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Participants played a tennis-like game in an immersive 3D virtual world, against a computer player, by controlling a virtual tennis racket with a force feedback robotic arm.
When the students played against other students only (i.e., there was no computer player), the average profit was $7.19, well below the potentially achievable cooperative profit of $20.
Research at MIT's Computer Science and Artificial Intelligence Laboratory has produced a computer player superior to the drones you can already fight in the game.
It doesn't watch the screen and learn from that, as some systems do, but is more like an in-game computer player that's learned everything from scratch.
Compaq, which wants to be the third-largest computer player in the world, after IBM and Hewlett-Packard, by the year 2000, had been looking at acquiring Gateway 2000 and Micron Electronics.
The win was by a narrow margin, but AlphaGo has been programmed to ensure victory, not to run up the score or devastate its opponent, so the margin by which it wins isn't necessarily a good indicator of how easy or hard it was for the computer player to win.
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Through the computer, players explore a digital version of the room which prompts them to do things in the real room as well: play small games, hide in cupboards, leave messages.
The key addition is set to be the new "attacking intelligence" technoloigy, which apparently allows computer players to think two-steps ahead, planning forward moves and responding more sharply to emerging offensive runs.
Computer players have been around forever!
Pro tip: Pit computer players against each other to simulate (and predict) the post season.
The system that resulted from this setup outperformed the in-game computer players and humans alike.
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Justyna Jupowicz-Kozak
CEO of Professional Science Editing for Scientists @ prosciediting.com