The unusual suspects

When it comes to technology’s advances, it has always been said that creative tasks will remain out of their reach. Jasper Schellekens writes about one team’s efforts to build a game that proves that notion wrong.

The murder mystery plot is a classic in video games; take Grim Fandango, L.A. Noire, and the epic Witcher III. But as fun as they are, they do have a downside to them—they don’t often offer much replayability. Once you find out the butler did it, there isn’t much point in playing again. However, a team of academics and game designers are joining forces to pair open data with computer generated content to create a game that gives players a new mystery to solve every time they play. 

Dr Antonios Liapis

The University of Malta’s Dr Antonios Liapis and New York University’s Michael Cerny Green, Gabriella A. B. Barros, and Julian Togelius want to break new ground by using artificial intelligence (AI) for content creation. 

They’re handing the design job over to an algorithm. The result is a game in which all characters, places, and items are generated using open data, making every play session, every murder mystery, unique. That game is DATA Agent.

Gameplay vs Technical Innovation 

AI often only enters the conversation in the form of expletives, when people play games such as FIFA and players on their virtual team don’t make the right turn, or when there is a glitch in a first-person shooter like Call of Duty. But the potential applications of AI in games are far greater than merely making objects and characters move through the game world realistically. AI can also be used to create unique content—they can be creative.

While creating content this way is nothing new, the focus on using AI has typically been purely algorithmic, with content being generated through computational procedures. No Man’s Sky, a space exploration game that took the world (and crowdfunding platforms) by storm in 2015, generated a lot of hype around its use of computational procedures to create varied and different content for each player. The makers of No Man’s Sky promised their players galaxies to explore, but enthusiasm waned in part due to the monotonous game play. DATA Agent learnt from this example. The game instead taps into existing information available online from Wikipedia, Wikimedia Commons, and Google Street View and uses that to create a whole new experience.

Data: the Robot’s Muse  

A human designer draws on their experiences for inspiration. But what are experiences if not subjectively recorded data on the unreliable wetware that is the human brain? Similarly, a large quantity of freely available data can be used as a stand-in for human experience to ‘inspire’ a game’s creation. 

According to a report by UK non-profit Nesta, machines will struggle with creative tasks. But researchers in creative computing want AI to create as well as humans can.

However, before we grab our pitchforks and run AI out of town, it must be said that games using online data sources are often rather unplayable. Creating content from unrefined data can lead to absurd and offensive gameplay situations. Angelina, a game-making AI created by Mike Cook at Falmouth University created A Rogue Dream. This game uses Google Autocomplete functions to name the player’s abilities, enemies, and healing items based on an initial prompt by the player. Problems occasionally arose as nationalities and gender became linked to racial slurs and dangerous stereotypes. Apparently there are awful people influencing autocomplete results on the internet. 

DATA Agent uses backstory to mitigate problems arising from absurd results. A revised user interface also makes playing the game more intuitive and less like poring over musty old data sheets. 

So what is it really? 

In DATA Agent, you are a detective tasked with finding a time-traveling murderer now masquerading as a historical figure. DATA Agent creates a murder victim based on a person’s name and builds the victim’s character and story using data from their Wikipedia article.

This makes the backstory a central aspect to the game. It is carefully crafted to explain the context of the links between the entities found by the algorithm. Firstly, it serves to explain expected inconsistencies. Some characters’ lives did not historically overlap, but they are still grouped together as characters in the game. It also clarifies that the murderer is not a real person but rather a nefarious doppelganger. After all, it would be a bit absurd to have Albert Einstein be a witness to Attila the Hun’s murder. Also, casting a beloved figure as a killer could influence the game’s enjoyment and start riots. Not to mention that some of the people on Wikipedia are still alive, and no university could afford the inevitable avalanche of legal battles.

Rather than increase the algorithm’s complexity to identify all backstory problems, the game instead makes the issues part of the narrative. In the game’s universe, criminals travel back in time to murder famous people. This murder shatters the existing timeline, causing temporal inconsistencies: that’s why Einstein and Attila the Hun can exist simultaneously. An agent of DATA is sent back in time to find the killer, but time travel scrambles the information they receive, and they can only provide the player with the suspect’s details. The player then needs to gather intel and clues from other non-player characters, objects, and locations to try and identify the culprit, now masquerading as one of the suspects. The murderer, who, like the DATA Agent, is from an alternate timeline, also has incomplete information about the person they are impersonating and will need to improvise answers. If the player catches the suspect in a lie, they can identify the murderous, time-traveling doppelganger and solve the mystery!

De-mystifying the Mystery 

The murder mystery starts where murder mysteries always do, with a murder. And that starts with identifying the victim. The victim’s name becomes the seed for the rest of the characters, places, and items. Suspects are chosen based on their links to the victim and must always share a common characteristic. For example, Britney Spears and Diana Ross are both classified as ‘singer’ in the data used. The algorithm searches for people with links to the victim and turns them into suspects. 

But a good murder-mystery needs more than just suspects and a victim. As Sherlock Holmes says, a good investigation is ‘founded upon the observation of trifles.’ So the story must also have locations to explore, objects to investigate for clues, and people to interrogate. These are the game’s ‘trifles’ and that’s why the algorithm also searches for related articles for each suspect. The related articles about places are converted into locations in the game, and the related articles about people are converted into NPCs. Everything else is made into game items.

The Case of Britney Spears 

This results in games like “The Case of Britney Spears” with Aretha Franklin, Diana Ross, and Taylor Hicks as the suspects. In the case of Britney Spears, the player could interact with NPCs such as Whitney Houston, Jamie Lynn Spears, and Katy Perry. They could also travel from McComb in Mississippi to New York City. As they work their way through the game, they would uncover that the evil time-traveling doppelganger had taken the place of the greatest diva of them all: Diana Ross.

Oops, I learned it again 

DATA Agent goes beyond refining the technical aspects of organising data and gameplay. In the age where so much freely available information is ignored because it is presented in an inaccessible or boring format, data games could be game-changing (pun intended). 

In 1985, Broderbund released their game Where in the World is Carmen Sandiego?, where the player tracked criminal henchmen and eventually mastermind Carmen Sandiego herself by following geographical trivia clues. It was a surprise hit, becoming Broderbund’s third best-selling Commodore game as of late 1987. It had tapped into an unanticipated market, becoming an educational staple in many North American schools. 

Facts may have lost some of their lustre since the rise of fake news, but games like Where in the World is Carmen Sandiego? are proof that learning doesn’t have to be boring. And this is where products such as DATA Agent could thrive. After all, the game uses real data and actual facts about the victims and suspects. The player’s main goal is to catch the doppelganger’s mistake in their recounting of facts, requiring careful attention. The kind of attention you may not have when reading a textbook. This type of increased engagement with material has been linked to improving information retention.In the end, when you’ve traveled through the game’s various locations, found a number of items related to the murder victim, and uncovered the time-travelling murderer, you’ll hardy be aware that you’ve been taught.

‘Education never ends, Watson. It is a series of lessons, with the greatest for the last.’ – Sir Arthur Conan Doyle, His Last Bow. 

Taking solar to sea

In a world first, a small team of engineers at the University of Malta is attempting to prove that harnessing solar power in the open sea is theoretically possible and cost-effective. Laura Bonnici speaks to Prof. Luciano Mulѐ Stagno to learn more about the ground-breaking Solaqua 2.1 project.

Renewable energy is in the spotlight. In Malta—an island that is said to enjoy an average of 300 days of sunshine per year—solar power has become mainstream, enabling the country to reach its goal of using 10% renewable energy by 2020. 

But any advantage Malta has in terms of abundant sunshine, it loses through its lack of another vital resource: space. Measuring just 316 km², Malta’s limited surface area means that, beyond the existing photovoltaic (PV) panels installed on rooftops or disused quarries, any land left for larger PV installations is rare and expensive. 

Prof. Luciano Mulѐ Stagno

Prof. Luciano Mulѐ Stagno at the University of Malta believes the answer to this problem lies not on land, but at sea. Malta being surrounded by water, he has proposed that installing solar panels in open water, in offshore floating PV farms, could be as cost-effective and reliable as those on land—an idea that has never progressed beyond the theoretical stage anywhere in the world. 

‘There are many PV projects happening on fresh water everywhere, from China and the UK to France and USA. But none of them are working on open sea,’ explains Mulѐ Stagno. ‘Their PV farms are installed in more sheltered, land-locked waters such as irrigation ponds or lakes, believing that PV farms cannot survive sea conditions. The Solaqua project aims to prove that they can survive, and do so at a comparable cost to land-based PV farms.’ 

When funding was secured from MCST in 2012, the previous Solaqua 1.0 project set about achieving these ambitious aims. Testing various prototypes out at sea, it confirmed that large, floating platforms were viable, cheap to construct, and could produce more power than similar systems on land.

The sea proved beneficial for many reasons. ‘The offshore panels produced around 3% more energy than similar land-based modules simply by being at sea, possibly due to the cooler temperatures at sea and a less dusty environment.’

The success of the first project inspired a second. With this one, the modular raft was designed and tested. ‘Solaqua 2.0 was financed by Takeoff [The University of Malta’s business incubator] in July 2017, with a preliminary design for the platform almost completed. Now discussions are underway about possible patents for the design,’ Mulѐ Stagno elaborates. ‘The ultimate aim is to launch a large farm in Maltese territorial water which, if it meets

Solaqua prototype 4 – testing concept of low cost structure

the cost and power output targets, will be followed by other systems worldwide.’

The Professor and his team (marine structural engineer Dr Federica Strati, systems engineer Ing. Ryan Bugeja, and engineer Martin Grech) are now starting the next phase of the Solaqua project. Before the team builds and launches a full-scale system, they have to conduct a series of rigorous wave tank tests. Using a scale model while mimicking the worst possible sea conditions that the system may encounter, the team will be able to refine the design and optimise power output by testing the effect of water motion, cooling, or even different types of panels. 

‘Through Solaqua 2.1, we hope to reassure investors that the system is viable. Once completed, we will be ready to launch a full-scale system that could be used not only by islands such as Malta, but also in coastal cities around the world which have insufficient land available for PV systems.’  

Investors are being invited to join this project to push for global commercialisation. To reach this stage, several local entities supported the project. The Regulator for Energy and Water Services, with the help of the RIDT (the University of Malta’s Research Trust), invested €100,000 to cover the cost of constructing the scale model, as well as testing, equipment, transport, and engineers. And now that the project is commanding international interest, potential investors are being sought for the half a million euros needed to achieve a full-scale floating solar farm in Maltese waters.

‘This is a homegrown project, in which Malta could be an example to the world,’ explains Mulѐ Stagno. ‘We have already placed Malta at the cutting edge of this research area by being the first to test small systems in the open sea. Now we need to find an investor willing to take the plunge and help us create the world’s first full-scale floating solar farm. With Solaqua, Malta could be at the forefront of a ground-breaking new global industry—one which has the potential to change the way solar power is collected and used the world over.’