söndag 2 september 2012
Robots and AI
Some people, interested in the future, can't stop thinking about the development of robots and general artificial intelligence. But I think most of them got it wrong, and that it is not going to happen that way.
There will never be human robots, except for marginal needs. If a robot needs to be completely general it would be designed as a human. But the idea of making general purpose robot is wrong. People do not think about it, but everyday life is already full of specialized robots. I have several: one that cleans the dish, one who washes clothes, one that makes coffee for me, etc.
Do we really need general purpose robots? I don't think so. The day it will be possible to make "real" robots, we have already integrated our world with the virtual, and you can't distinguish between them anyway.
I believe it will be the same with general artificial intelligence. Some are obsessed with the idea of making a general AI, smart as a human, that will then create the next, even smarter. One problem with this concept is to define "intelligence". There are already a lot of specialized AIs. Why should we make one that mimics a human mind? And if we create one, do we want it to be human? That means we have to give it the basic human goals, which are a will to live and a will to breed. Without those, it will not have emotions, and so it will not at all be human.
I think it will go the same way as for robots. The day we succeed, then we have already succeeded in making a copy of a physical brain in a computer. The need will be marginal.
So what about the Technological Singularity then? I don't think it depends on the presence of human-like robots or human-like AI. The Singularity is about accelerating progress, which is perfectly plausible with specialized AI.
lördag 4 februari 2012
The future of online gaming
There are some fundamental differences between PvE and PvP. In PvE games, huge resources have to be invested in by the game designers to create an environment for exploration and adventure. The average cost for a video game 2010 was more than 20 M US$, and typically lasts for 60 hours.
PvP games, on the other hand, can engage players for far longer time, even if the game design is much simpler. It may still take a big effort to produce the game, but there is less need for complex environments. On the extreme side, there are Chess, Go and other classical board games.
How come players return again and again, to the same PvP battle ground? The answer is the opponents. You don't like games that repeat the same every time. You want variation and increased challenges. In PvP, you can expect the opponents to improve, posing new challenges. That is why you can spend your life playing only a game like Go, and still learn and appreciate new ideas.
There is one market that has, to a large extent, been ignored. That is PvE games where players can add to the environment. I played the PvE side of World of Warcraft for several years, and enjoyed most of the time a lot. But in the end, you had to wait for Blizzard to create the next expansion. Imagine if it would have been possible for players to add content to this world, for everyone else to enjoy. The game could have been unlimited. World of Warcraft isn't easily adapted for such a strategy, though.
There are games with player created content. Many game engines allow for mods. One of the most successful multiplayer game, Counterstrike, started out as a mod to Halflife. If you look at what is happening with strategy game mods, like Starcraft, you will find an extreme ingenuity. Players have a way to use features in the most unexpected ways to create intriguing games and challenges. The problem is that these types of mods are of a temporary type. You play the game, it finishes, and the next time you start from the beginning again.
I predict a future type of game with the following characteristics, and think this is going to be the biggest genre in 10 years.
- It is online, massive multiplayer.
- You login, progress, save the state, and log out. Next time you return, you keep what you had.
- Players allocate a territory in the game world and add content to it that other players can explore. That way, the basic game is for ever developing, and it will never be the same from day to day.
- The adventures you create are your own, and no one else can modify them (unless you cooperate with friends).
- The social aspect is a key as you will do the exploration together with online friends. Friends can be a set of people you choose to associate with, or it may be temporary groups you meet inside the game.
- The owners of the game have to create a game server engine, a client, a starting area, and a list of flexible construction blocks.
onsdag 15 juni 2011
The success of Chromebook

What are the chances for a success of the Google Chromebook?
tisdag 24 maj 2011
Simulation argument
Problem: To make a simulator of a real world, a lot of performance will be needed. One way to achieve this is to use a massively parallel computer. One problem with such a simulation would be that every event that happens anywhere would influence every other part of the simulation (through one of the forces in nature). This would be expensive, and has to be minimized.
Solution: Limit the speed with which events can influence other parts.
Our world: No information can travel faster than the speed of light.
Problem: Given time, events will eventually have effects on all other parts of the simulation, even if there is a speed limit.
Solution: Let the simulated world expand in such a way that there is a limit where changes can no longer catch up outside of a limited sphere.
Our world: The universe is expanding, and we will never be able to see beyond a certain point because that point is moving away too fast.
Problem: Computing exact results with infinite precision takes infinite time.
Solution: Impose a limitation on the precision of computations.
Our world: There is something called the Heisenberg Uncertainty principle. It states that precise inequalities that constrain certain pairs of physical properties, such as measuring the present position while determining future momentum; both cannot be simultaneously done to arbitrarily high precision.
Problem: There are many computations that may never be observed and may never have any effects outside a limited environment.
Solution: Make use of a lazy algorithm. Things are not computed until the result is actually needed somewhere.
Our world: In quantum physics, there is something called quantum entanglement, whereby the degrees of freedom that make up the system are linked in such a way that the quantum state of any of them cannot be adequately described independently even if the individual degrees of freedom belong to differentobjects and are spatially separated.
lördag 21 maj 2011
Exponential growth
tisdag 17 maj 2011
Will a general artificial intelligence be benevolent?
I think one of the important building blocks of an AI is the driving force. The problem with chess programs is that the driving force is extremly narrow. It is something like "for each piece, try every possible move. For each of the tests, try every possible response. All the time, evaluate the situation according to a strictly defined algorithm". And some more. This doesn't give the program much ability to generalize.
If the computer instead would have a driving force more generally defined, as "play human opponents, goal is to win", then it would leave more room for out-of-the-box solutions. For example, you win more if the humans play worse. So one solution would be to select low talented opponents. Another solution that would fulfill the goal would be to somehow arrange to have the opponents killed, and win by walk-over. A program that can take this kind of very general definition of driving force doesn't exist yet. Even if the given example is extreme, more near future realistic examples can be imagined.
It is a version of the old adage "the way you ask something determines what kind of answer you get". I think the defined driving force, the algorithms, and the rules, are what will ultimately make up an AI. You don't really need the rules to make an AI, but I strongly encourage the use of them. Even if the driving force is seemingly benevolent, it is no guarantee of the eventual behaviour.
The hope is that using a human driving force for an AI would also give it the same behaviour. But I think that is a mistake, as the nice part of (most) human behaviour is only a side effect. There are spectacular examples of humans that succeed well on an individual point of view, but catastrophically from the point of view of the human civilization.
