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. 

Of robots and rights

Author: Dr Jackie Mallia

Dr Jackie Mallia

In 2019, Malta will create a National Strategy for Artificial Intelligence or ‘AI’, in order to establish the Country as a hub for investment in AI. Speaking about AI at the Delta Summit late last year, Prime Minister Dr Joseph Muscat stated that ‘not only can we not stop change, but we have to embrace it with anticipation since it provides society with huge opportunities.’ He followed up with similar declarations at the Malta Innovation Summit, also observing that in the future ‘we may reach a stage where robots may be given rights under the law.’ 

This latter statement seemed to generate unease. Reading some of the negative comments posted online, I realised that for many, the mention of ‘AI’ still conjures up images of the Terminator movies. 

Although a machine possessing self-awareness, sentience, and consciousness may take decades to materialise, AI is already pervasive in our lives. Many of us make use of intelligent assistants, be it Amazon’s Alexa or Apple’s Siri. Others use Google Nest to adjust their home’s temperature. Then there are the millions with Netflix accounts whose content is ranked in order of assumed preference. All of it is convenient and all of it is due to AI. But some of the skepticism towards the technology may be warranted. High-profile failures include Google Home Minis allegedly sending their owners’ secretly recorded audio to Google. Facebook’s chatbots, Alice and Bob, developed their own language to conduct private conversations, leading to their shutdown. In addition, there were two well-documented fatal autonomous car accidents in 2018.

AI is still evolving, but at the same time, it is becoming ubiquitous, which leads us to some very important questions. What is happening to the data that such systems are collecting about us? What decisions are the devices taking, and to what extent are we even aware of them? Do we have a right to know the basis upon which such decisions are taken? If a machine’s ‘intelligence’ is based on big data being fed to it in an automated manner, how do we ensure it remains free from bias? Can decisions taken by a machine be explained in a court of law? Who is liable? 

A focus on the regulation of AI is not misplaced. The issues are real and present. But the answer is not to turn away from innovation. Progress will happen whether we want it to or not. Yes, we need ‘to embrace it,’ as Muscat stated, but we must do so in the most responsible way possible through appropriate strategy and optimal legislation.   

Dr Jackie Mallia is a lawyer specialising in Artificial Intelligence and a member of the Government of Malta’s AI Taskforce

Heat for health

Over 10% of the Maltese population lives with type 2 diabetes mellitus. This means the local risk for peripheral arterial disease, the one that usually leads to amputation, is alarmingly high. But now, a team of researchers from the Faculty of Health Sciences (University of Malta) has its hands on a new high-tech camera that can be used to detect foot complications before it’s too late. 

A common symptom of peripheral arterial disease is a gradual temperature increase in a person’s foot. The change is very mild, making it difficult to detect manually. So Dr Alfred Gatt and his team are using the state-of-the-art thermographic FLIR thermal camera to hone in on these temperature variations from type 2 diabetes mellitus.

The camera uses infrared light in the same way a regular camera uses visible light to produce an image. Yes, puppy pictures are still possible, but they definitely won’t look as cute. Its ability to measure emitted heat means it is non-invasive, reducing risks of infection completely. So while the €30,000 price tag may seem high to some, it will save money in the long run.

The applications of this piece of equipment go above and beyond diabetes. It is being used for multiple research projects and contributing to medical knowledge related to other vascular diseases and physiological processes. Its true cost? Priceless.  

Finding the soul in the machine

Swiss artist, documentary filmmaker, and researcher Dr Adnan Hadzi has recently made Malta his home and can currently be found lecturing in interactive art at the University of Malta. He speaks to Teodor Reljic about how the information technology zeitgeist is spewing up some alarming developments, arguing that art may be our most appropriate bulwark against the onslaught of privacy invasion and the unsavoury aspects of artificial intelligence.

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Time to evolve

Urban areas suffer from crippling traffic issues and gross water wastage. The University of Malta could become a living experiment to test innovative solutions to these problems. Words by Natasha Padfield.

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eLeadership—Are we getting it right?

Matthew Gatt, eSkills Malta Foundation

To secure adequate growth and quality jobs, Europe needs eLeaders; people who are capable of driving innovation to capitalise on ICT advances. To identify these opportunities requires good eLeadership skills. Such skills enable people to lead their team towards identifying business models and exploiting key opportunities. This makes the best use of ICT that delivers the objectives of organisations.

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Mutate My Software

Author_mutate

Computer systems run the world and are found in fridges to hospitals. Every application needs testing, which is expensive and time-consuming. Dr Mark Micallef and Dr Christian Colombo from the PEST research group (Faculty of ICT, University of Malta) tells THINK about a new technique which could make testing easier and more consistent. Illustrations by NO MAD.

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Ridiculous Fishing & LUFTRAUSERS

Game Review_Costantino

Ironically, the most popular story about Ridiculous Fishing concerns the clone that copied its core idea. Game cloning, albeit with different graphics, is unfortunately common practice in the mobile games market. Vlambeer were hit hard when a replica of their game was released before the genuine article. Their struggle with Ridiculous Fishing reflected the whole industry’s difficulties: creativity and originality are not always respected. The questions it raised propelled the game’s credibility, but best of all: Ridiculous Fishing is a brilliant piece of design.

Its premises are, indeed, ridiculous: fishing and shooting are combined in one frantic move. You’re an apparently tranquil fisherman that has to make their bait go as deep into the sea as possible while avoiding every obstacle. When you pull it up and fetch your catch, it will subsequently be propelled in the air. At that point, of course, you finish the job by dispatching your catch with miniguns.

This is Vlambeer’s unconventional design style: a deconstruction of old school game genres, namely the classic shoot’em up, where classic tropes are neglected in favor of bizarre game situations. Dribbling through obstacles is reminiscent of 80’s arcade games, while shooting flying targets refers to Nintendo’s classic Duck Hunt. These elements are brilliantly adapted to touchscreen devices, creating a game that is both immediate and deep: the qualities every mobile game wishes to have.

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Screenshot from Ridiculous Fishing

The same ideas inspired LUFTRAUSERS, another take on the shoot’em up genre with a Vlambeer twist. The game presentation is classic: your little fighting jet is pit against hordes of enemies, including powerful battleships. But rather than taking them on one by one, you’ll left to freely roam the skies. You’ll shift from chasing them to running away. Your mission is a matter of endurance, but in the end you will be shot down.

Despite this harsh challenge, LUFTRAUSERS feels free and open. The jet is a joy to control, as the plane can just float around or free fall. In typical Vlambeer fashion, the power ups are much more than simple add-ons, but allow new game possibilities. For example, they can create a slow but tough jet, allowing your jet to perform (and survive) kamikaze attacks. On the other hand, the plane can be made lighter and faster, changing the game into a speed run.

With Ridiculous Fishing and LUFTRAUSERS, the Vlambeer team perfected a design style that mixes over the top ideas with classic elements. The games’ best qualities are probably their ease to learn and play, yet being surprisingly deep. Simple concepts are explored through minimal variations that reveal new possibilities and a well-balanced discovery path for the player.

 


 

Ridiculous Fishing

Platforms: iOS (version tested), Android

Developer: Vlambeer

 

LUFTRAUSERS

Platforms: Microsoft Windows, OS X, Linux, PlayStation 3, PlayStation Vita (version tested), Android

Google’s deepest dreams and nightmares

By Ryan Abela

In Artificial Intelligence, neural networks have always fascinated me. Based on biological concepts similar to human brains, artificial neural networks consist of very simple mathematical functions connected to each other through a set of variable parameters. These networks can solve problems that range from mathematical equations to more abstract concepts such as detecting objects in a photo or recognising someone’s voice.

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Is there really an app for that?

Veronica-stivalaGone are the days when learning a new language meant sitting in a classroom, reading books and practising with classmates. There are language learning apps, programs and games now. But can we really learn a new language just by using this technology? Veronica Stivala finds out. Illustrations by NO MAD.

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