Author Archives: jun ling

How far is virtual from reality?

When you are watching movies or playing video games, do you want to join the fictional world and start a new life in it? Virtual reality (VR) technology could make your dream come true. Scientifically, VR is a computing technology which will generate an immersive environment similar to the real world.

 

Figure 1 The Matrix describe a mimic virtual world created by machine
https://io9.gizmodo.com/warner-bros-is-considering-a-return-to-the-matrix-1793280066

There are many fictional work about VR. In The Matrix series the whole world people lived in is a virtual reality made sentient machines and humans are harvested for their bioelectricity as energy sources to machines. Another work, Sword Art Online describes VR based video games in near future world. VR games in this novel series could give users a fully immersed experience by simulating human’s five senses directly through their brain. Players can control their characters in the games just like controlling our own body in real world. The VR helmet worn by players could also kill them since it could send strong electric signal to their brain.

Figure 2 Sword Art Online shows how can we use VR to build a world
https://www.quora.com/Do-sword-art-online-players-need-to-sleep

So far, the VR technology and devices are not as powerful and dangerous as they are depicted in fictions. Currently VR equipment like headsets could generate realistic sounds, images and other sensations and users could “look around” to see the virtual world through the headset which giving better experience than screens. However, these sensations are still delivered by our eyes and ears and we also need some external control systems to connect with the devices to make any movement in the virtual environment such like infrared sensors or wearing some wireless controllers on your body.

Figure 3 The rapid growing VR industry
https://thenextweb.com/contributors/2018/03/11/5-virtual-reality-trends-watch-2018/

VR is a growing industry as its users increased from 200 thousand in 2014 to 90 million in 2017. The industry is predicted to worth 5.2 billion US dollar in 2018 and $45 billion by 2025. This prosperity would introduce more investment and research in this area. Hopefully it will give more “realer” experience to users. Recently a 360 degrees headphone was introduced by HEAR360. It is said to produce a more immersive sound environment by using 8 microphones around your head so you can hear sound like it is in front of, above, below, around, or behind your head. There is also some research on using your muscles to control VR and giving sensible force feedback to your body. Directing connection from the devices to your brain might be still fictional as current research about our brain is not so advanced and there are many ethical and health problems related to it. Even the current “not real enough” VR technology has raised many concerns about health, safety and privacy protection while using VR devices. For example, Virtual Boy, released by Nintendo in 1995 with headpiece displayer, was reported to cause dizziness, nausea, and headaches. Long-time exposure to virtual environment could give similar discomforts. The health problems related to immersive experience could slow down the development of VR if no convincible resolution is given.

Figure 4 A headphone giving sound around your head
https://techcrunch.com/2018/02/21/hear360-begins-shipping-its-asmr-ready-omni-binaural-microphone-the-8ball/

With wide applications in video games, movies, educational and military training, health care etc., the emerging VR industry attracts many researchers, investors and users. We are not sure if we can enjoy another life in virtual worlds in the future, but the advancing VR technology give us the hope.

by Jun Ling

References:

  1. https://en.wikipedia.org/wiki/Virtual_reality
  2. https://www.completegate.com/2016070154/blog/virtual-reality-explained
  3. https://thenextweb.com/contributors/2018/03/11/5-virtual-reality-trends-watch-2018/

AI links video gaming and research

Today I want to introduce an Artificial Intelligence (AI) application developed by DeepMind, the company which created the famous AlphaGo. AlphaGo is the Go AI application which has beaten many top level human players over the last few years. This new application is a learning environment based on the video game StarCraft II. StarCraft II is a Real-time-strategy game based on a fictional future when several races struggle for survival and dominance in universe.  In the game you start with a base and a few workers. You need to collect resources, develop economy and technology, observe and disturb your enemy, build a strong army and finally destroy the enemy. Both StarCraft II and the original StarCraft are one of the most popular e-sports competitions which viewed by millions of fans.

Figure 1 Rogue, the 2017 StarCraft II World Champion1

Researchers of DeepMind believe StarCraft is the next challenge for research in AI after Go since this game mimic a compelling solution to the issue of evaluating and comparing different learning and planning approaches on standardised tasks. StarCraft resembles an imperfect-information problem due to a partially uncovered map in contrast with the Go that players know all the information about the game. The game possesses a large action space with the control of hundreds of units, and a professional player might need to keep their mind at three or four battle scenes at the same time. It also has delayed credit assignment as early decisions or strategies may have long-term effect after several minutes. Simply speaking, StarCraft II is much harder than Go. Therefore, SC2LE provides a new challenge for research in reinforcement learning algorithms and architectures.

The goal of developing an AI based on this video game is not to design a robot which can beat human players, but to demonstrate that AI could handle such a big amount of information and give immediate response, in contrast with the goal that the information is much less and players have much more time to think and make decision. DeepMind also want to use these famous games to promote their research in AI to players and normal audience.

Figure 2 A scene of StarCraft II Game2

They used similar technology to AlphaGo, reinforcement learning based on neural network. First, the AI need to know the rule of controlling the units and develop including the construction sequence of buildings as well as the conditions of win, i.e.  eliminating all of enemy’s building or forcing them to surrender by giving enough destruction.

Figure 3 Left is a human’s view, right is its layered structure3

Unlike human who read the information from the screen, the AI will observe “feature layers” generated by StarCraft II Application programming interface (API). Each layer represents something special in the game like unit type and hit points. The AI was designed to mimic human players as closely as possible including compound actions. It will generate a sequence of actions to mimic human like use shift to select multiple units then click on the screen to move.

Figure 4 How AI’s actions differ from human’s3

The learning algorithms can study useful strategies from games and replays not only choose strategies from a given pool. There is an in-game award points system based on the player’s performance. Its performances could also be simply examined by winning a game or not and how long the AI player survives in a game if it loses.

Unlike the Go, StaCraft are much more complicated with thousands of possible actions and combinations of these actions. Although now AI could make some good decisions of perform a certain task with accurate action flows, it still behaves very naïve when considering a full game and even much worse than beginner level human players. There is a still long way for AI researchers to go. The day when AI beat top level human players will be a milestone in AI research, because it means the AI technology have made substantial progress and would be much more useful than it is today.

References:

  1. https://wcs.starcraft2.com/en-us/news/21196407/The-World-Champion-Is-Crowned/
  2. https://www.instant-gaming.com/en/169-buy-key-battlenet-starcraft-2-heart-of-the-swarm/
  3. Oriol Vinyals, Timo Ewalds, Sergey Bartunov, Petko Georgiev, Alexander Sasha Vezhnevets, Michelle Yeo, Alireza Makhzani, Heinrich Kuttler, John Agapiou, Julian Schrittwieser, et al. StarCraft II: A New Challenge for Reinforcement Learning. arXiv:1708.04782, 2017.

By Jun Ling