead! Find out what happened to
him...tomorrow!
Monday, July 18, 2016
Solar Echoes at Shore Leave 2016 (part 1/5)
I'm back from a very full weekend at the Shore Leave sci-fi convention, where I ran Solar Echoes games all weekend. I began on Saturday at 10am and did not finish until 1am, and Sunday I ran things from 10am until 4pm when everyone started closing up shop. Usually, I have anywhere from 3-5 players per game, but this weekend, there were never fewer than 5 players at the table, and most of the time it was up to 7 or 8 players! This really put the Solar Echoes game engine to the test, but we were still able to keep things moving quickly for everyone, and the energy and excitement of the players was continual. This week, I'll share some highlights of the games, but today, I'll open with a new twist on the “Gun Runners” mission: I used a newly completed full-color map for the warehouse in the mission, and I also tried out a new system for stealthy characters trying to recon through the air-duct system in the ceiling of the warehouse. Look at the pictures below to see how a character can open up a small field of vision when moving over the air-conditioning grates.
Friday, July 15, 2016
Solar Echoes at ShoreLeave!
This weekend we will be running Solar Echoes games at the Shore Leave convention--check us out in the game room!
Thursday, July 14, 2016
Interview with model painter, Saejin Park (part 3/3)
Question: How was painting the Solar
Echoes miniatures different from what you normally paint? What did
you do to adjust to those challenges?
Saejin: I usually build and paint
military vehicles and airplanes. In order to paint my models like the
real object, I should follow the actual color scheme. Sometimes, I
have a strong desire that I want to paint these model as I want,
without following instruction’s color guidance.
Contrary to most models, I can paint
Solar Echoes miniatures as I want, which I can increase my
creativity. For reference, the Solar Echoes website
(www.solarechoes.com)
provides each character’s image, but people can paint these
characters whatever they want.
Wednesday, July 13, 2016
Interview with model painter, Saejin Park (part 2/3)
Question: What painting techniques do you use, and where did you learn them? What tools and paints do you prefer?
Saejin: There are several painting techniques, such as fading, washes, decolouration, dry-brushing, and paint chips. They all depend on what/how I want to delineate.
There are no specific time frames I learned these techniques. Whenever I look at well-built models and want to apply these techniques to my models, I have tried to learn them. Fortunately,there are numerous resources available these days, modelling books, many modelling websites and youtube. Also, many model/paint companies provide very useful video clips to explain these skills.
Tuesday, July 12, 2016
Interview with Model Painter, Saejin Park (part 1/3)
I have a short interview with model painter Saejin Park that I'll be posting over the next 3 days. Saejin painted the Solar Echoes miniatures I posted pictures of on Monday.
Question::When did you first become interested in building and painting models, and how many years have you been involved with this hobby? Do you remember the first model you built and painted?
Saejin: I remember that I have built numerous models without painting them when I was around 9 or 10 years old.I believe that I have painted my models since I reached at 12 or 13 years old. I have involved with this hobby for 30 yrs. When I was young, I used Tamiya enamels with cheap brushes. When I was 20 years old, I bought an airbrush (OlymposHP-100C) and a compressor, which I am still using.
Question::When did you first become interested in building and painting models, and how many years have you been involved with this hobby? Do you remember the first model you built and painted?
Saejin: I remember that I have built numerous models without painting them when I was around 9 or 10 years old.I believe that I have painted my models since I reached at 12 or 13 years old. I have involved with this hobby for 30 yrs. When I was young, I used Tamiya enamels with cheap brushes. When I was 20 years old, I bought an airbrush (OlymposHP-100C) and a compressor, which I am still using.
Monday, July 11, 2016
Newly Painted Solar Echoes Figures!
I was hoping to run a feature on 3D
modeling and the painting process this week, but whether that happens
or not, I want to share with you pictures of the finished products.
Below are photos of the Archaeloid and Erwani figures that have been
painted by Saejin Park, a serious hobbyist who spends a lot of his
free time painting WWII vehicles. I think Saejin did a fantastic job
on both of these, especially considering he is totally unfamiliar
with the Solar Echoes universe. I'm currently in the process of
making sure these figures become available to everyone through
Shapeways, a 3D printing company that allows you to order prints of
figures that they will then mail to you within a few days (they are
located in New York.) As you've seen in the last couple weeks through
the pictures I've shared, they do a great job with the prints, so as
soon as I get all the kinks worked out with uploading and listing the
figures in my online shop at Shapeways, I'll be sharing the links so
you can order your very own Archaeloid and/or Erwani figure. In the
meantime the 3D sculptor, Jeremy Gosser, is already working on the
other races, so in a few months, I plan to make all 7 Solar Echoes
races available for printing! Enjoy the pictures!
Friday, July 8, 2016
The Secret Ingredient for a Successful Game (part 5)
Overwatch has followed the same
Blizzard formula. With 21 characters to choose from, you'd expect
some overlap, but each character feels unique and plays differently.
Players can easily find several characters that suit their
playstyles, and I even found myself branching out into playstyles
outside my comfort zone (I'm still horrible with snipers!) Each
character has a variety of spoken phrases, skins (colors and
outfits), victory poses, art tags, etc. that can be unlocked with
extended play. I could go on and on detailing the differences, but
once again, Blizzard has done it—they've made characters that are
exciting and full of personality. Blizzard has provided enough
variety that there are always a few characters that each person can
identify with. I admit, I've tried to take a cue from Blizzard in the
design of the Solar Echoes characters, giving each alien race a
distinctly different feel, look, personality, and culture. Thanks,
Blizzard, for continuing to make great games, and for inspiring me in
game design!
Thursday, July 7, 2016
The Secret Ingredient for a Successful Game (part 4)
There has always been something about
Blizzard games that feels a little different from other games. For
me, the definitive game was Starcraft, probably one of my all-time
favorite video games. I think I first recognized in Starcraft the
secret formula Blizzard has been using. It's all about the
characters. What I mean is this: in other games, you might have a
character or unit that you can move around and use in the game. Maybe
it's a paratrooper unit with a machine gun, as an example. Other
games will give him one or two sounds, and he'll have his standard
ability and maybe a secondary ability. But when compared with other
units in the game, he sort of blends in and doesn't look or feel very
distinct. Yet in Starcraft, Blizzard makes sure that every single
unit feels unique, not only in the exclusive abilities they have, but
in their character art, sound, and animation. If you click on the
unit, it has more than just one repetitive sound or comment that it
makes and these comments either build the lore of the character or
are humorous. Each character's animation when moving and attacking is
distinctly different from others. Every ability affords distinctly
different tactical approaches to winning. In short, Blizzard taps
into your creative mind and gets you excited about every character in
their games. Even the units I liked less than others were still
unique and fun to use.
Wednesday, July 6, 2016
The Secret Ingredient for a Successful Game (part 3)
Then came the World of Warcraft, an
MMORPG (Massive Multiplayer Online Role-Playing Game.) This is a
genre I'm not a huge fan of, and though I tried WoW, it wasn't my
thing. This game, however, is considered the most addictive and
successful MMORPG ever. Releasing in 2008 and still running, it holds
the Guiness World Record for the most popular MMORPG by subscribers,
and by January 2014, Blizzard announced that more than 100 million
accounts had been created over the game's lifetime. This year,
Blizzard released Overwatch, a game in yet another category, the MOBA
(Multiplayer Online Battle Arena.) I have it, I've already pumped
many hours into it, and I'm not even into MOBA's! My daughter, who
isn't into video games, tried it and loves it, asking me often if she
can play it. With all this success in so many different types of
video games, it is clear that Blizzard has figured something out that
other game designers haven't. What is it? I have a theory...
Tuesday, July 5, 2016
The Secret Ingredient for a Successful Game (part 2)
Consider that each of Blizzard's huge
hits is in an entirely different genre, which makes their success
even more impressive. Though they might spend years in development,
each game they release flies to the top of the list for that
particular genre. The Diablo series was a massive success in the
genre of action-RPG's. Explore and design your character as he levels
up, constantly juggling new pieces of powerful loot to further
enhance him so that you can take on tougher enemies, advance further,
and gain even more powerful loot. The addictive carrot-and-stick
system worked so well that it was copied by countless other game
companies, with varying degrees of success. Blizzard essentially
established the genre themselves, and they set a standard. When
Blizzard entered the genre of RTS's (Real-Time Strategy), their first
offering, Warcraft, was a great success, but it paled in comparison
to the incredible popularity of Starcraft. Starcraft is still very
popular, decades later, and South Korea even has professional
Starcraft players with tournaments aired on TV.
The Secret Ingredient for a Successful Game (part 1)
Most game designers are searching for
the holy grail—that special something that keeps people coming back
to play their game, again and again. There isn't a perfect answer,
but given the continued success of certain game companies, such as
Blizzard Entertainment, it's easy to wonder if maybe they have
discovered that secret ingredient. The recent success of Blizzard's
“Overwatch” game is one of many successes in a long line of games
with high ratings--World of Warcraft, Starcraft, Diablo--you've
probably heard of these giants in the game industry. Blizzard's track
record is stellar; few, if any, game companies can boast such an
impressive track record. Just what is the secret behind Blizzard's
magic touch?
Friday, July 1, 2016
Science and Personality (part 5)
Though our society rewards extroverts
while introverts are constantly coaxed into being more outgoing,
there is a growing movement that is protesting the trend. The book by
Susan Cain, titled, “Quiet: The Power of Introverts in a World That
Can't Stop Talking,” asserts that there is nothing wrong with being
an introvert. I've known a number of introverts that have read this
book and felt vindicated, relieved that there is nothing wrong with
them and happy to hear their struggle given voice by Susan Cain. A
number of other books are available on the topic, and introverts are
finding ways to cope with the expectations of a society structured
around extroverts. Yet, if introversion is shown to truly be a
genetic disorder—something that can be medically treated—how many
of those introverts would gladly give up their shyness for the
“normalized” oxycotin levels of an extrovert? Think about the
introverts in your life, and how there are introverts that you really
like and maybe one you are even in love with. Now try to imagine that
person suddenly becoming an extrovert. What if, someday, introversion
is considered a condition that must be treated, and medical treatment
is mandated to “cure” something previously labeled as a
personality trait? What if it is determined that you carry this gene
and your children must be genetically altered? It is a disturbing
prospect: half of the population of the U.S. might be someday
required to undergo a personality change!
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