Re: What's The Name Of This Gaming Thing?

  • From: Kerneels Roos <kerneels@xxxxxxxxx>
  • To: programmingblind@xxxxxxxxxxxxx
  • Date: Sun, 20 Feb 2011 13:32:51 +0200

It's amazing Jacob, just amazing. Makes one appreciate your hardware on an average computer hey?


There's really no reason why we could not get much more out of even the average smart phones these days. I mean, things like OCR, voice recognition, object recognition, accurate color identification and all such processing intensive applications.

Cheers


On 2/20/2011 12:03 PM, Jacob Kruger wrote:
I've read some articles in past where they reckon some relatively simple digital watches nowadays are more powerful than some of the original supercomputers...<smile> And I was one of those nerdy types in primary school who had a calculator watch.

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

    ----- Original Message -----
    *From:* Kerneels Roos <mailto:kerneels@xxxxxxxxx>
    *To:* programmingblind@xxxxxxxxxxxxx
    <mailto:programmingblind@xxxxxxxxxxxxx>
    *Sent:* Saturday, February 19, 2011 9:15 PM
    *Subject:* Re: What's The Name Of This Gaming Thing?

    Hi, thanks for that link -- didn't see it at first.

    Found this link on that site:
    http://www.wired.com/science/discoveries/news/2007/05/murraycampbell_qa

    It's an article and interview with Murray Campbell, one of the
    scientists that developed the Deep Blue super computer that
    defeated Gary Kasparov in 1997. Campbell was also the person who
    moved on behalf of Deep Blue.

    In the article he says that he thinks a modern cell phone
    processer is more powerful than the whole Deep Blue system, but
    how can this be? At some stage I'd like to look into that.Crazy if
    it's true indeed.

    On 2/18/2011 5:03 PM, Sina Bahram wrote:

    Using first principles, the search space has stayed exactly the
    same, haha.

    But, the search through it has now gotten, at a bare minimum 16,
    if not 32, times faster.

    More importantly however, you can use GPU acceleration for this.

    Did the link I sent out after the below email have enough for
    you, or would you like me to send more?

    Oh, and it's young, my friend, young enough to think I'm right
    more than I am, **grin**.

    Take care,

    Sina

    *From:*programmingblind-bounce@xxxxxxxxxxxxx
    <mailto:programmingblind-bounce@xxxxxxxxxxxxx>
    [mailto:programmingblind-bounce@xxxxxxxxxxxxx] *On Behalf Of
    *Kerneels Roos
    *Sent:* Friday, February 18, 2011 9:57 AM
    *To:* programmingblind@xxxxxxxxxxxxx
    <mailto:programmingblind@xxxxxxxxxxxxx>
    *Subject:* Re: What's The Name Of This Gaming Thing?

    Cite your sources, cite your sources young / middle aged / old
    man (it is man right?)! Ha ha ha!

    Sina,  Is it really the case that a brute force attack beats all
    but the very best these days? But what about "my" laptop.... I
    don't know hey.... No, just kidding.

    When I last read about it, about 5 to 7 years ago I think the
    situation was that only at short, almost blitz games did the
    machine wi, and at long games there were no conclusive answer.
    Could have been other way round, but the point is that you *can*
    beat the machine in some cases.

    Ah well, can always get up and pull the plug can't you?

    On 2/18/2011 4:36 PM, Sina Bahram wrote:

    Just to add to this discussion a bit.

    As far as chess goes, it is considered, anymore, very much
    uninteresting. Unfortunately, chess, unlike what they thought in
    the 60's, requires no strategy anymore. A bruit force attempt is
    pretty much guaranteed to win, and unlike in 1997 or 1995, my
    laptop is good enough to beat all but the very best, and if I
    want to do that, I could just throw it on my desktop.

    Now, it is a nice framework within which to learn about min/max
    and other simplistic AI strategies, so I encourage anyone who is
    studying AI to write a  simple chess solver.

    Take care,

    Sina

    *From:* programmingblind-bounce@xxxxxxxxxxxxx
    <mailto:programmingblind-bounce@xxxxxxxxxxxxx>
    [mailto:programmingblind-bounce@xxxxxxxxxxxxx] *On Behalf Of *Ken
    Perry
    *Sent:* Friday, February 18, 2011 7:33 AM
    *To:* programmingblind@xxxxxxxxxxxxx
    <mailto:programmingblind@xxxxxxxxxxxxx>
    *Subject:* RE: What's The Name Of This Gaming Thing?

    Kerneels,

    This is one of the best answers of this question I have seen
    outside of a class room.  I have nothing to add except if you're
    looking for books on this sort of thing do a google search on
    "game intelligence book"

    ken

    *From:* programmingblind-bounce@xxxxxxxxxxxxx
    <mailto:programmingblind-bounce@xxxxxxxxxxxxx>
    [mailto:programmingblind-bounce@xxxxxxxxxxxxx] *On Behalf Of
    *Kerneels Roos
    *Sent:* Friday, February 18, 2011 3:18 AM
    *To:* programmingblind@xxxxxxxxxxxxx
    <mailto:programmingblind@xxxxxxxxxxxxx>
    *Subject:* Re: What's The Name Of This Gaming Thing?

    Hi Jim,

    Nice question!

    The problem of solving strategy games such as chess and tic tac
    toe and drafts involves generating a search tree that represents
    as many possibilities for each move at each level as you have
    resources for, and then, by searching finding the best possible
    next move with an eventual favourable end in mind. In essense,
    the program looks ahead into the future to avoid being duped by
    sub optimal moves which might yeald short term benefits but
    eventual damnation!

    A big part of this is searching the tree or graph of
    possibilities efficiently, representing the structures
    efficiently and employing huristics (rules of thumb) to keep
    things from exploding into too large to handle data sets.

    It's part of the field of classic AI and it has been studied for
    decades now. It's sometimes also referred to as symbolic AI as it
    deals with discrete values and usually involves a type of math
    called discrete math (as aposed to calculas for example, that
    deals with continuous systems, values approaching 0, values
    approaching infinity and fractions).

    All this might sound fairly complicated but I can assure you it's
    actually not, and many of these classic AI problems have been
    solved sufficiently. For example, there are chess systems that
    can't be beaten. Yes, the machines can beat us at very narrowly
    defined games such as chess, and it can only beat the world
    champions with significant effort on the machine designer's part,
    to such an extent that it's debatable if the contest is even fair
    or not.

    For example, in the whole Deep Blue saga, IBM programmed their
    system to beat Gary Kasparov in particular. Had another world
    champion shown up for the tournament it might have had different
    results -- an indication of what an amazing game chess is and how
    hard it is to beat the best mind on earth.

    Moving on from classic AI, there is a very interesting field
    which have been termed CI (Computational Intelligence) which
    concerns it'itself with some of the same goals as classic AI, but
    it does this with things like artificial neural networks
    (symulation of how a brain functions), particle swarm
    optimisation (modelling how swarms of living insects operate to
    find solutions to complex problems) and many other models of real
    life living systems that exhibit intelligent behaviour.

    Wow, where has the time gone!

    Cheers,
    Kerneels


    On 2/17/2011 11:17 PM, qubit wrote:

    So did your coffee working yield the answer? *smile*

        --le

        ----- Original Message -----

        *From:* Homme, James <mailto:james.homme@xxxxxxxxxxxx>

        *To:* programmingblind@xxxxxxxxxxxxx
        <mailto:programmingblind@xxxxxxxxxxxxx>

        *Sent:* Thursday, February 17, 2011 2:43 PM

        *Subject:* RE: What's The Name Of This Gaming Thing?

        Hay Laura,

        I asked the question before my coffee started working this
        morning.

        Jim

        Jim Homme,

        Usability Services,

        Phone: 412-544-1810. Skype: jim.homme

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        *From:* programmingblind-bounce@xxxxxxxxxxxxx
        <mailto:programmingblind-bounce@xxxxxxxxxxxxx>
        [mailto:programmingblind-bounce@xxxxxxxxxxxxx] *On Behalf Of
        *qubit
        *Sent:* Thursday, February 17, 2011 3:35 PM
        *To:* programmingblind@xxxxxxxxxxxxx
        <mailto:programmingblind@xxxxxxxxxxxxx>
        *Subject:* Re: What's The Name Of This Gaming Thing?

        heuristics are just educated guesses.  I suppose it can be
        useful in developing strategies, but it's not the only part
        of the science... Hey Jim, this must have been a good
        question with all the attention it has received...*smile*

        --le

            ----- Original Message -----

            *From:* Christopher <mailto:ccoale427@xxxxxxxxx>

            *To:* programmingblind@xxxxxxxxxxxxx
            <mailto:programmingblind@xxxxxxxxxxxxx>

            *Sent:* Thursday, February 17, 2011 2:29 PM

            *Subject:* Re: What's The Name Of This Gaming Thing?

            Heuristics, perhaps?

            On 2/17/2011 12:25 PM, Haden Pike wrote:

            Artificial Intelligence?  Logic, perhaps?  Just tossing
            ideas out there.
            Haden

            On 2/17/2011 7:58 AM, Homme, James wrote:

            Hi,

            I'm not sure how to ask this question since I don't have
            the background yet. When you have a program that is
            playing a game, let's say a simple game, like TicTacToe,
            and it tries to figure out what the best move is, what is
            that whole subject called? Or when you have a game where
            you are moving two people around and you don't want them
            to run into one-another, is that the same subject?

            Thanks.

            Jim

            Jim Homme,

            Usability Services,

            Phone: 412-544-1810. Skype: jim.homme

            Internal recipients, Read my accessibility blog
            <http://mysites.highmark.com/personal/lidikki/Blog/default.aspx>.
            Discuss accessibility here
            
<http://collaborate.highmark.com/COP/technical/accessibility/default.aspx>.
            Accessibility Wiki: Breaking news and accessibility
            advice
            
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-- Kerneels Roos Cell: +27 (0)82 309 1998 Skype: cornelis.roos "There are only two kinds of programming languages in the world; those everyone complains about, and those nobody uses."


    --
    Kerneels Roos
    Cell: +27 (0)82 309 1998
    Skype: cornelis.roos
"There are only two kinds of programming languages in the world; those everyone complains about, and those nobody uses."

-- Kerneels Roos
    Cell: +27 (0)82 309 1998
    Skype: cornelis.roos

    "There are only two kinds of programming languages in the world; those everyone 
complains about, and those nobody uses."


--
Kerneels Roos
Cell: +27 (0)82 309 1998
Skype: cornelis.roos

"There are only two kinds of programming languages in the world; those everyone 
complains about, and those nobody uses."

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