JaggedSac said:
libellule said: To understand EVERYTHING about the supposed amazing IA :
french ITW of Peter Molyneux (translated) :
http://translate.google.com/translate?prev=hp&hl=fr&js=n&u=http%3A%2F%2Fwww.gamekult.com%2Farticles%2FA0000077061%2F&sl=fr&tl=en&history_state0=
With regard to artificial intelligence, I suspect that Milo does not really all that said, right? Well, the honest answer - and you know I love being boastful enough to tell you that we have resolved one of the most complex of all time understanding exactly the human voice, but of course it is not the case, otherwise we'd all be billionaires riding in Rolls-Royce in gold - is that Milo does not include the entirety of what you say, it gives you the impression, the illusion, he understands. The way it works - and it is really good that you explain it to all those who continue to believe a hoax - is that we work with a company that specializes in speech recognition called Tellme Networks (acquired by Microsoft in March 2007 editor's note) to build databases of words Milo really understands. The value of these databases is that you can talk to Milo speech without using a split-type "Come, stop, left, right" but rather normal sentences to be analyzed so that Milo can recognize one or more words before to use them. This is the first thing important. The second is that over time Milo makes a profile of the user to assimilate emotions, timbre, tone and nature of her voice to give us clues about the topic of discussion. The third important point is that the controlling party in the conversation you have with Milo: if something happens to Kate - Kate is the dog Milo - just before you begin talking, then it can be assumed without too much risk that the discussion will look at the dog. All those things mixed together with a very complicated thing called neuro-linguistic programming persuade the player that he can really talk to Milo.
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Very nice find. Very interesting. This is basically what I though they were going to be doing.
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You're just too smart! Glad to see this echoes my own post, in that people are seeing too much here, then going 'hoax'! too quickly.
Milo is a trick, and if well employed may be an entertaining trick that can form a good videogame. But, spolier, all games are tricks. They all use clever code to simulate (or perhaps emulate is the better term) aspects of reality to provide a preconceived and controlled experience.
I was very impressed with Milo - but on the other hand he's really just the latest attempt (with better graphics) to cope with a problem from the first days of text based adventure - how do you handle non-structured input?
This whole thing reminds me of a (somewhat) amusing special effects extra I watched from LOTR. In that they noticed, during tests of their A.I. routines for the big battles, than some of the combatants seemed to be showing unusal aspects of intelligence - in that they were running away from the battle as though they'd decided they prefered an artifical life to a short one fighting. Of course once the coders investigated they realised that the A.I. was programmed to run forward and find an enemy then fight. And the figures shown running away indicated where some of the A.I. characters had made it right through the battle and were running frantically in search of another opponent.
Conclusion: be receptive to cool stuff by all means, but think and be sensible about what was shown, what it implies, and the fact it was clearly a controlled environment.