Original video games of the 1970s contained very little, if any, Artificial Intelligence (AI). Game code in these early days was made up of rather complex "if" statements that allowed for a fixed (and not always spontaneous) number of game choices and scenarios. Today's video games work using the same fundamental concepts that games created in the early 1980s and 1990s used; they're just scaled with more data and more processing power. That's not to say that the games themselves have not changed since 1982. Today's games have extraordinary graphics, sound, and stories compared to earlier trailblazers.
In this article, we will discuss what I believe is one of the most significant issues facing the future of project management. Let me start by asking 3 questions. If you're a project manager and don't know the answers to those three questions, I suggest you read further because your career might depend on knowing them. So why is the 5th of December 2017 a significant date for those of us who take even a cursory interest in the development of AI and machine learning or what we call ML? The 5th of December 2017 was a pretty special day; on that day, one computer beat another computer at the Top Chess Engine Championship.
The family friendly fun of "Fall Guys" seems like a fitting match with Epic Games' own viral, kid-appropriate game "Fortnite." It also expands Epic's portfolio from its game making software Unreal Engine, its storefront Epic Games Store and other acquisitions including the social media app, House Party. In 2019, Epic acquired Psyonix, the game developer behind the popular car-soccer game "Rocket League."
The creators of the popular online game "Fall Guys: Ultimate Knockout" have a new home. Epic Games, the company behind "Fortnite," announced Tuesday it has acquired Tonic Games Group, part of a larger plan to create a metaverse where players congregate online to socialize, play games or attend events. The game, available on PC and PlayStation platforms and launching soon for Nintendo Switch and Xbox, features rotund characters wobbling around in a series of obstacle courses and challenges. Similar to the "Fortnite" battle royale,"Fall Guys" games typically start with 60 players and end with one final winner. Epic said it will continue investing in the game to make it "a great experience for players across platforms," in a statement released Tuesday. Buying a new TV?:Beware these five myths This purchase, says Epic Games founder and CEO Tim Sweeney, is part of its larger plan to invest in building a metaverse where players get together virtually.
Love her or hate her, you can't deny that Barbie has always been a game changer, and not just because she was the first doll with a waistline. In the mid-1990s, she changed games literally--computer games, that is. Women played a pivotal role in the development of arcade and early console-based video games. In the PC gaming industry, on the other hand, they were outnumbered and outranked by men, who almost always balked at the prospect of games for girls. As time passed, though, more and more research confirmed that girls were playing computer games, such as Myst and The Oregon Trail; they simply lacked games expressly created for them.
With four million games sold on Steam Early Access in three weeks and overwhelmingly positive reviews, Valheim became a commercial and critical darling at an almost unprecedented speed. The viking survival game, developed by a small Swedish team at Iron Gate Studio, might appear to be an overnight success, but CEO Richard Svensson has been directly communicating with the gaming community about this project for years. In September of 2017, Svensson posted a video to his personal YouTube page that captures what seems to be the infancy stages of Valheim and demonstrates Svensson's philosophy of public communication concerning the game's ongoing development. When the game's working title was changed from Fejd (Swedish for "feud") to Valheim in 2018, Svensson noted the switch in the YouTube comments section. Video game studios can often be tight lipped during the development process, but Iron Gate Studio took the opposite approach, directly listened to what their players wanted, and built a vibrant community on Discord.
A deep-learning technique that can learn a so-called "fitness function" from a set of sample solutions to a problem has been devised. This technique was initially trained to solve the Rubik's cube, the popular 3-D combination puzzle invented by Hungarian sculptor Ernő Rubik. The aim was to use machine learning to learn to solve the Rubik's cube. Rubik's cube is a very complex puzzle, but any of the vast numbers of combinations is at most 20 steps from a solution. So the approach here is to try and solve the problem by learning to do each of those steps individually. The technique is based on two main approaches: stepwise learning and the use of a deep neural network.
How late is too late? It's the question every finite relationship asks itself. Maybe tensions are running high. Worse, maybe they've come and gone, ebbed away, leaving something sullen and numb in their wake. Even if a salvage operation is possible, it comes only after you ask yourself that all-important question.
Fox News Flash top headlines are here. Check out what's clicking on Foxnews.com. The NCAA's proposal to permit athletes to earn money from endorsements would stand in the way of players' names, images and likenesses being used in EA Sports' new college football video game. Until that changes, Notre Dame doesn't want to be in the game. The Fighting Irish are not alone among major college football programs passing on inclusion in the rebooted game until players can get paid to be in it, too.
The seemingly simple task of grasping an object from a large cluster of different kinds of objects is "one of the most significant open problems in robotics," according to Sergey Levine and collaborators. Grasping is a good example of problems that bedevil real-world machine learning, including latency that throws off the expected order of events, and goals that may be difficult to specify. The vast majority of artificial intelligence has been developed in an idealized environment: a computer simulation that dodges the bumps of the real world. Be it DeepMind's AlphaMu program for Go and chess and Atari or OpenAI's GPT-3 for language generation, the most sophisticated deep learning programs have all benefitted from a pruned set of constraints by which software is improved. For that reason, the hardest and perhaps the most promising work of deep learning may lie in the realm of robotics, where the real world introduces constraints that cannot be fully anticipated.