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SideQuesting

February 20, 2011

Does Watson Herald The Future of Multiplayer Gaming?

Image courtesy Charlie Curve

I was watching Jeopardy this past week and saw a computer, named Watson, dismantle the previous Jeopardy record-holders.  Ken Jennings and Brad Rutter didn’t stand a chance against the quick-processing computer.  Even in loss, though, Jennings and Rutter still managed to answer some questions that Watson couldn’t, even beating the PC to the punch on several occasions.

One thing that stuck in my mind afterwards was that even though a third human wasn’t there, Jennings and Rutter were able to treat Watson as an equal contestant, regardless of his lack of blood & guts.  Could this respect transfer over to videogames?  While we play against AI opponents all the time, none act like “real people”.  No bots engage us, none get us feeling as though maybe there is someone there pulling the strings.  We never feel like what we’re interacting with is “real”.  It’s just a series of blips on an radar.

But with advances like Watson, the “next generation” of consoles is begging for vast improvements in AI.  There’s a chance that multiplayer gaming and single-player campaigns will be much more interactive instead of a tunneled map and a cover system for easy kills.  Perhaps the stand-off between a typical grunt and a space marine in Halo 6 will take 10 minutes instead of 10 seconds, as the enemy actually hides, takes aim, or protects itself, making the one-on-one battles much more interesting and real.

Either that, or they’ll slaughter us each time.



About the Author

Dalibor Dimovski
Dali is the co-founder and Editor-in-Chief of SideQuesting, as well as the co-Founder of CarDesignFetish and the founder of MakLink. Dali is also a car designer, deejay, and introductory beer-brewer.




  • cobyrne

    An AI that can convince us it’s a human player, has always been a vague distant goal. What the Watson demonstration does, is show us just about how far away that is. Watson is a super-computer with tens of cores dedicated to natural language processing and database searching. No question, language is one of the most complicated of human acts but it is one of many complicated acts.

    Game AIs, even in the most hardcore strategy games, are very simple and for good reason. The amount of processor power (from just 4 or 8 processors) given over to AI in games is a small fraction of that available for the game engine. In addition, game AIs have a lot to deal with but when they have to deal with predicting and reacting to a human player the amount of processing needed increases dramatically.

    At present, most games have poorer AI than they might by choice of how resources are allocated. Until there are enough resources to model human behaviour, either because of large increases in processing power, a reallocation of those resources or both, there’s not much point in even trying to create an AI that’s a convincing human player in anything other than the simplest of games.