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Microsoft

Microsoft Research Takes On Go 175

mikejuk writes "Microsoft Research has used F# and AI to implement a consumer-quality game of Go — arguably the most difficult two-person game to implement. They have used an interesting approach to the problem of playing the game, which is a pragmatic cross between tree search with pruning and machine learning to spot moves with a 'good shape.' The whole lot has been packaged into an XNA-based game with a story."
Classic Games (Games)

Pac-Man's Ghost Behavior Algorithms 194

An anonymous reader writes "This article has a very interesting description of the algorithms behind the ghosts in Pac-Man. I had no idea about most of this information, but that's probably because it's difficult to study the ghosts when I die every 30 seconds. Quoting: 'The ghosts are always in one of three possible modes: Chase, Scatter, or Frightened. The "normal" mode with the ghosts pursuing Pac-Man is Chase, and this is the one that they spend most of their time in. While in Chase mode, all of the ghosts use Pac-Man's position as a factor in selecting their target tile, though it is more significant to some ghosts than others. In Scatter mode, each ghost has a fixed target tile, each of which is located just outside a different corner of the maze. This causes the four ghosts to disperse to the corners whenever they are in this mode. Frightened mode is unique because the ghosts do not have a specific target tile while in this mode. Instead, they pseudorandomly decide which turns to make at every intersection.'"
PlayStation (Games)

USAF Unveils Supercomputer Made of 1,760 PS3s 163

digitaldc writes with this excerpt from Gamasutra: "The Air Force Research Laboratory (AFRL) has connected 1,760 PlayStation 3 systems together to create what the organization is calling the fastest interactive computer in the entire Defense Department. The Condor Cluster, as the group of systems is known, also includes 168 separate graphical processing units and 84 coordinating servers in a parallel array capable of performing 500 trillion floating point operations per second (500 TFLOPS), according to AFRL Director of High Power Computing Mark Barnell."
Patents

8-Year-Old Receives Patent 142

Knile writes "While not the youngest patent recipient ever (that would be a four year old in Texas), Bryce Gunderman has received a patent at age 8 for a space-saver that combines an outlet cover plate with a shelf. From the article: '"I thought how I was going to make a lot of money," Bryce said about what raced through his brain when he received the patent.'"
Games

Too Much Multiplayer In Today's Games? 362

hornedrat writes "Gamepro discusses the idea that modern games put too much emphasis on multiplayer, and that players aren't as concerned about it as developers think. 'The current environment encourages developers to unnecessarily toss multiplayer into their games without caring about it — or even considering whether anyone will bother playing it. It’s like they're checking an invisible quota box that demands multiplayer's inclusion.' Personally I agree that too much emphasis is placed on competitive multiplayer. I play online, but only with my brother in games that allow co-operative modes, like Rainbow Six: Vegas and ARMA 2. 'My point isn't that developers shouldn't try and conquer Halo or Call of Duty. We'd never have any progress in this industry if developers didn't compete. Game companies, however, should think carefully about what they want their games to be, and more important, gamers should consider what they want. If a developer wants to eclipse Halo, then by all means, pour that effort into a multiplayer mode that's different.' I would be interested to know how many gamers really care about the multiplayer components of the games they buy."
Businesses

BioWare On Why Making a Blockbuster Game Is a Poor Goal 192

BioWare co-founder Greg Zeschuk spoke at the 2010 Develop Conference about the current focus within the video game industry on making huge, blockbuster titles, and why that is the wrong approach. Quoting Gamasutra's coverage: "'While blockbuster game creation is everything that most game developers working today growing up wanted to do, it's precisely the wrong thing to chase in gaming's contemporary landscape.' Risk-taking from publishers and investors has dramatically declined in recent times, the Mass Effect and Dragon Age studio-runner noted: 'As a result, innovation and creativity [are] being squeezed. Where the bottom of the market had dropped out at one point, now it’s the middle of the market has dropped out. Unless you can be in the top ten releases at one given time, it's unlikely that a triple-A game is going to make money.'" Zeschuk also commented that consoles aren't necessarily the future of game platforms, and that BioWare is experimenting with smaller scale MMO development in addition to working on their much larger upcoming Star Wars title.
Games

How Game Gimmicks Break Immersion 228

The Moving Pixels blog has brief discussion of how gimmicky game mechanics often break a player's sense of immersion, making it painfully obvious that he's simply jumping through carefully planned hoops set up by the developers. The author takes an example from Singularity, which has a weapon that can time-shift objects between a pristine, functional state and a broken, decayed state. Quoting: "The core issue with this time control device is that it's just not grand and sweeping enough. It doesn't feel like it's part of a world gone mad. Instead it's just a gameplay tool. You can only use it on certain things in certain places. You can 'un-decay' this chalkboard but not that desk. You can dissolve that piece of cover but not most of the walls in the game. The ultimate failure of such cheap tricks is that they make the game world less immersive rather than more compelling. The world gets divided into those few things that I can time shift, that different set of things I can levitate, and that majority of things that I can't interact with at all. ... I'm painfully aware that all that I'm really doing is pushing the right button at the right place and time. Sure, that's what many games are when you get down to it, but part of the artistry of game design comes from trying to hide this fact."
The Military

US Navy Considering Wii Fit and DDR For Boot Camp 104

almehdaaol writes "New military recruits are coming in physically heavier and out of shape, so the US Navy has decided to take an interesting course of action by creating a new training regimen inspired by the fitness-centric Wii Fit and Dance Dance Revolution." This comes alongside a report confirming some of the BS we told our parents when we were growing up: "Bavelier said playing the kill-or-be-killed games can improve peripheral vision and the ability to see objects at dusk, and the games can even be used to treat amblyopia, or lazy eye, a disorder characterized by indistinct vision in one eye. She said she believes the games can improve math performance and other brain tasks."
Intel

The Big Technical Mistakes of History 244

An anonymous reader tips a PC Authority review of some of the biggest technical goofs of all time. "As any computer programmer will tell you, some of the most confusing and complex issues can stem from the simplest of errors. This article looking back at history's big technical mistakes includes some interesting trivia, such as NASA's failure to convert measurements to metric, resulting in the Mars Climate Orbiter being torn apart by the Martian atmosphere. Then there is the infamous Intel Pentium floating point fiasco, which cost the company $450m in direct costs, a battering on the world's stock exchanges, and a huge black mark on its reputation. Also on the list is Iridium, the global satellite phone network that promised to make phones work anywhere on the planet, but required 77 satellites to be launched into space."

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