[HN Gopher] Game AI Pro ___________________________________________________________________ Game AI Pro Author : SimplyUseless Score : 290 points Date : 2020-02-02 11:31 UTC (11 hours ago) (HTM) web link (www.gameaipro.com) (TXT) w3m dump (www.gameaipro.com) | thebrain wrote: | Download it all with | | wget -r -A.pdf http://www.gameaipro.com/ | | wget -r -A.zip http://www.gameaipro.com/ | fxtentacle wrote: | That seems a bit rude to me, especially since they | | a) sell PDF ebooks | | and | | b) explicitly say that you are not supposed to re-upload the | content elsewhere. | NikolaeVarius wrote: | Where is this re upload you mention | oliwarner wrote: | Why? They've made this all available, why is grabbing it all | in increase your own convenience (eg offline reading, | searching) _rude_? | fxtentacle wrote: | Because when you actually read it, you will download 1 | article per 30 minutes. If you batch-download all of their | content now, you'll create much more peak load and, hence, | costs for them. | oliwarner wrote: | You can use --limit-rate=500k if you want to limit the | bandwidth you're consuming. | | And load does not translate to cost for everybody. If you | saturate the connection to my VPS, I don't pay more, it | just gets slower for everybody in contention. I _can_ | spin up mirrors but if I 'm offering a free resource like | this, I'd be more likely to limit the bandwidth-per- | client-IP or just actively let it run slow. They could | even limit the bandwith to the subdirectory with... | location /download/ { limit_conn addr 1; | limit_rate 50k; } | SomeHacker44 wrote: | So read the wget man page and add settings to your | liking: | | --wait=5000 --random-wait | | Done... | faitswulff wrote: | On the other hand, if you download it all at once you | aren't constantly reloading a page when you get back to | it and you aren't limited to reading it when you're | online. I do see the point you're making, though I think | it depends on the author's perspective. | stevehawk wrote: | so he should seed a torrent instead of a wget command? | freepor wrote: | wget does not re-upload the content elsewhere. | fxtentacle wrote: | What a generous gift :) | | And even though they gave a talk about in in 2015, their | "Simplest AI Trick in the Book" is still not implemented by some | games released nowadays. | | In case you don't know it, it's: | | 0.2s reaction time for aiming | | + 0.4s reaction time for yes/no decisions | | + additional delay for ambiguity, surprise, or limited visibility | | I wholeheartedly agree with this advice. Just seeing your | opponent taking a moment to think makes whatever it is they do so | much more convincing. | MAXPOOL wrote: | I am just an NPC until I get coffee. | | For AI researcher Game AI is like porn. It's cheap tricks and | obviously fake but oddly fascinating. Sometimes you find a new | trick you want to try in real life. | | Marvin Minsky once said "I bet the human brain is a kludge." If I | had to bet, I would say that human brain is full of dirty tricks, | incomplete solutions, shortcuts and artificially limited problem | spaces evolved to pick berries and avoid tigers, not to | understand the world. Combining many tricks together can create | illusion of generality that is very convincing. | echelon wrote: | > Marvin Minsky | | Can we still cite Marvin Minsky in the AI field given the | allegations that have arisen regarding his relationship with | Epstein and sex trafficking? | | We should find better luminaries. | | I'm all for redemption and I hope Stallman comes around and | apologizes, but Minsky went to the grave with whatever | happened. | [deleted] | Reedx wrote: | > evolved to pick berries and avoid tigers | | Yeah, that's the thing - it evolved for a much different | environment than the one we find ourselves in today. | | Which makes such a difference that some aspects that used to be | advantages are now disadvantages. | lonelappde wrote: | The kludginess of brains is textbook neuroscience, from | instincts to reflexes, to illusions and more. | | Indeed, Game AI puts the "Game" first -- as it should for | Games, but to the detriment of anyone who cares more about AI | and wants Games to be a fun place to study AI. | | If we split Game AI into "problem solving" (like pathfinding) | and "opponent personality", then we can recover a lot of good | AI that generalizes beyond games, without being misled by the | parts that only useful for tricking people in a toy | environment. | MereInterest wrote: | > If I had to bet, I would say that human brain is full of | dirty tricks, incomplete solutions, shortcuts and artificially | limited problem spaces evolved to pick berries and avoid | tigers, not to understand the world. | | Wikipedia has an interesting list of cognitive biases [1]. | Going through these, I tend to think of all of them as | heuristic failures, where those shortcuts and incomplete | solutions are pushed to edge cases. | | [1] https://en.wikipedia.org/wiki/List_of_cognitive_biases | ben_w wrote: | I'd go further and conjecture that our cognitive biases are | _necessary_ , that the "theoretically perfect" models that | these biases are compared against when being called biases | are actually spherical cows in a vacuum. | | However, I'm not a neuroscientist, and my knowledge and use | of A.I. is limited to hobby projects. | nwienert wrote: | I'd take the other side of that strongly, if it was possible. | The human brain is definitely not a kludge by any definition. | And a lot of the tricks people think they know are not tricks | at all. | | Neuroscientists are the new doctors of the 50s. We thought the | appendix was useless turns out it has many uses. We thought | priming and all these "tricks" were things and then the crisis | and Kahneman et al were debunked. | | I bet the brain is just as elegant and powerful as it has to be | to do the incredible complex things we do, and we're just so | far from really understanding it that we run around | appendicizing all sorts of things we just don't really know | well yet. | robotresearcher wrote: | > I bet the brain is just as elegant and powerful as it has | to be to do the incredible complex things we do | | But no more than that. Which is what Minsky was saying. | nwienert wrote: | Not at all. Kludge being the operative word. I claim the | brain is fantastically not kludgy. It has incredibly | flexibility, adaptiveness and no duct tape or shortcuts. It | "has to be" incredibly good at so many things - it's | basically the perfect general computation machine. It "has | to be" not kludgy. Minsky is part of an era where | scientists were all about showing how humans were easily | fallible and much of that was debunked. | | Sorry but you're not following my point or his if you think | they agree. | grawprog wrote: | >I claim the brain is fantastically not kludgy. It has | incredibly flexibility, adaptiveness and no duct tape or | shortcuts. | | Why can't it be both? Maybe the duct tape and shortcuts | are what give the human brain it's fantastic | adaptability. Duct tape and shortcuts aren't a bad thing | necessarily. Personally, I think that's what gives the | human race as a whole it's fantastic adaptability. You've | got millions of people each with their own duct tape and | shortcuts to the same problems, meaning each of us does | things just a little bit differently, we see other humans | with their shortcuts and slap them onto our own with some | duct tape and we get better at things or learn something | new. Do this over millions of years and generations and | you've got a pretty damn capable brain that's slapped | together millions of years worth duct taped together | solutions and skills that keep growing as we hand our | giant ball of duct tape to successive generations. | nwienert wrote: | I just don't think in millions of years of evolution the | shortcuts are what worked. I think our brains are the | result of non shortcuts winning over a long period of | time. | | It is funny how willing computer scientists are to want | to use a duct tape analogy. I think it's because | programming, which is basically the polar opposite of a | brain (precise and unintelligent) requires so much damn | duct tape if you want to get anywhere useful. Meanwhile a | brain literally requires as little duct tape as possible | if you want it to be generally good. | dkersten wrote: | The cognitive biases linked in another comment and other | general failure of our reasoning and logic (or even how | our pattern matchers work too well, seeing patterns where | there are none, looking at you, clown-shaped-cloud) tells | me that there are still shortcuts, errors and less-than- | elegant. We make mistakes in reason and thought all the | time, sometimes fatally. I don't think that diminishes | from how incredible the brain is and how adaptable and | generalised its function is, I just don't believe that it | doesn't take shortcuts given all of the errors we make. | | I'm a hobbyist at sleight-of-hand magic and therefore | like to read and watch lots of material on the matter (eg | the book "Sleights of Mind" by neuroscientists Stephen | Macknik and Susana Martinez-Conde, and science writer | Sandra Blakeslee) and there are an incredibly many ways | to fool or trick the brain into believing untruths, even | obvious ones. | nwienert wrote: | Sleights of hand are not proof the brain is failing in | any way. That our visual processing is limited is not a | sign that the brain is somehow taping together systems in | poor ways. | | Cognitive biases were also incredibly exaggerated and if | you've read into the replication crisis and various | pushback Kahneman has gotten on his studies you'll find | much of what we call cognitive bias was wrong or | exaggerated. | | That we figure out super inventive ways to trick others | into thinking we're not smart is just more proof of how | clever we really can be. | | A great example is loss aversion which, if you read the | debate around, is a totally smart strategy given we have | absorption barriers. | | That I pay attention to things in a certain way that | allows magicians to fool me in predictable ways doesn't | mean our brains are failing in some way - it means they | are making a trade off that helped us survive better with | the given processing power we have. But that trade off is | almost certainly the smart trade off, and labeling it | "kludgy" is lazy thinking. | dkersten wrote: | > Sleights of hand are not proof the brain is failing in | any way | | You missed the point of what I was saying, which is that | because of my interest in sleight of hand, I spend a lot | of time reading and watching different material on | "magic", the book Sleights of Mind being such material. | Its not about sleight of hand, but rather that it's easy | to trick the mind into believing things. Also, most | sleight of hand isn't really about what our eyes see at | all, but more about masking actions -- hiding one action | with a bigger action or through misdirection, making use | of the fact that our minds find it hard to focus on | multiple things at once. I would say most sleight of hand | tricks are about curating what the other person | perceives. Sure, sometimes its by hiding what is being | done from the eyes, but often its doing something in | plain sight but in a way that the spectators don't | connect the dots. | | From the wikipedia synopsis of Sleights of Mind: _" | Macknik and Martinez-Conde say that magic tricks fool us | because humans have hardwired processes of attention and | awareness that are hackable. Good magicians use our | inherent mental and neural limitations against us by | leading us to perceive and feel what we are | neurologically inclined to."_ | | I'll give you a simple example: | | In card magic, using a concept known to magicians as | "time misdirection" (that is, by putting time between | cause and effect), spectators often retell the | performance as having happened in their hands, even when | they never actually touched the cards. | | The book and other material has more. The point is that | our brains piece together incomplete information and make | assumptions. We see what we expect to see, hear what we | expect to hear. Our brains pattern match and see patterns | in noise. | | I'm not saying that this isn't useful to our survival, if | you look at the outer ring of this image from | wikipedia[1], it shows that there are very good and | valuable reasons why we do these things, but they still | lead us to make mistakes, errors, wrong assumptions or | act illogically, sometimes to disastrous effect. I'm not | and didn't say it was a "kludge" exactly, but I do think | that the brain is taking less-than-perfect shortcuts (to | save time, memory or make up for too much/too little/too | noisy information). | | [1] https://upload.wikimedia.org/wikipedia/commons/6/65/C | ognitiv... | grawprog wrote: | >It is funny how willing computer scientists are to want | to use a duct tape analogy. | | I'm not a computer scientist. I'm just going off of the | way I learn and the way i've watched other people learn | or the way i've seen people learn while i've been | teaching them or training them. That and the general way | everything kind of works. As amazing as everything in the | world seems, when you break everything down to the | smallest components, they all rely on the same skills and | techniques we've been using since we were picking berries | and hunting mammoths. The materials, accuracy and scales | of our work have changed and improved dramatically, but | fundamentally, most of what we do can be traced back to | the same old things we've always done. We're just really | good at building on layers and layers of things and | applying things and knowledge to novel concepts and | ideas. | | Take music for an example, we just keep making the same | music over and over and over again, yet we still find new | and novel ways to make it sound different and new to the | point where most people don't realize they've been | listening to the same few songs in new forms for the last | 100 years or so at least. | nwienert wrote: | Your music example is just wrong. Music has changed | consistently, constantly and honestly miraculously and in | such beautiful ways over the years. From all the great | classical geniuses to jazz to the extraordinary advances | in sound design and mixing, avante garde and experimental | new styles that show up year after year, I mean that's | your example? Sorry, but disagree, strongly. | joenot443 wrote: | > we just keep making the same music over and over and | over again, yet we still find new and novel ways to make | it sound different and new to the point where most people | don't realize they've been listening to the same few | songs in new forms for the last 100 years or so at least. | | What do you mean by this? Oftentimes I see people | reaching the conclusion that because a lot of modern | music is built around the same major scales and largely | homogenous chord progressions, it must be the same, but | this simply isn't the case. | grawprog wrote: | >a lot of modern music is built around the same major | scales and largely homogenous chord progressions, it must | be the same, but this simply isn't the case. | | But it is, to the point where there's songs I learn only | somewhat and i'll get confused to which lyrics are which | and I'll sing a mix of the two songs when playing them, | imagine and no woman no cry jump are two it happens to me | with all the time. Same with truly madly deeply and | kryptonite oddly enough. Then there's the whole | pachabel's canon meme which is entirely true. There's a | few songs, the most recent is some maroon 5 and i think a | jonas brother's song which I was confused as hell as to | why I liked until I realized they're just another rework | of canon. | | That's not even getting started on the direct ripoffs | such as the 1000'@ of songs based on the Amen break or | the thousands of songs that are basically a simple 8 or | 12 bar blues progression or the tangled web of constant | remakes that is reggae and dancehall and every song that | lifts a bassline or melody from them without credit all | the way up to such obscure things as the friendly | neighbours tune from earthbound being a relick of the | real rock riddim. | jstummbillig wrote: | > We thought the appendix was useless turns out it has many | uses. | | Can you elaborate? | | I recently learned that current appendectomy procedure (at | least in Europe) calls for the removal of the appendix even | if a surgery should reveal that the organ is in fact | completely healthy - because the procedure from that point is | considered so unrisky, and the organ considered so useless, | that the potential future risk of a medical professional | misinterpreting the existence of an operational scar as an | indicator of a previously performed appendectomy is deemed | more problematic. | chychiu wrote: | One recent theory suggests that the appendix acts as a | safehouse for beneficial gut bacteria in the event that the | gut microflora is wiped out: | | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3551545/ | SergeAx wrote: | Shouldn't it have (2017) in title? | SloopJon wrote: | "All chapters are available to download as of September 2019." | syspec wrote: | The RVO chapter, and that concept I general is an amazing one | because they really created a method for 2 autonomous characters | avoiding collisions on a natural way - with code that is easy to | understand | Jahak wrote: | Thank you very much! | hesdeadjim wrote: | Love these books. Two techniques I've found hugely valuable in | practice are utility-based AI and flow field pathfinding/goal | seeking. | mottosso wrote: | Does anyone know the reason why they suddenly became free? | m3kw9 wrote: | Yeah this is awesome | bdickason wrote: | Very cool. I always expect a link like this to either be some | super basic examples (e.g. how to implement flocking) or articles | detailing techniques used in games from ~20 years ago. | | Very cool how recent and modern these are (along with super | reputable authors) | [deleted] | KenanSulayman wrote: | Is this directly from the authors? If yes, I'm a bit shocked | given the prices for the book when searching for ed 1, ed 2 and | ed 3 on Google. Please add a donation button to the site. | | I just finished the first four sections and I love it. Thanks a | lot! | coder1001 wrote: | Thank! Nice to see people releasing this kind of material for | free! | spmealin wrote: | What a cool and useful resource. Unfortunately, all of the pdf | files are inaccessible to assistive technology (such as screen | readers). | bmn__ wrote: | What makes you think so? I tested book 3 chapter 1 with Okular | and Festival plugin, works fine. | The_mboga_real wrote: | Great work! Have you considered looking into human gaming | practices that border on the unethical and unfair? | Buttons840 wrote: | I've been thinking a lot about trying to make an AI for a turn | based 4X game. I believe an AI that could defeat the strongest | human players in (for example) Civilization would be more | impressive than AlphaStar and the Dota AIs. | | I think it might give the gaming industry a kick in the pants to | start utilizing more advance AI techniques in general, since it | seems almost all discussions of strong AI in games are dominated | by apologists explaining why it's not practical. Just one example | of strong AI in a successful game would change the industry. | | After strong AIs are common, we can persue the even more | interesting task of dumbing them down in fun ways. | dkersten wrote: | Having an AI defeat the strongest human players (without | cheating) isn't often the hard part, its making it fun, | believable, interesting or, indeed, beatable (its no fun if you | can never ever win) is often the hard part. A perfectly | minmaxing AI that makes perfect decisions isn't very | interesting to players. Outsmarting players in interesting ways | is, well, interesting, but just always playing the best move in | any given scenario (like what deep blue did with its search- | based "AI") can create perfect play if the search space is | within the bounds of time/memory of the AI, but that's not very | interesting to play against or watch. | dmix wrote: | > Unfortunately, the time between seeing a decision acted out and | the actual act of making that decision can mean that all relevant | information has already been discarded. Ideally if the entire | game simu-lation could be rewound to the exact moment in time | when the error occurred, it would make notoriously difficult | problems to debug, trivial to understand why they occurred. | | > Game engines have typically made reproducing these types of | problems easier using deterministic playback methods (Dickinson | 2001), where the entire state of the game simu-lation can jump | back in time and resimulate the same problem over and over | (Llopis 2008). | | Imagine if you could do this for _all_ programming? [from chapter | 6] | anarazel wrote: | > Imagine if you could do this for all programming? [from | chapter 6] | | rr comes pretty close. https://rr-project.org/ ___________________________________________________________________ (page generated 2020-02-02 23:00 UTC)