Fernand Gobet ESR Centre for Research in Development, Instruction and Training Department of Psychology University of Nottingham University Park Nottingham NG7 2RD England email@example.com Abstract Sadly, progress in AI has confirmed earlier conclusions, reached using formal domains, about the strict limits of human information processing and has also shown that these limits are only partly remedied by intuition. More positively, AI offers mankind a unique avenue to circumvent its cognitive limits: (1) by acting as a prosthesis extending processing capacity and size of the knowledge base; (2) offering tools for studying our own cognition; and (3) as consequence of the previous item, by developing tools that increase the quality and quantity of our own thinking. These ideas are illustrated with chess expertise. "...The main thing needed to make the world happy is intelligence. And this, after all, is an optimistic conclusion, because intelligence is a thing that can be fostered by known methods of education."
A man who groomed young boys through the online game Minecraft has been jailed for two years and eight months. Adam Isaac, 23, from Merthyr Tydfil, previously admitted eight sexual offences against children. Merthyr Tydfil Crown Court heard he targeted two boys, aged 12 and 14, and asked them to send intimate photos of themselves. Judge Richard Twomlow QC said: "This predatory behaviour is a worry and a concern to parents." Isaac admitted causing or inciting child prostitution or pornography, performing sexual acts in the presence of a child, encouraging a child to engage in a sexual activity and the possession of indecent photos of a child.
Poker is increasingly becoming an area of interest in AI research, partly because of the complex qualities it exhibits which are absent from more traditionally studied games, such as chess. One of the most difficult but also most important aspects of poker is the need to infer information about your opponent while also handling his attempts at disinformation. This problem of ``opponent modelling" is a central aspect of poker agent design and has been approached in many different ways. In this paper we focus on one subset of the opponent modelling problem, namely that of bluff detection. We explore the effectiveness of different feature sets towards this task and test the ease with which the bluffs of various poker agents can be detected.
There's always one game at E3 that proves, counter to the general theme of the show, bigger isn't always better. This year, a tiny studio named Compulsion found itself thrust into the limelight after its project We Happy Few caused a considerable splash at Microsoft's press conference. But as a black comedy set in a dystopian Britain being destroyed by a vast group hallucination, it may now take on more profound and pressing connotations following last night's result. For some, this strange combination of 1984, A Clockwork Orange and Bioshock feels very much the game of the moment. The opening of the E3 demo, which momentarily silenced the usual energetic whooping, evoked the spirit of another wonderful introductory sequence, from Terry Gilliam's seminal 1985 film Brazil.