Online gaming – a gold mine for design ideas

Online gaming – a gold mine for design ideas

GUS RUELAS/Reuters TECHNOLOGY –Watching every move– Online gaming – a gold mine for design ideas When gamers play online they leave a data trail th...

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GUS RUELAS/Reuters

TECHNOLOGY

–Watching every move–

Online gaming – a gold mine for design ideas When gamers play online they leave a data trail that intelligent algorithms are picking up to build ever more challenging and entertaining games Colin Barras

GONE are the days when video gaming was a private pursuit. Gaming services such as Microsoft’s Xbox Live not only connect players in living rooms the world over, they can also record every move each gamer makes. Academic researchers are learning to use information mined from this mountain of data to build more stimulating games – and commercial games designers are beginning to take notice. “All of the big games publishers 20 | NewScientist | 21 August 2010

are getting into data mining,” says Julian Togelius of the Center for Games Research at the IT University of Copenhagen, Denmark. “They’re talking to universities, even hiring researchers to work on some of these huge data sets.” The trend is all the more remarkable because games designers are usually reluctant to collaborate with academics. Togelius says that designers find most aspects of academic games research, such as artificial intelligence (AI), too esoteric to

use as part of the development process. Using data mining to study how gamers play existing titles, though, can give developers instant rewards, such as identifying points in a game where players are likely to become frustrated or bored. The insights could help to tailor future releases to make them more satisfying. There is a problem, however. The data sets are so dauntingly complex that analysing them can defeat even the most skilful and experienced games designer. But here smart software developed by

academic researchers can step in to help uncover patterns that are hidden from humans. The easiest way to treat the data is to look for direct correlations – perhaps a large number of players losing a life at a particular spot. But other patterns are only revealed by delving deeper into the data. To do this, researchers turn to algorithms similar to those used by banks to pick out fraudulent behaviour from a mass of legitimate transactions. “Machine-learning algorithms are great at finding patterns,” says Ben Weber at the University of California, Santa Cruz. At the Conference on Computational Intelligence and Games (CIG 2010) in Copenhagen this week, Togelius and colleagues are presenting their research on data mined from 10,000 Xbox Live gamers as they played Tomb Raider: Underworld. “It turns out that we can rather accurately predict whether or not a player will finish the game by just

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“The goal is to create a bot that is a challenging opponent, but not so good it beats you every time” controlled characters within the game, which helps them react appropriately to the range of different strategies that players can adopt in today’s complex games. Programming these characters to react sensibly to different tactics is labourintensive. “That’s motivating the need to begin automating the process,” Weber says. To explore what can be done with artificial agents, Weber has cribbed data from the mother of all computer strategy games, StarCraft. Released by Blizzard Entertainment in 1998, StarCraft pits three alien races against each other in a bid for dominance. Over the years, its devoted legion of fans have fine-tuned their strategies to levels of sophistication on a par with those of a chess grandmaster, Weber says. To help newcomers get into the game, community websites host replays of previous games between the top players. The idea is that novices study these games to learn which strategies are winners, but AI researchers are now using this resource to enable their software to do the same. Weber has used this approach to create a robot player called EISBot. He downloaded thousands of replays, and used machinelearning algorithms to identify patterns in the data that helped

predict how games would unfold. That knowledge was then encoded into EISBot. After only a few minutes of game play, EISBot can predict an opponent’s strategy with 70 per cent accuracy at least 2 minutes before it is executed – an advantage in a real-time game. If anything, robots like EISBot play games too well to be incorporated into commercial games. “Gamers will expect more and more realistic behaviour from the characters in games,” says Johan Pfannenstill, a lead programmer at video game company Ubisoft Massive based in Malmö, Sweden. “It is very important to try to meet those expectations.” Make characters too smart and they “jeopardise the intended experience for the player”, he says. Pfannenstill might be more comfortable with the approach being followed by Philip Hingston at Edith Cowan University in Perth, Australia. He is also using data mining – this time from the first-person shooter game Unreal Tournament 2004 (UT2004) – to make bots behave more like human players. His studies suggest gamers prefer these opponents. Hingston’s goal is to make the bots just intelligent enough to pass as human rather than so intelligent that they take control of the game. So he has begun using UT2004 as the backdrop for a gaming equivalent of the Turing test. For this, he sets up a UT2004 environment in which both humans and bots are playing, and asks the human players to say which they think is which. As New Scientist went to press, the latest round of Hingston’s Turing test for bots competition was in full swing at CIG 2010. Hingston thinks he knows what characteristics will define the victor. The bots “need to strike a balance between appearing superhuman and too stupid to be human”. Despite Pfannenstill’s concerns, most data-mined AI bots excel at the latter but not yet at the former. n

The next best thing to oil, fuel made by the sun A RENEWABLE carbon economy might be more than just a pipe dream. Solar power facilities are cropping up in deserts across California, Spain and North Africa, and they could be used to run chemical plants able to split both carbon dioxide and water. Combine the resulting carbon monoxide and hydrogen and you have the beginnings of a solar fuel that could one day replace oil. Since 2008, a European-wide project called Hydrosol II has been running a 100-kilowatt pilot plant that generates hydrogen from sunlight and steam. The plant is sited in southern Spain at the Plataforma Solar de Almeria – a “concentrating solar power” tower where a series of mirrors concentrates the sun’s rays onto solar panels. The pilot plant contains a ceramic reactor riddled with a honeycomb of channels coated in a mixed iron and cerium oxide. Solar energy heats the reactor to around 1200 °C, releasing oxygen gas, which is pumped away. The reactor is then cooled to around 800 °C before steam is fed through the honeycomb. The depleted material “steals” back oxygen from the steam, converting it into hydrogen gas (Science, DOI: 10.1126/ science.1191137). Athanasios Konstandopoulos at

the Centre for Research and Technology in Thessaloniki, Greece, who led the team, claims that it is possible to convert up to 30 per cent of the steam into hydrogen. Now, Konstandopoulos and colleagues have successfully used the same technology and process to remove oxygen from CO2 and form CO in the lab. Two reactors running simultaneously could generate hydrogen and CO, which could be combined into synthetic fuel using well-established reactions such as the Fischer-Tropsch process, he says. The approach could solve one problem standing in the way of a hydrogen economy: how to store and transport hydrogen gas once it is made. Converting it to energy-rich liquid hydrocarbons means fewer

“Using the sun to split CO2 and H20 solves one problem standing in the way of a hydrogen economy” changes to the fuel infrastructure. “Hydrocarbons are the best energy carriers that we have available – nature has already proven that,” Konstandopoulos says. “We just have to find a way not to use them as our primary energy source.”

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looking at a few features of their game play,” says Togelius. For each gamer, Togelius and his team identified several features of play, such as how much time they spent in a particular room in the first level, and the number of rewards they collected. The team then fed the data through software containing a suite of prediction and classification algorithms to produce their final predictions. Researchers are also using data mining to improve computer-

–Power tower– 21 August 2010 | NewScientist | 21