Saturday, December 23, 2017

Suspected Swedish assault was just a man playing a computer game


A man in northern Sweden was paid a visit by police on Sunday who had been called to his apartment because worried neighbours thought a violent assault was taking place.

But when officers arrived, it turned out the man was simply engrossed in a loud computer game.

"The person who reported it had heard banging, screaming and loud swearing and thought that someone was being assaulted in the apartment," Swedish police communications officer Börje Öhman told broadcaster SVT.

According to the police, the man did not appreciate the visit and it made him angry. He was then instructed to turn down the volume before they left.

Despite the mix-up, police said it was right for the neighbour to sound the alarm:

"It sounded like a case where someone was being hurt. This time it wasn't, but it's really good that it was called in because it could have bee something serious".

Tuesday, November 21, 2017

Are computer games a teacher's friend or enemy?

In 1995 the Danish game "Pixeline" appeared in the book stores. The colourful product promised parents a computer game that would help small children to learn in a fun and contemporary way.

Just a couple of years earlier, two of the USA's largest computer console manufacturers, Sega and Nintendo, sat before the US Senate to fend off complaints that video games were harmful. So harmful in fact that the state ought to control their distribution.

These two events occurred at a time when every home has a computer and highlights the underlining narrative: Games have a strong psychological impact on us.

How did games become so popular so quickly?
Here in Denmark the recent rise in popularity of video games in learning coincides with the success of the Danish electronic-sports team, Astralis. The team took part in an international competition for the popular video game "Counter-Strike: Global Offensive" and quickly gained widespread popularity.

Soon after, schools, local municipalities, and parents started to initiate their own "e-sports clubs" and increasingly look to include games in their teaching activities. The logic in this movement is to allow adults and educators to edge into an otherwise invisible screen-based subculture from which we have hereto been largely excluded.

But using games as part of the learning process goes back thousands of years or more: From jousting with blunt lances to flight simulators, Bishops using dice games to teach bible verses, and classroom activities based on games like Global Conflict, Portal and Minecraft.

Pedagogy vs. moral panic
Cultural history shows us how fear of popular new trends is often interwoven with society's concerns of the day. In the 1930s, cartoons went through the wringer, where as today we are concerned about putting iPads in the hands of young children. Back then people were broadly concerned about moral decline and youth loitering. By 2010 parents and schools were engaged in a moral discourse around weakening concentration and "grit".

A part of this pattern, however, is the appropriation of new media for "worthy causes". Some began to see comics as a legitimate artistic form of expression and a potential learning tool. And Doctors and psychologists came out on both sides of the discussion.

The pattern is recognisable: Children and adolescents take up a new media that becomes associated with the cultural fear of the time, such as moral decay of society or a rise in violent behaviour.

Fear travels faster than cautious scientific research, fired up by scientific sounding words, such as 'dopamine', 'algorithms' or 'dependence.' What makes this confusing is usually that public fears of comics, games and now small screens are typically exaggerated.

Yet they often rest on some kernel of truth. For example. from  less spectacular scientific studies, and/or genuinely disturbing cases such as the Columbine Massacre in the US, which was unequivocally intertwined with murder fantasies expressed though the game Doom as well as other more causally salient factors in the two perpetrators' lives. Often this is strongly exacerbated by popular pundits, and the fact that the media love nothing more than a good moral panic.

But even so, there are some things that we can be sure of: Games do have an impact on us, game developers are finding new ways to separate us from our cash by, for example, designing games for cell phones, gamers themselves are taking up teaching, and computers are now ubiquitous.

Even if school teachers do not use games themselves in their teaching, children are certainly using them. For some, it becomes a lifestyle and this is why we need to have gaming education.

Where there is doubt, there is freedom
Most children will get something our of a computer game. If they dedicate enough time to a subject or an activity, they will probably learn something in the end.

But it is the teacher's leadership of the interaction between impressions from the game and everything else in the school curriculum that predicts whether a class leaves the computer lab either having had just a jolly old time, or genuinely having gained a transformative learning experience.

All teachers are familiar with eye-rolling students demanding us to "give the correct answer" right in the middle of our best attempt at establishing a good debate—especially close to exam time. But with games it is different.

In a game, we are all ignorant and fallible—the teachers just as much so as the students. We do not know what waits around the next corner. We do not know all of the avenues of thought or strategies. No one is an expert in a new game, not even the teacher. "Ubi dubium ibi libertas"--Where there is doubt, there is freedom.

Game-based learning should be an ongoing dialogue between the class, teacher, and the game. In this context, lack of knowledge and the challenge of learning is shared and genuine, and we cannot progress without actively solving a problem.

This is what makes a game so alluring. And the educational value of such a game can be elevated by both psychology and education.

Creating a new Nordic Game Pedagogy thus equally involves becoming literate and pedagogical about the games that are already in children's lives, and leveraging the psychological and cognitive powers of those games for pedagogical purposes.

Wednesday, October 25, 2017

Self-learning computer eclipses human ability at complex game Go

The timing was uncanny. Within days of the announcement of the UAE's first Minister of State for Artificial Intelligence, scientists unveiled one of the biggest-ever advances in the technology – and arguably the scariest.

They have created a computer programme that learnt to play the notoriously complex game Go, and then trounced the world's greatest player 100 wins to nil.

That might not sound like big news for those of us who struggle with checkers, let alone Go, but beware: the implications are huge.

Only last year a programme called AlphaGo created by a team from UK-based Google DeepMind made headlines by beating the human world Go champion 4-1.

At the time this was hailed as a landmark in the development of computers with literally superhuman abilities.

But a year is an eternity in AI research, and now the same team has achieved something of far greater significance.

AlphaGo consisted of a fleet of computers trained for months using tens of millions of real-life moves and input from expert players.

Now its abilities have been utterly eclipsed by AlphaGo Zero, a single machine that mastered the game in just three days – and, crucially, without any human input whatsoever.

Beginning with just random guesses, it worked out how best to play the game all by itself. And its prowess is truly astounding. That 100-0 victory was achieved not against a mere human but over AlphaGo, the programme which defeated Lee Sedol last year.

Reporting their work in the journal Nature earlier this month, the researchers point out that in the space of just a few days, AlphaGo Zero went from knowing nothing to rediscovering strategies humans have taken thousands of years to develop – and then pushing onward, finding new strategies never before seen.

This is more than just an academic triumph. Despite Go's apparent simplicity – in essence, it's about capturing more territory than your opponent – it involves no luck and offers more combinations of moves than there are particles in the known universe.

As such, it involves making the best choices in the face of an overwhelming range of possibilities – an all too familiar real-world challenge.

To tackle it, researchers in AI have developed an array of techniques, taking inspiration from many different sources.

So-called genetic algorithms cut through the myriad options using a kind of "survival of the fittest", in which random guesses are ranked according to their success, with the best being combined and mutated to produce "offspring". Over time, these evolve into better solutions.

DeepMind has focused on so-called neural networks, which take their inspiration from the architecture of the brain. Put simply, a computer is programmed to act as if it is made up of a network of interconnected nerves, each with inputs and output. The network is then trained using lots of examples, with algorithms tweaking the connections between the neurons until they produce the appropriate response to a given input.

With the original AlphaGo programme, the training came in the form of tens of millions of moves, with it discovering strategies that seem to work well. But these moves incorporated human knowledge of the game, giving the programme a considerable boost.

With AlphaGo Zero, the researchers have developed a so-called reinforcement learning algorithm that allows the programme to acquire skill by repeatedly playing against itself. Being forced to play against a closely matched "opponent" led to the programme improving with astonishing speed.

According to the researchers, it is now possible to train computers "to superhuman level, without human examples or guidance, given no knowledge of the domain beyond basic rules".

This has sparked concern that we may soon witness something called The Singularity.

First mooted by scientists over half a century ago, this marks the point at which computers acquire the ability to improve exponentially rapidly, becoming unfathomably intelligent.

According to some – notably celebrity scientist Stephen Hawking and entrepreneur billionaire Elon Musk – The Singularity poses an existential threat to civilisation.

Others dismiss it as sci-fi scaremongering.

As so often with emerging technology, the reality is likely somewhere in between.

DeepMind lead researcher Dr David Silver has publicly stated that because it can learn from scratch, AlphaGo Zero can be transplanted from the game of Go into any other domain.

The idea of a computer with such an algorithm being let loose on the world certainly sounds like the plot for a sci-fi novel that doesn't end well.

Yet it is already leading to another – and more benign – sci-fi plot: humans benefiting from the wisdom of a super-intelligence.

In the same issue of Nature, American Go experts Andy Okun and Andrew Jackson describe their excitement at seeing what AlphaGo Zero can teach them about the ancient game.

While its approach to the start and end of games fits in with what humans have learnt over the centuries, Okun and Jackson admit that AlphaGo Zero's moves in the middle game are utterly mysterious.

Could it be that human players have fallen into the same trap for centuries – one which the programme avoided by ignoring the accepted wisdom and starting again from scratch?

That, in turn, raises the possibility of a myriad insights being discovered in countless other fields by computers left to their own devices.

In centuries to come, this month may be seen as the start of a new era in human development, where we partner with electronic progeny far smarter than ourselves. Whatever happens, the UAE's establishment of a ministry for AI is looking stunningly prescient.

Thursday, September 21, 2017

The best chess games on PC

The best chess game was played between Adolf Anderssen and Lionel Kieseritzky in 1851, but the best chess videogames are something else entirely. The rules of chess are simple, but it's one of the most demanding tests of foresight, tactics, and mental endurance there is. Because there multiple reasons to play software chess—roughly split between causal fun, studying, and competition—there are many different kinds of programs and games out there.

This guide will introduce you to the software chess world, with advice for players who just want to play casually online or offline, as well as those who want to seriously study opening moves and analyze historical matches.

The best free online chess games

Lichess is my preferred online chess game. It's free and supports plenty of match styles, including multi-day correspondence. The best thing about it is that you can play anonymously without creating any kind of account, though I find that means I'm more likely to encounter players who resign or request a draw immediately—you never know who you might be paired with. For practice, you can also play against the Stockfish engine (more on what that is in the sections below).

Chess is a good commercial free alternative. You have to put up with a few ads, and it'll bug you to pay for an optional premium subscription, but as a way to quickly start playing chess online at any skill level, it's one of your best bets. It runs in your browser with a simple, clean board design, and has a ton of players so I've never had a hard time finding a match with someone of a similar skill level (which is to say, not very much skill).

The best chess videogame

Chess Ultra is a gorgeous chess game for those who just want to play chess without dealing with the complicated software in the sections below. It includes VR support, an AI opponent with several difficulty levels, as well as local and online multiplayer, Twitch integration, and the option to export matches. It also includes basic tutorials for newcomers. For anyone who simply wants to play chess, this is your game—simple and beautiful, like chess itself. It's a good deal, too: just $13 on Steam, and $9.09 right now during the Halloween sale.

For a free-to-play alternative, try Simply Chess. It's not nearly as slick as Chess Ultra, and it crashed on me pretty quickly, but hey, it's free. It supports online play with a separate account, and comes with a good computer opponent via the Stockfish engine (see the section below for an explanation on that).

The best chess engines and GUIs

If you want to play against a powerful, customizable computer opponent for the purpose of studying chess, you'll want a chess engine, such as the free and open source Stockfish engine or its derivatives. Komodo is also highly ranked, though you'll have to pay a subscription for the latest version (Komodo 9 is free), and Houdini costs €40 for the standard edition.

These engines are primarily for training—you can play against them, analyze chess positions, and pit them against each other—so they're for people who seriously want to study the game. If you're not sure a chess engine is something you want to tinker with, don't buy anything—free engines are extremely powerful.

An engine alone won't do much for you, though, as they don't include any kind of graphical user interface, just a console. To play against a chess engine or use it to analyze boards, it must be paired with a chess GUI, but there are lots of free ones. Most come with many engines installed already, so you can get started with one download.

Lucas Chess: Simple and easy to understand for beginners, Lucas Chess is a good place to start. It includes a bunch of engines and training tools, and the UI isn't too confusing, even if you're unfamiliar with the more complicated functions of chess engines.

Arena Chess GUI: Arena Chess is more daunting for newcomers than Lucas Chess, but it includes a great deal of features, as well as support for 19 languages and a Linux verison.

WinBoard: It isn't the prettiest GUI, but WinBoard and Xboard are feature rich and include support for chess variants, too.

SCID: Like the other GUIs on this list, SCID can be used to play against an engine, but it's most useful as a fast way to organize and analyze databases of chess games. You'll want to pair it with MillionBase, a massive database of chess games in PGN format (scroll to 'Data Downlods' here) or other chess game databases. If you like the SCID interface, you can also try SCID vs PC as a GUI for playing chess.

Commercial chess software

You can play and learn a lot about chess without spending a dime, and that's where I recommend starting, but pro packages come with lots of bells and whistles if you have the cash. Much of what you're paying for is their completeness, and the quality of their training tools.

Fun chess-related games

For something a little different, below are some entertaining chess and chess-adjacent games.

Friday, August 25, 2017

Lemmy gets alive again in Videogame

Probably he drinks his Jack Daniels on a cloud in the sky or elsewhere. But the Motörhead boss Ian «Lemmy» Kilmister († 70), who died in December 2015, is more present than ever: magazine cover, special editions, tributeshows, merchandise and post-releases keep the cult alive around one of the legendary rockers of all times.

A video tag can not be missing. After all, Lemmy was known as an absolute game freak. His sessions at game boxes and arcade machines - including the Rainbow at the Sunset Strip in Los Angeles - are legendary. And he even had a performance in the "Brütal Legend" action game.

Available from the end of May

In fact "Motörhead: Through the Ages" was already conceived before the death of the musician. In the Bulgarian studio of the action-RPG "Victor Vran" in Sofia thunder regularly also Metalsongs from the boxes. Some of the developers at Haemimont Games are passionate followers of the British NWOBHM cult band. They had long wanted to bring their Gothik-Game and Lemmy Kilmister together.

With "Motörhead: Through the Ages" the dream has now come true. The extensive story extension for the action RPG «Victor Vran» is to appear on May 31 - not only for PC, but for the first time also for the PS4 and the Xbox One. This is made possible by the special "Overkill Edition". It is also planned for May and consists of the original and still very popular «Victor Vran» adventure of 2015, all previously released DLC content and the Motörhead game «Through the Ages».

There it goes accordingly to and fro. The story: On his travels, Lemmy has a parallel dimension. A ruthless politician plunges this world into war and ruin. That does not fit Lemmy. He decides to destroy the "leader" and his hordes with the help of Snaggletooth. A fierce battle burns, but the famous Motörhead mascot is surprisingly defeated. At the last minute Barkeeper Lloyd - played by Troma's boss and Lemmy-friend Lloyd Kaufman - invites demon vault Victor Vran to help. The adventure begins.

Metal gameplay

Motörhead classics such as "Iron Fist" or "Ace of Spades" are then demons. It is not only musically everything on Lemmy trimmed. The gameplay is heavy metal: there are guitar weapons, headbanging sessions or gigantic concert speakers. It can happen that the opponents are afraid of Motörhead riffs and then transported by a huge pressure wave into the beyond. And in the Boss Fights you can do it with the "Orgasmatron" from the album of the same name (cover).

How did Motörhead guitarist Phil Campbell put it so nicely? "These game people have built up a lot of crazy shit - get ready for something!"

Sunday, July 23, 2017

The best and the worst 'alien' games

The sci fi heart cheers: the acid splashes, the blood flows, the mucus bubbles - alien is back. And even if one or other fanboy of "Alien: Covenant" is disappointed in content, one must say: Director Ridley Scott has finally created a real "Alien" film in the tradition of the first two classics.

A game version of «Alien: Covenant» is unfortunately not planned today. Although the option according to the film studio is not final from the table, but already to "Prometheus" no license game was developed. Best opportunities currently has a mobile game. So consoles and PC gamers will probably have to resort to the games that have appeared so far. And it has real hits under it - and unfortunately also really bad flops.

The best ...

One of the most successful games is "Alien: Isolation" from 2014. While most alien games - especially shooter - are based on James Cameron's action sequel «Aliens» from 1986, this Sega title plays with the oppressive atmosphere of Ridley Scott's original. Not for nothing, the Stealth game was awarded several "Game of the Year" awards and became a huge success.

One blockbuster was the "Alien vs. Predator ". The resulting film did not meet the expectations, but the shooter has set the standard for "Alien" games. With his three campaigns from the perspective of a Marine, Alien or Predator, the Rebellion title was based on a clever concept. And the nervous tension makes even the film franchise honor. This also applies to the 2001 hit "Alien vs. Predator 2 ".

Still popular today is "Alien Trilogy", which was published in 1996 for PS 1, Sega Saturn and MS Dos. The game was programmed as part of the First Person Shooter boom at the time and combines the actions of «Aliens» and «Alien 3». It may have been badly aged - but in 1996 "Alien Trilogy" was a coherent and very difficult shooter.

... and the worst

Not just badly aged, but generally bad was "Aliens vs.. Predator: Extinction "(2003). The decision to raise the game as a Real Time Strategy title turned out to be tricky. However, the game still has fans - which one can definitely not claim from "Aliens: Colonial Marines". The game is quite rightly considered one of the biggest flops of the game history. Because on a great trailer followed in 2013 only an unfinished game with gruesome graphics, drunken gameplay and a stupid story.

Is it even worse? Yes. The "Alien", released in 1982 for the Atari 2600, was more or less "Pac-Man" with the monster by H. R. Giger. Instead of fruit there were spaceships, instead of ghosts aliens - instead of high tension and horror just a fun game for the sake of. The Engineers were supposed to have passed the time.

Tuesday, June 20, 2017

Six free games to give you a chance

Great fun does not always have to be expensive. Free games, so-called free-to-play games, have a lot to offer today. Here you will find six video games, which you should look at.

From shooter to sports game: The selection of free playable games is huge today. With some video players, these free-to-play games (F2P) do not enjoy a good reputation, but this is inappropriate. In terms of quality, the games are in no way inferior to their pay competitors. Here is a selection of games you should look at.

"Paladin"

On the PC already some time ago appeared, "Paladins" is also recently available for Xbox One and PlayStation 4 free of charge. In the shooter, players slip into the role of a hero with special abilities and compete against each other in five-team teams. At best, the group consists of a co-ordinated team: the one can heal, the others share damage, again others run away opponents and so on. The whole thing is similar to the Blizzard-Kracher "Overwatch", but also has independent ideas to offer.

"Hearthstone"

Blizzard: One of the most popular and best F2P games is "Hearthstone". The online collectible is easy to learn but difficult to master. Players duel themselves and, alternately, do everything in their power to bring their opponent's life points to zero. The cards represent, among other things, spells and creatures with which the opponent can be attacked. Available is the game for PC and Mac as well as for iPhone, iPad and Android devices.

"League of Legends"

No less popular is "League of Legends". Around 100 million gamers are expected to play the MOBA title monthly by the end of 2016, according to an article from the US gaming website "Polygon". The Multiplayer Online Battle Arena is a subgenre of the real-time strategy games. Teams from five players try to penetrate the base of the opposing team on the PC and attack a central point, the Nexus. If this is successfully destroyed, the game is won. A similar well-known representative of the genre is "Dota 2".

"3on3 Freestyle"

Also sports games like the arcadige "3on3 Freestyle" is free. The streetball game, exclusively for PS4, sets with a wink at a brightly colored graphic style and funny characters, all of which have different talents and abilities to offer. As the name implies, the game is played in three teams. Gamers can either compete online against other players or enjoy themselves in the good old couch coop.

"Pirates of the Caribbean: Tides of War"

Pirates of the Caribbean 5: Salazar's Revenge has also recently been released for "Pirates of the Caribbean: Tides of War" for iOS and Android smartphones. In the strategy game, players build ships and buildings, train their units, and plunge into sea battles to gain control over the world's oceans. They meet known characters from the films - including Captain Jack Sparrow, Will Turner and Captain Barbossa.

"Warframe"

Anyone who likes something more action-packed and likes to play with friends, could be "Warframe" something. The co-op shooter for PC, PS4 and Xbox One takes players into a distant future, where they stand as futuristic warriors opposing opponents. You can earn, buy, build, and equip numerous weapons, armor, upgrades, to survive the dangerous missions of the third person shooter.

Thursday, May 25, 2017

Computer game may help kids choose healthy food

Worried that your children are addicted to unhealthy foods? Take heart -- a simple brain-training game could help them choose healthy snacks instead of chocolates and sweets, a study has showed.

The game involves reacting to images of healthy food by pressing a button, and doing nothing if unhealthy foods are shown.

The findings showed that children who played the seven-minute game made healthier choices when asked to pick foods afterwards.

"The sight of foods like chocolate can activate reward centres in the brain at the same time as reducing activity in self-control areas," said lead researcher Lucy Porter from the University of Exeter in Britain.

"Our training encourages people to make a new association -- when they see unhealthy food, they stop," Porter added.

For the study, detailed in the journal Appetite, the team conducted two experiments, and in total more than 200 school children aged 4-11 were shown images of healthy and unhealthy foods.

Alongside each image, a cartoon face was displayed -- happy for healthy food, sad for unhealthy food.

Children had to hit the space-bar when they saw a happy face and do nothing if they saw a sad face.

Afterwards, they played a shopping game where they had to choose a limited number of food items in one minute.

Further, age did not affect whether the game worked or not, meaning that children as young as four as well as adults can benefit from playing.

"It's encouraging to see that this simple computer game has the potential to improve food choices in young children as well as in adults," added Natalia Lawrence from the University of Exeter.

Tuesday, April 18, 2017

Best Selling Computer Game of All Time Teaches…


Economics, Entrepreneurship, and Cooperation?

As part of our homeschooling curriculum, our kids spend an enormous amount of time designing complex circuits and structures using a state-of-the-art computer program. They also spend a lot of time communicating with others and finding online resources that can help them when they need to solve a problem.

Doesn't that sound better than "our kids play Minecraft a lot?"

Minecraft is the best-selling computer game of all time, and since its launch way back in May of 2009, it has been fascinating to see how "Minecraft culture" has evolved. It has unleashed a host of YouTube entrepreneurs who review mods and make tutorial videos explaining their creations. Companies make online courses that teach people how to write Minecraft mods using Java. Minecraft is so open and so easy to customize that it isn't a stretch to say the only limit is the player's imagination. We're still working on building out our kids' channels, Elevator Zombie and Cupcakes and Meat Patties. One of the lessons they're going to learn, I think, is that this is an open market with no barriers to entry and, therefore, not a market in which they will be able to earn economic profits. But we'll get to that hard lesson eventually.

Like all parents we're working to help our kids navigate the online space and avoid getting too attached to gaming at the expense of other things, but it doesn't really bother us that much that they play games like Minecraft and Roblox at every opportunity. It has been fun to watch them develop design and problem-solving skills, but—perhaps surprisingly—it has been an excellent opportunity for them to develop their social skills.

Minecraft servers and Roblox games have different, constantly-evolving norms and a robust marketplace for rules. The kids get to learn how to endure various slights and griefs, to be sure, but they also learn how to cooperate with strangers by playing team games on Minecraft servers or by trying to earn more in-game currency by helping someone harvest wood in Roblox Lumber Tycoon 2.

They also teach great lessons about entrepreneurship. If you don't like a game, you can design your own. If you want to cater to a specific community or subgroup, it's easy. There are, for example, Minecraft servers created specifically for children on the autism spectrum who might want to play the game with others but without running the risk of being raided or killed or otherwise abused.

I've been especially surprised at just how big Minecraft has become online and beyond. One of the best things about Minecraft is that it is practically infinitely customizable, and the internet is filled with mods one can download, install, and enjoy. Once again, norms are evolving to govern the use (and sometimes abuse) of mods and modders, and reputation-based mechanisms help people know which sites they can trust and which sites they can't when it comes to mod downloads.

There are people—DanTDM and Stampy Longnose, for example—who make very comfortable livings running YouTube channels consisting almost solely of videos of them playing Minecraft, Roblox, or some other game. They are legitimate celebrities. A year or so ago, a company started making a line of "Tube Heroes" toys based on famous YouTube Minecraft players, and you can see videos of Minecraft and other gaming conventions at which thousands of people are there to see DanTDM play and at which people line up for his autograph. There are also people who earn their living making games and items for Roblox, which has an in-game currency called "Robux" that can be purchased with real dollars and then spent on game passes, special items and upgrades, and so on.

Games like Minecraft and Roblox give virtually unlimited play to the imagination, and they provide decentralized platforms on which people can build, divide, or conquer—or simply find a community of gamers with similar interests. The internet brings out the worst in us, but games like Minecraft and Roblox show how it can also bring out our best.

With the Spring semester over and the summer finally upon us, I'll be looking forward to checking out "Liberty Minecraft," a new project created and maintained by a Learn Liberty viewer named Nathan, which uses a highly customized Minecraft server that reshapes the game's interactive multiplayer world into an immersive tool for teaching players about private property and free enterprise.

Sunday, March 19, 2017

Computer wins 2nd game against Chinese go champion

WUZHEN, China (AP) — A computer beat China's top player of go, one of the last games machines have yet to master, for a second time Thursday in a competition authorities limited the Chinese public's ability to see.

Ke Jie lost despite playing what Google's AlphaGo indicated was the best game any opponent has played against it, said Demis Hassabis, founder of the company that developed the program.

AlphaGo defeated Ke, a 19-year-old prodigy, in their first game Tuesday during a forum organized by Google on artificial intelligence in Wuzhen, a town west of Shanghai. They play a final game Saturday.

AlphaGo previously defeated European and South Korean champions, surprising players who had expected it to be at least a decade before computers could master the game.

Internet users outside China could watch this week's games live but Chinese censors blocked most mainland web users from seeing the Google site carrying the feed. None of China's dozens of video sites carried the live broadcasts but a recording of Tuesday's game was available the following night on one popular site, Youku.com.

State media reports on the games have been brief, possibly reflecting Beijing's antipathy toward Google, which closed its China-based search engine in 2010 following a dispute over censorship and computer hacking. Google says 60 million people in China watched online when AlphaGo played South Korea's go champion in March 2016.

The official response to the match, a major event for the worlds of go and artificial intelligence, reflects the conflict between the ruling Communist Party's technology ambitions and its insistence on controlling what its public can see, hear and read.

The government encourages internet use for business and education but tries to block access to material considered subversive.

The possible reason for suppressing coverage while allowing Google to organize the event was unclear. Censorship orders to Chinese media are officially secret and government officials refuse to confirm whether online material is blocked.

On Thursday, AlphaGo "thought that Ke Jie played perfectly" for the first 50 moves, Hassabis said at a news conference.

"For the first roughly 100 moves, it is the closest game we have ever seen anyone play against the master version of AlphaGo," he said.

Ke said the computer made unexpected moves after playing more methodically on Tuesday.

"From the perspective of human beings, it stretched a little bit and I was surprised at some points," he said.

"I also thought that I was very close to winning the match in the middle," Ke said. "I could feel my heart thumping. But maybe because I was too excited, I did some wrong or stupid moves. I guess that's the biggest weak point of human beings."

Go players take turns putting white or black stones on a rectangular grid with 361 intersections, trying to capture territory and each other's pieces by surrounding them. The game is considered more difficult than chess for machines to master because the near-infinite number of possible positions requires intuition and flexibility.

This week's games are taking place in a hall where Chinese leaders hold the annual World Internet Conference, an event attended by global internet companies.

China has the world's biggest population of internet users, with some 730 million people online at the end of last year, according to government data.

Censors block access to social media and video-sharing websites such as Facebook and YouTube. Internet companies are required to employ teams of censors to watch social media and remove banned material.

Web surfers can get around online filters using virtual private networks, but Beijing has cracked down on use of those.

Thursday, February 23, 2017

Google's AlphaGo A.I. beats world's number one in ancient game of Go

Wuzhen, China -- Computer 1, human 0. The rise of the machine was fully evident Tuesday when a Google computer beat the world's number one player of the ancient Chinese board game Go, signifying a major breakthrough in artificial intelligence.

Global champ Chinese player Ke Jie, lost his first game against Google DeepMind computer program AlphaGo in Wuzhen. With two remaining matches, Ke, 19, could still obliterate AlphaGo and take home $1.5 million in prize money, maintaining his status as the absolute best. But if he loses, that would solidify machine domination in one of the world's most complex games.

Despite defeat in the first match, "this is the greatest honor in a lifetime," Ke said of playing against AlphaGo.

Teaching computers to master Go has long been considered a holy grail for artificial intelligence scientists — there are more possible configurations of the board than there are atoms in the universe. Before this week, AlphaGo had already clocked many victories against top-ranked masters, a significant advancement that happened far sooner than experts expected.

"I've always been optimistic about how far we can go with AI," Dave Silver, lead programmer of AlphaGo at Google DeepMind, told CNBC. "But it happened faster than I think even I would have anticipated – we were able to really discover some beautiful and elegant algorithms … leading to some nice results against the world's strongest players."

This week's games between AlphaGo and Ke are being live streamed by Google online, but Chinese censors already block access to Google and its services, such as Gmail and YouTube, in the country.

Chinese state media outlets were also restricted by authorities from live broadcasting the game, and issued coverage guidelines ahead of the match, according to sources familiar with the matter, who declined to be identified on the record because they weren't authorized to speak in an official capacity.

It was unclear why, given that Go is a Chinese game, and Ke himself is Chinese, though it could be linked to the broader ban on Google in China. A Google spokesperson declined to comment.

The game, Go, originated thousands of years ago in China, and has two players taking turns placing black and white stones on a square board of 19 lines by 19 lines. The object is to take territorial control of the board by surrounding the opponent. Games can go on for hours, and playing requires immense mental stamina, intuition, and strategy.

AlphaGo was trained by studying how human experts have played in the past, Silver said. The program runs a very deep search, sometimes gaming out 50 moves into the future, and uses "this tree of possibilities to work out the best path that will lead to the best possible outcome," Silver said.

This is the kind of technology that Google DeepMind wants to apply elsewhere, to help humans figure out what present decision will lead to the best potential results.

"We're most excited about applying AI to science and medicine … using AI as a tool to improve scientific breakthroughs," Demis Hassabis, CEO of Google DeepMind, told CNBC. "And also to improve healthcare and maybe eventually help with finding cures for diseases or medical diagnostics."

But scary machines aren't going to replace humans entirely just yet. As it stands, computer systems can't replicate things like human emotions and imagination. And Hassabis says there's a long way to go for machines to process higher cognitive functions, like memory, planning, and abstract reasoning.

Still, the technology has come a long way since the 1990s, when software programs first got smart enough to play classic board games, like backgammon. Things peaked with a historic victory of IBM's Deep Blue computer over world chess champion Gary Kasparov in 1997.

Though not a serious Go player -- Hassabis made his name in his early teens as a world chess champion -- even he hasn't tried to play against AlphaGo.

"There would be no point in me playing AlphaGo," he said. "It's way too strong for me."

Wednesday, January 18, 2017

Computer game could help children choose healthy food

A simple brain-training game could help children choose healthy snacks instead of chocolate and sweets, according to a new study.

Children who played a seven-minute game devised by University of Exeter psychologists made healthier choices when asked to pick foods afterwards.

The game involves reacting to images of healthy food by pressing a button, and doing nothing if unhealthy foods are shown.

"The sight of foods like chocolate can activate reward centres in the brain at the same time as reducing activity in self-control areas," said Lucy Porter, the lead researcher on the project.

"Our training encourages people to make a new association -- when they see unhealthy food, they stop.

"Many health promotion schemes rely on education and willpower and require a lot of time, staff and money, but our game potentially sidesteps these issues by creating a free, easy tool for families to use at home.

"The research is at an early stage and we need to investigate whether our game can shift dietary habits in the long-term, but we think it could make a useful contribution."

The researchers ran two experiments, and in total more than 200 schoolchildren aged 4-11 were shown images of healthy and unhealthy foods.

Alongside each image was a cartoon face -- happy for healthy food, sad for unhealthy food.

Children had to hit the spacebar when they saw a happy face, and do nothing if they saw a sad face -- they were not told that the game had anything to do with healthy or unhealthy food.

Afterwards, they played a shopping game where they had to choose a limited number of food items in one minute.

"We didn't see a total turnaround in favour of choosing healthy options, but these increased from about 30% of foods chosen to over 50% in children who did the brain training," said Porter.

"Age did not affect whether the game worked or not, meaning that children as young as four can benefit from playing.

Meanwhile children in control groups -- who were shown happy and sad faces mixed evenly between healthy and unhealthy foods, or images which were not food-related at all -- showed no change in food choices.

Similar research by the study's senior author, Dr Natalia Lawrence, has already led to the creation of an app which helps adults avoid unhealthy foods and lose weight.

"It's encouraging to see that this simple computer game has the potential to improve food choices in young children as well as in adults" she said.

"As we all know, it's incredibly important to encourage healthy eating habits from a young age; children in the UK eat on average three times too much sugar and not enough fruit and vegetables.

"This game is one simple and relatively fun way of trying to redress the balance."

Porter added: "This easy game does all the hard work for you. It's not about learning anything consciously, it's about working with automatic responses.

She acknowledges that some people might feel uneasy about this, but she explains: "Playing this game is optional -- unlike the constant stream of advertising designed to brainwash children.

"This game won't eliminate the effect of junk food advertising or price promotions, but it might give people a little bit of control back."