I just came across this article which digs through the actual code of the original NES version of Tetris and then creates an AI to play it.
Somehow I had previously overlooked this excellent page on methods for playing Tetris forever.
Speaking of game AI…two Pac-Man-related links are making the blog rounds these days – one of them is new.
The new one is Chad Birch’s “Understanding Pac-Man Ghost Behavior”. It is clear and well illustrated.
As Chad points out, he was inspired by and used Jamey Pittman’s “Pac-Man Dossier”. This is a nice resource.
It also seems that I haven’t previously blogged Don Hodges’ fix to a bug in the behavior of two of the ghosts. (The bug-fixing of classic videogames is a topic we will return to in the future.)
Of course, the ghosts need a Pac-Man to chase. I have previously linked to a Ms. Pac-Man computer player competition. Of specific interest is this paper on evolving rules to play Ms. Pac-Man (seems that I have not directly linked it before).
(Post title is of course a play on the “magnets…” meme.)
The folks at the PokerStars online poker service actively police their games to make sure that bots are not being used to gain advantage.
Here’s a recent post from their Game Security staff demonstrating that they paid a visit to one player in order to witness the playing and playstyle in person.
It ends with the following wonderful quote:
We are pleased to report, however, that ‘rs03rs03’ is human.
Researcher Daphne Bavelier is back with more videogame research. Once again, the study used The Sims 2, Call Of Duty 2, and Unreal Tournament.
The results of this study showed that those who played the action games made quicker decisions:
“In the problem-solving exercise, the action-game players made decisions 25 percent faster than the strategy group, while answering the same number of questions correctly.”
Now, it has been proven that every position of a Rubik’s Cube can be solved in 20 moves or less.
“It took fifteen years after the introduction of the Cube to find the first position that provably requires twenty moves to solve; it is appropriate that fifteen years after that, we prove that twenty moves suffice for all positions.”
It has been ten years to the day since John E. Laird and Michael van Lent published their paper “Human-level AI’s Killer Application: Interactive Computer Games”. In ten years, what has and hasn’t changed?
Topics of the speech include:
- the psychology of games – making them sticky
- the consumer desire for realism and authenticity as a recent trend
- technological convergence/divergence of devices, the iPhone, the iPad, and the “pocket exception”
- the possibility of game achievements improving behavior
- the fact that there are more FarmVille players on FaceBook than there are Twitter accounts
Achievements are already leaking over to non-games, some items that could have been mentioned:
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