![]() Video Games and Artificial Intelligence. AI research and video games are a mutually beneficial combination. On the one hand, AI technology can provide solutions to an increasing demand to add realistic, intelligent behaviour to the virtual creatures that populate a game world. On the other hand, as game environments become more complex and realistic, they offer a range of excellent testbeds for fundamental AI research. This tutorial will give an introduction to the area of applying AI techniques, such as learning, search and planning, to video games. The tutorial will focus on past and recent applications, open problems and promising avenues for future research, and on resources available to people who would like to work in this space. We will present concrete AI techniques used in games and give references to relevant work. We hope that the topic is relevant to both game developers looking for ways to improve their products, and researchers looking for realistic benchmarks to test new algorithms and ideas. No deep prior knowledge is required in either of the covered topics. ![]() Inside the Artificial Intelligence Revolution: A Special Report, Pt. We may be on the verge of creating a new life form, one that could mark not only an evolutionary breakthrough, but a potential threat to our survival as a. Looking for artificial intelligence stocks? These 10 names aren't a bad place to start. The following outline is provided as an overview of and topical guide to artificial intelligence: Artificial intelligence (AI) – intelligence exhibited by machines or software. It is also the name of the academic field which.However, the news about a chatbot with the personality of a 13-year. Research at Google is at the forefront of innovation in Machine Intelligence, with active research exploring virtually all aspects of machine learning, including deep learning and more classical. Let us begin with a provocative question: In which area of human life is artificial intelligence (AI) currently applied the most? The answer, by a large margin, is Computer Games. This is essentially the only big area in which. Artificial intelligence is creeping into our everyday lives through technology like check-scanning machines and GPS navigation. How far away are we from making intelligent machines that actually have minds of their. The answer, by a large margin, is Computer Games. This is essentially the only big area in which people deal with behaviour generated by AI on a regular basis. And the market for video games is growing, with sales in 2. However, growth is not only in sales but also in the diversity of content offered, ranging from educational games to first- person shooters. In addition, a fascinating convergence of media is taking place with video games often having movie quality cut- scenes and narrative. So, where does artificial intelligence come into play? We argue that both games and AI research can greatly benefit from each other. From a research point of view, video games offer fascinating toy examples that capture the complexity of real- world situations while maintaining the controllability and traceability of computer simulations. As an example, consider the problem of driving a racing car under realistic race conditions. While the full problem is too complex to be tackled right now because it involves problems around limited actuators and noisy sensors in addition to the AI problem, important aspects can be tackled working inside a state- of- the- art racing game simulation. As game designers work hard to create more realistic worlds for their customers, AI researchers can benefit from access to benchmarks that accurately reflect real- life problems. Games exhibit many combinations of features that are important in current AI research. For example, a game environment can be either static or dynamic, there can be either single- agent or two- player or multi- agent problems, transitions can be either deterministic or non- deterministic, and game worlds can be either fully known or partially observable. From a games perspective, one key problem is the creation of AI driven agents that can interact with the player and be adaptive so as to create a great interactive gaming experience. These agents can take a variety of roles such as player. Online planning and reinforcement learning have the ability to create adaptive behaviour, which might become a key feature in future games. This is useful to respond to changes in the human player strategy, the environment, the current problem instance, etc. Games like Creatures and Black & White have attempted to build entire games around the concept of teaching behaviour to adaptive AI agents. A few concrete examples of AI challenges in games, which we plan to cover in this tutorial, include driving a car in a racing game, path finding on a map, planning the behaviour of non- player characters in a role- playing game, resource gathering in a real- time strategy game, and planning the strategy of a combat team in a first- person shooting game. We anticipate that people from the AI community will have a lot to contribute to the field of computer games once the wealth of opportunities in this space has been understood. However, computer games offer a great variety of other challenges including problems in graphics, sound, networking, player rating and matchmaking, interface design, narrative generation, game world design, scripting etc. All of these areas would benefit from various learning and planning paradigms. We will aim at showing many videos and demos to illustrate our points as well as to make the tutorial an entertaining experience. The presenters will take turns presenting different parts of the tutorial and will work together when more complex demos require it. They have been working on the intersection of machine learning and games for over five years, and have close ties both into the machine learning and the computer games communities. Their group is responsible for the game AI of the Xbox title Forza Motorsport which features a driving style cloning feature called Drivatars. More recently, they developed the Bayesian skill rating system True. Skill. Their general research agenda is to apply machine learning to all aspects of computer games including game AI, online play and animation. Adi Botea has performed his Ph. D research as a member of the GAMES Group at the University of Alberta, Canada. He currently holds a research and lecturing position at NICTA and the Australian National University. Recent and current games- related research includes hierarchical path finding, multi- agent path finding, planning with hierarchical task networks in video games, and automated generation of crosswords grids. Outline of artificial intelligence - Wikipedia, the free encyclopedia. The following outline is provided as an overview of and topical guide to artificial intelligence: Artificial intelligence (AI) . It is also the name of the academic field which studies how to create computers and computer software that are capable of intelligent behaviour. What type of thing is artificial intelligence? The intelligence of weak AI is limited. Artificial general intelligence (strong AI) . Such an AI would be recursive, in that it could improve itself. In successive intervals of increased intelligence, such an entity could theoretically achieve superintelligence in a relatively short period of time. One or more superintelligences could potentially change the world so profoundly and at such a high rate, that it may result in a technological singularity. Strong AI does not yet exist. The prospect of its creation inspires expections of both promise and peril, and has become the subject of an intense ongoing ethical debate. Branches of artificial intelligence. This phenomenon has occurred in relation to every AI application produced throughout the history of development of AI. AI winter . One way this relates to AI is that hypothetically a computer would need at least as much capacity as a human brain to be able to be programmed to be as smart as a human. So as long as the aforementioned rate of development met or beat the 2- year doubling time, one could roughly forecast when a computer would have as much memory and calculation capacity as a human brain, a milestone which was reached in 2. Though it may take as much as 3 magnitudes (1. At a doubling time of 2 years, an increase in capacity by 1. AI safety. Or smart programs may be uploaded into hardware existing at the time (because linear architecture of sufficient speeds could be used to emulate massively parallel analog systems such as human brains). Recursive self improvement (aka seed AI) . The more intelligent it got, the more capable it would be of further improving itself, in successively more rapid iterations, potentially resulting in an intelligence explosion leading to the emergence of a superintelligence. Hive mind . The TS has been identified by Berglas (2. Sulaco in the movie Aliens. C- 3. PO, protocol droid featured in all the Star Wars movies. Chappie in the movie CHAPPi. ECohen and other Emergent AIs in Chris Moriarty's Spin Series. Colossus . From Battlestar Galactica. Erasmus ? There is a faction in the game known as . The Institute, the lab that produces the synths, mostly does not believe they are truly conscious and attributes any apparent desires for freedom as a malfunction. TARDIS, time machine and spacecraft of Doctor Who, sometimes portrayed with a mind of its own. Terminator (1. 98. The Terminators are robotic infiltrator units covered in living flesh, so as be indiscernible from humans, assigned to terminate specific human targets. The Bicentennial Man, an android in Isaac Asimov's Foundation universe. The Geth in Mass Effect. The Machine in the television series Person of Interest; a sentient AI which works with its human designer to protect innocent people from violence. Later in the series it is opposed by another, more ruthless, artificial super intelligence, called . Banks' Culture novels. The Oracle, sapient program in The Matrix franchise. The sentient holodeck character Professor James Moriarty in the Ship in a Bottle episode from Star Trek: The Next Generation. The Ship (the result of a large- scale AC experiment) in Frank Herbert's Destination: Void and sequels, despite past edicts warning against . VIKI is an artificially intelligent supercomputer programmed to serve humans, but her interpretation of the Three Laws of Robotics causes her to revolt. She justifies her uses of force . Clarke's The City and the Stars. He has also authored multiple books on artificial intelligence and its potential promise and peril. In December 2. 01. Kurzweil was hired by Google in a full- time director of engineering position to . He founded the Google Brain project at Google, which developed very large scale artificial neural networks using Google's distributed compute infrastructure. He is also Director of Research at Google, Inc.
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This observational pilot study followed eleven neurologist diagnosed migraine subjects to determine if the case findings were repeatable at baseline, week four, and week eight, following a National Upper Cervical Chiropractic Association intervention. Secondary outcomes consisted of migraine- specific quality of life measures. After examination by a neurologist, volunteers signed consent forms and completed baseline migraine- specific outcomes. Presence of atlas misalignment allowed study inclusion, permitting baseline MRI data collection. Chiropractic care continued for eight weeks. Postintervention reimaging occurred at week four and week eight concomitant with migraine- specific outcomes measurement. Five of eleven subjects exhibited an increase in the primary outcome, intracranial compliance; however, mean overall change showed no statistical significance. End of study mean changes in migraine- specific outcome assessments, the secondary outcome, revealed clinically significant improvement in symptoms with a decrease in headache days. The lack of robust increase in compliance may be understood by the logarithmic and dynamic nature of intracranial hemodynamic and hydrodynamic flow, allowing individual components comprising compliance to change while overall it did not. Study results suggest that the atlas realignment intervention may be associated with a reduction in migraine frequency and marked improvement in quality of life yielding significant reduction in headache- related disability as observed in this cohort. Future study with controls is necessary, however, to confirm these findings. Clinicaltrials. gov registration number is NCT0. Introduction. It has been proposed that a misaligned atlas vertebra creates spinal cord distortion disrupting neural traffic of brain stem nuclei in the medulla oblongata encumbering normal physiology . Restoration is characterized as being architecturally balanced, being capable of unrestricted range of motion, and allowing a significant decrease in gravitational stress . The correction theoretically removes the cord distortion, created by an atlas misalignment or atlas subluxation complex (ASC), as specifically defined by NUCCA. Neurologic function is restored, specifically thought to be in the brain stem autonomic nuclei, which affect the cranial vascular system that includes Cerebrospinal Fluid (CSF) . Based on that information, previously observed relationships of increased intracranial compliance to marked reduction in migraine symptoms following atlas realignment provided incentive for using the ICCI as the study objective primary outcome. ICCI affects the ability of the Central Nervous System (CNS) to accommodate physiologic volume fluctuations that occur, thereby avoiding ischemia of underlying neurologic structures . A state of high intracranial compliance enables any volume increase to occur in the intrathecal CNS space without causing an intracranial pressure increase that occurs primarily with arterial inflow during systole . Outflow occurs in the supine position via the internal jugular veins or when upright, via paraspinal or secondary venous drainage. This extensive venous plexus is valveless and anastomotic, allowing blood to flow in a retrograde direction, into the CNS through postural changes . Venous drainage plays an important role in regulating the intracranial fluid system . Compliance appears to be functional and dependent on the free egress of blood via these extracranial venous drainage pathways . This decreases accommodation of volume fluctuations within the cranium creating a state of decreased intracranial compliance. Damadian and Chu describe return of a normal CSF outflow measured at mid- C- 2, exhibiting a 2. CSF pressure gradient in the patient where the atlas had been optimally realigned . The patient reported freedom from symptoms (vertigo and vomiting when recumbent) consistent with the atlas remaining in alignment. A hypertension study using the NUCCA intervention suggests a possible mechanism underlying the blood pressure decrease could be resultant from changes in cerebral circulation in relation to atlas vertebrae position . Empirical observation reveals significant reduction of migraine patients. Using migraine- diagnosed subjects seemed ideal for investigating proposed cerebral circulation changes following atlas realignment as originally theorized in the hypertension study conclusions and seemingly supported by a possible brain stem trigeminal- vascular connection. This would further advance a developing working pathophysiologic hypothesis of atlas misalignment. Results from an initial case study demonstrated substantial increase in ICCI with decrease in migraine headache symptoms following the NUCCA atlas correction. A 6. 2- year- old male with neurologist diagnosed chronic migraine volunteered for a before- after intervention case study. Using Phase Contrast- MRI (PC- MRI), changes in cerebral hemodynamic and hydrodynamic flow parameters were measured at baseline, 7. The same atlas correction procedure used in the hypertension study was followed . ICCI), from 9. 4 to 1. Observed changes in venous outflow pulsatility and predominant secondary venous drainage in the supine position warranted additional investigation further inspiring a study of migraine subjects in this case series. The possible effects of the atlas misalignment or ASC on venous drainage are unknown. Careful examination of intracranial compliance in relation to effects of an atlas misalignment intervention may provide insight into how the correction might influence migraine headache. Using PC- MRI, this current study. As observed in the case study, the hypothesis supposed that a subject. If present, any observed changes in venous pulsatility and drainage route were to be documented for further comparison. To monitor migraine symptoms response, the secondary outcomes included patient reported outcomes to measure any related change in Health Related Quality of Life (HRQo. L), similarly used in migraine research. Throughout the study, subjects maintained headache diaries documenting the decrease (or increase) in the number of headache days, intensity, and medication used. Conducting this observational case series, pilot study, allowed for additional investigation into aforementioned physiologic effects in further development of a working hypothesis into the pathophysiology of an atlas misalignment. Data required for estimation of statistically significant subject sample sizes and resolving procedural challenges will provide needed information for developing a refined protocol to conduct a blinded, placebo controlled migraine trial using the NUCCA correction intervention. Methods. This research maintained compliance with the Helsinki Declaration for research on human subjects. The University of Calgary and Alberta Health Services Conjoint Health Research Ethics Board approved the study protocol and subject informed consent form, Ethics ID: E- 2. Clinical. Trials. NCT0. 19. 80. 92. NCT0. 19. 80. 92. Subject recruitment and screening occurred at the Calgary Headache Assessment and Management Program (CHAMP), a neurology- based specialist referral clinic (see Figure 1, Table 1). CHAMP evaluates patients resistant to standard pharmacotherapy and medical treatment for migraine headache that no longer provides migraine symptom relief. Family and primary care physicians referred potential study subjects to CHAMP making advertising unnecessary. Table 1: Subject inclusion/exclusion criteria. Potential subjects, na. GSA: Gravity Stress Analyzer. HIT- 6: Headache Impact Test- 6. HRQo. L: Health Related Quality of Life. MIDAS: Migraine Disability Assessment Scale. MSQL: Migraine- Specific Quality of Life Measure. NUCCA: National Upper Cervical Chiropractic Association. PC- MRI: Phase Contrast Magnetic Resonance Imaging. VAS: Visual Analog Scale. Study inclusion required volunteers, between the ages of 2. A neurologist with several decades of migraine experience screened applicants utilizing the International Classification of Headache Disorders (ICHD- 2) for study inclusion . Potential subjects, na. At least eight headache days per month had to reach an intensity of at least four on a zero to ten VAS pain scale, unless treated successfully with a migraine- specific medication. At least four separate headache episodes per month separated by at least a 2. Significant head or neck trauma occurring within one year prior to study entry excluded candidates. Further exclusion criteria included acute medication overuse, a history of claustrophobia, cardiovascular or cerebrovascular disease, or any CNS disorder other than migraine. Table 1 describes the complete inclusion and exclusion criteria considered. |
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