Another
example of AI changes in video games involves a game where a powerful
AI program is dedicated to operating the game's antagonist. In Alien:
Isolation, Developers at Creative Assembly designed a complex AI for
the deadly alien that prowls a space station looking to devour the
main character, Amanda Ripley. You play as Amanda and must improvise
to survive while the AI program reacts and behaves differently every
time you play, learning from every decision you make, hunting you
relentlessly. The AI learns based upon your actions, and the adaptive
AI will not be fooled by the same tactic twice. You are unable to
survive a direct confrontation with the alien, so you must outwit the
AI program that makes use of all the data it has gathered on you—the
AI notes your patterns of behavior and the deductive alien will hunt
you relentlessly. With AI becoming more and more advanced in games,
developers may soon need to start toning down just how smart these
programs are. Otherwise, games are likely to become too difficult to
play and enjoy.
![Solar Echoes RPG](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdAWiSZvOttzedmBbMWOxS98QcYaovoz9QUzND-r1IfykRZkbmynNk0Nkhy1PDAFF9oGbGf2UZtjDKIsfnXFg8UVQ2wunCMepmcXWSlGjfbcbPFN17PWs6VU7eIAWXSgD4Va02u1K3Da0/s1600-r/BlogCover3.jpg)
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.
Wednesday, September 30, 2015
Tuesday, September 29, 2015
AI in Video Games (part 2)
The
developers at Croteam designed their puzzle game, The Talos
Principle, with the challenge of balancing the game for players while
allowing for an increasing amount of difficulty with each successive
puzzle. This task became increasingly difficult because minor design
changes often had a ripple effect that could affect all puzzles and
potentially break the game. The team realized that playtesting needed
to be done on a daily basis, but this is obviously expensive and
time-consuming to facilitate. Instead of approaching the problem the
traditional way, the team instead designed an AI bot program that
would playtest the game for them. The AI bot spent an equivalent of
80,000 hours playtesting the game, making certain that all puzzles
could be solved and the game could be finished. The bot reported back
to the developers with the data it collected for the bugs it
encountered, making it easier to pinpoint and correct the errors
quickly.
Monday, September 28, 2015
AI in Video Games (part 1)
Traditionally,
we think of artificial intelligence (AI) in video games as relating
to non-player characters (NPC's) that we interact with in the game.
In 3rd-person shooters, we say the game has “bad AI” if our
opponents don't behave intelligently when fighting—standing out in
the open waiting to be shot, failing to react to getting shot, etc.
We say a game has “good AI” when our opponents stay behind cover,
adjust to our position, and even try to out-flank us. In video games
with more social environments such as RPG's, AI's are used to make
NPC's seem more realistic through more dynamic comments, daily
animated routines, and even responses to dynamic changes in the game
that might “threaten” their existence. Yet developers are
beginning to design new uses for AI programs, and video games are
approaching a vastly different horizon as a result. This week, I'll
talk about a few specific game developers and how they are using AI
to make video games bigger and better than we've ever seen before.
Friday, September 25, 2015
The Effect of Video Games (part 5)
The
belief that video games cause violence, behavioral problems, or other
supposed societal ills are often sensationalized reports from the
media and have not been proven by scientific study. However, many
studies have proven that video games increase IQ and cognitive
function. For example, a recent study at Molecular Psychiatry found
that “video gaming causes increases in the brain regions
responsible for spatial orientation, memory formation and strategic
planning, as well as fine motor skills.” Researches at the Max
Planck Institute for Human Development and Charite University of
Medicine studied brain volume before and after subjects played Super
Mario 64 one hour a day for two months--there was a significant
increase in gray matter compared to the control group that did not
play games. In another study conducted by Dr. Tracy Alloway, 9 out of
10 students who participated in the study showed substantial
improvement in their ability to solve mathematical and verbal
problems. Some students also scored almost 10 points higher on IQ
tests. Yet not all video games are necessarily good for you--in a
study conducted at the Queen Mary University of London and the
University College of London, cognitive flexibility was tested with
participants playing StarCraft and The Sims. The
StarCraft players responded to questions that tested cognitive
flexibility faster and more accurately than those who played The
Sims.
Thursday, September 24, 2015
The Effect of Video Games (part 4)
Another
study, conducted in the United Kingdom, concluded that playing video
games does not lead to behavioral problems, such as depression or
attention deficit disorder (ADD.) The study focused on the impact of
video games and TV on 11,000 children, and researchers wanted to see
if children would be influenced by identification with characters and
repeated rehearsal and reinforcement. The results of the study
indicated that exposure to video games had virtually no effect on the
behavior of the children.
However,
it was found that viewing 3 or more hours of television a day did
lead to an increase in behavioral problems in 5 to 7 year old
children, both boys and girls. Studies have shown that the more time
children spend watching TV, the poorer they perform academically. Yet
a number of video-game studies have indicated that gamers have
improved reflexes, better cognitive skills and healthier brains.
Wednesday, September 23, 2015
The Effect of Video Games (part 3)
Video
games are often blamed as a cause of violence. The Columbine
shootings were blamed on video games, and even some politicians were
publicly rallying against the video game industry during the
aftermath. Yet there has always been a lack of agreement over the
relationship between game violence and real-life violence. There are
no commonly accepted tests for aggression so measuring levels of
violence is unreliable. Studies with positive results get published
when negative findings often go unpublished, so this publication bias
causes researches to slant their conclusions and ignore studies that
disprove their own research. There is also a problem of small effect
sizes. How large of a correlation is necessary to prove a link
between game and real-life violence? Current studies have produced a
correlation of about 0.15, which is hardly a result that would
warrant reigning in the game industry. It is far more likely that
those that have caused real-life violence were already violent people
who chose to play violent video games—their violence was not
produced by the games they played.
Tuesday, September 22, 2015
The Effect of Video Games (part 2)
Some
studies have linked video games with decreased attention spans. The
study suggests that elementary school children that played video
games more than two hours a day are 67% more likely to have attention
problems, though the same effect was noticed for those that spend
more than two hours a day watching TV as well. Researches admit that
there is currently no differentiation between attention span loss
from TV watching and video game playing. Researches were also not
able to identify the differences in the type of attention required to
focus on school compared with the type of attention needed to focus
on gaming. However, I found it rather comical that when I told my own
13-year old daughter about this study, she pointed out that it didn't
sound like the kids had an attention problem at all—they were quite
focused on playing a video game for over two hours a day!
Monday, September 21, 2015
The Effect of Video Games (part 1)
We
have been hearing for years that children might suffer adverse
effects from playing video games. Granted, children do sometimes get
a little obsessively focused on games and have a harder time knowing
when to stop when compared with adults. Of course, some adults also
have the very same addictive tendencies—just google “deaths
caused by video games” and you'll find stories about several adults
that died from playing a game non-stop for too many sleepless days.
But do video games really deserve the bad reputation they have been
repeatedly saddled with from the media? A number of different
scientific studies have been conducted about video game use, and
there are varied but interesting results. This week, let's discover
what some of these studies have to say about playing video games.
Friday, September 18, 2015
Advances for the Human Body in the Near Future (part 5)
Ectogenesis is
the growth of an embryo or fetus in an artificial environment,
outside the body of the mother. Test-tube babies/ in-vitro
fertilization has already been going on for years, but as further
ectogenesis developments are made, pregnancy might soon become a
thing of the past. Mothers that are medically incapable of carrying a
baby to full term, mothers that prefer to continue a lifestyle
involving drinking and/or drugs, or even mothers that prefer to avoid
disrupting their busy careers with maternity leave are likely to
elect ectogenesis over natural birth, though employers with economic
concerns may someday mandate that mothers use ectogenesis. With this
process becoming more common, we will also see more children
available for adoption, and waiting lists might plummet to zero. Baby
selection might someday become a major industry, and it is also
likely that increased use of ectogenesis will someday entail genetic
manipulation, or “designer babies.”
Thursday, September 17, 2015
Advances for the Human Body in the Near Future (part 4)
After many years
of testing, bionic eyes are now available for patients with vision
loss. Though the first prototypes had problems with low resolution,
the newest versions of the high resolution eyes allow patients to
recognize faces and to read large print. With continued advances in
this technology over the next few years, fully artificial eyes will
someday be available that might actually provide better vision than a
normal, healthy eye. It also seems feasible that bionic eyes will
have other capabilities, possibly similar to the much-maligned
“Google Glass.” Perhaps many of the functions we use our
smartphones for will someday become features available through bionic
eyes, with internet browsing and video recording being possible
through the eye of the beholder. Privacy is heading steadily toward
extinction.
Wednesday, September 16, 2015
Advances for the Human Body in the Near Future (part 3)
Memory boosting
chips have been the subject of a recent study run by DARPA, which has
surgically implanted these microchips into the brains of several
dozen people. Targeted shocks were delivered to the subjects' memory
centers and it was found that test results for memory exams
noticeably improved. These chips could potentially restore memory to
people suffering from traumatic brain injuries or other neurological
complications. Another program being run by DARPA is using similar
chips to provide relief to patients suffering from PTSD and other
neurological disorders. Yet another DARPA program, called RAM Replay,
is aimed at improving memories of physical skills by imitating the
brain's natural process of replaying these skills, similar to our
brain's behavior during sleep. Though we are still far from the
concept of learning new skills through data downloads (think of Neo
in The Matrix), we will definitely be seeing more use of microchip
cranial implants in the future!
Tuesday, September 15, 2015
Advances for the Human Body in the Near Future (part 2)
It sounds like a
fairy-tale, but the reality of an obesity-prevention drug isn't but a
few years away. There are several such drugs already on the market,
though they have been met with skepticism—people generally believe
obesity is a problem of willpower instead of a medical condition. Not
to mention that some of these drugs have serious side-effects,
including an increased risk of having suicidal thoughts. However, new
drugs are being developed that might allow us to eat whatever we want
without weight gain. The drug will trick the body into reacting as if
it has already consumed a full meal. By boosting adrenaline and
neural serotonin, weight loss will be facilitated, regardless of how
much food is being consumed! The food industry can't “weight!”
Monday, September 14, 2015
Advances for the Human Body in the Near Future (part 1)
As science
continues to advance rapidly, more and more discoveries are being
made about the human body. Though we may think of the future as
involving many technological advances (and no doubt it will), there
are many biological technologies in store for us as well. One such
development that is currently being explored by DARPA involves
turning the human body into a bio-factory to generate antibodies for
use in vaccine production. The current process for making a vaccine
is 9 months, but if DARPA's research proves successful, the human
body could produce antibodies in much less time and with much more
effectiveness. Consider that the 2009 flu vaccine protected only 1.6
percent of the population—in all other cases, it failed to immunize
the patient against the virus. However, with a single shot into a
person's muscle cells, a genetic antibody recipe could be introduced
that would cause RNA to convey these instructions and produce many
copies of the necessary antibodies, which are then harvested for use
in other patients. If the human body is utilized as a bio-factory to
produce antibodies, we might see more effective vaccines produced in
much less time. This study is somewhat predicated upon the success
seen with the antibodies produced by Americans who survived Ebola
infection.
Friday, September 11, 2015
Judging Science Fiction (part 5)
If there are
elements in your sci-fi writing that are unsupported by current
science, such as faster-than-light-speed travel (FTL), alien
civilizations across many worlds, hand-held laser pistols and flying
cars (all of these are present in Solar Echoes!), there is a huge
genre within sci-fi that will happily accommodate this type of
story—Space Opera. Space Operas (or “soft sci-fi”) differ from
“hard sci-fi” in that they contain a number of unscientific
themes, but they are accepted by the reader because they are treated
with consistency. The rules of the universe in soft sci-fi are
somewhat less rigid, though there are varying degrees. In Solar
Echoes, our science is solid and consistent, and this realism is
layered upon a more fantastical imagining of advanced alien
civilizations traveling in FTL starships. It produces a setting that
people seem to readily accept, though if Star Wars hadn't paved the
way for the Space Opera, I wonder if it would have ever succeeded as
a sci-fi genre. What do you think?
Thursday, September 10, 2015
Judging Science Fiction (part 4)
Sometimes,
there's nothing you can do. I've written sci-fi that turned out to be
improbable in the future, and it wasn't because of a lack of
research. Things develop in unusual directions after your story is
finished, when it is too late to make any changes. For example, in
Solar Echoes there are infra-red and thermal goggles available for
characters to purchase. Yet I read recently that eyedrops have been
developed that allow you to see in the dark for a few hours before
they wear off. It's unlikely we will need to wear cumbersome goggles
in the near future to see in the dark, so someday, people will
potentially scoff at the Solar Echoes universe. I doubt something
like that will spoil the entire show, so to speak, but with each
discrepancy, a sci-fi vision will crumble and soon be disregarded.
When does this sort of thing not matter that much to a sci-fi fan?
Wednesday, September 9, 2015
Judging Science Fiction (part 3)
Spin an alternate reality with conviction. I remember a line from a movie where a con-artist advised to never break the con--if it looks like your lies have been discovered, double-down on those lies and dig even deeper. When writing science fiction, if you invest yourself deeply in the world that you've created with resolute conviction, your readers may be overcome by your writing and accept some inconsistencies, possibly even concocting their own explanations to excuse those discrepancies. However, it is risky to depend on readers to do this for you, and the best bet is to do a lot of research. If you've chosen to write sci-fi, you've done so because you intend your story to represent a possible or at least a plausible future. It's now your responsibility to make sure your vision aligns with the modern era as much as possible, following current developments in technology and science.
Tuesday, September 8, 2015
Judging Science Fiction (part 2)
Avoid dates. If
you offer a date in your story, or sometimes even a specific era,
you're setting yourself up for some serious scrutiny. Think about it:
Orwell's 1984 did not happen in 1984 (though it could be argued he
was just a few decades early!) We were not traveling through our
solar system in big starships in 2001 or even 2010. At least Arthur
C. Clarke played it safer with 2061, and even safer than that with
his final novel in the series, 3000! Specific time references allow
your readers to check to see if you're right, and even if that date
might be in the near or distant future, people will still look at
where things are and project their opinion of whether your estimate
of that future coming to pass is realistic or not. Leave specific
dates to historical fiction, and use a slightly less defined window
of time open for your vision.
Monday, September 7, 2015
Judging Science Fiction (part 1)
What books and
movies go out of style more quickly than science fiction? It might be
safe to say that science fiction is the genre that often faces the
harshest scrutiny, especially over time. Where are the flying cars?
The teleportation devices? Hand-held laser pistols? None of these
have yet come to pass, and when an author's vision falls flat in
reality, it's difficult to suspend disbelief and become immersed in
that author's world. There's also a very fine line with science
fiction when it comes to actual facts. If the author gets something
wrong and it doesn't align with current science, the rest of the work
is often disregarded. What can a sci-fi author do to avoid these
pitfalls?
Friday, September 4, 2015
Japanese Anime and Solar Echoes (part 5)
There are other
anime series and movies that have inspired ideas which I have
developed to fit in the Solar Echoes universe. Bodacious Space
Pirates (seems to be a trend in silly anime titles—perhaps they are
lost in translation?) focuses on a female high-school starship crew,
and it has a surprisingly deep and high-quality overall design
regarding the physics of space, military maneuvers, and electronic
warfare. Anime movies have also had an impact upon me, and I
particularly enjoyed the extremely impressive quality and deep
storyline of Vexille, and the Appleseed and Ghost in the Shell
movies. I also recently watched Harlock: Space Pirate, and not only
was it of equally impressive quality, but the starship battles were
nothing short of epic. I still try to keep a fairly steady diet of
science-fiction in my life, and I find that it all keeps my mind
turning over new ideas for future Solar Echoes content. Anime
continues to inspire me, and I'm always excited seeing others sharing
their creative visions of the future. I'd highly recommend giving
anime a serious try—I'm sure glad I finally did!
Thursday, September 3, 2015
Japanese Anime and Solar Echoes (part 4)
The dark anime,
Texhnolyze, definitely contributed to the idea of a society that uses
cyberware—robotic replacements for body parts. In Solar Echoes,
though it is frowned upon to intentionally have body parts removed
for cyberware replacements, these enhancements do provide a
noticeable boost in power, though they are not without some
drawbacks. Having too much cyberware will result in penalties to
Biotech checks concerning that character and a serious vulnerability
to electrical attacks—the same robots suffer (the character is,
essentially, becoming a robot.) Another anime that influenced some of
my ideas is Serial Experiments: Lain, an anime about a young girl
that discovers others existing as consciousness in the digital world
known as the Wired. I can't divulge entirely how this influenced my
ideas, because I'd have to give away information players are intended
to discover as their MC reveals it. Let's suffice it to say that
there is a villain they will someday have to face that is an entirely
digital consciousness. (More on this horrific, evil villain can be
found in the Mission Controller's Guide)
Wednesday, September 2, 2015
Japanese Anime and Solar Echoes (part 3)
Outlaw Star, in
my opinion, wasn't as good as Cowboy Bebop, but I still enjoyed it
and my imagination was captured by the buccaneer-like hero, Gene
Starwind. He ends up finding himself the owner of a stolen,
highly-advanced, prototype starship, which propels him toward many
adventures in space. I wasn't a fan of the “grappling arms”
aspect of the starships in this series (it reminded me a bit of the
mecha style, where ships transformed into robots), but other than
that, I enjoyed the situations they found themselves in and the types
of characters they encountered, as well as the various locations they
visited. One particular scenario stuck in my mind for years, and that
was the starship race they participated in, where they had to face a
number of opponents all trying to get ahead in the race, using
whatever means possible. This inspired my idea for the Solar Echoes
mission, “The Tarball Run,” where Union Guard agents (the
players' characters) must capture a criminal participating in the
race. It's an exciting mission, where players must do a fair amount
of investigation before the race and then strategize during the race
to overcome some of the toughest competitors, just to get close
enough to stop the criminal—an expert pilot and a deadly foe.
Tuesday, September 1, 2015
Japanese Anime and Solar Echoes (part 2)
The Cowboy Bebop
anime was like nothing I'd seen before, with well-developed
characters, excellent voice-acting, amazing style, and best of all, a
science-fiction universe that was believable, characterized by a
harsh, real-world feel. In a way, it felt somewhat like Firefly, and
even though the characters were bounty hunters in Cowboy Bebop, it
was similar to Firefly in that they survived from job to job, just
trying to make their way in the universe. I was ready to try more
anime, and it wasn't until years later that I'd realize how much
Cowboy Bebop and other sci-fi anime helped shape the ideas I had that
led to the design of Solar Echoes. I wanted even the art design of
Solar Echoes to have an anime-like quality to it, and the Solar
Echoes logo itself was inspired by the logo of sci-fi anime series
Outlaw Star.
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