WhyNot?

Gaming & Robots Merge

Category: Technology
Responses: 2 (1 in support, 1 neutral, 0 in opposition)
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Modern gaming software and robotics have become closely linked. To control robots in the real world 10,000 miles away the system requires operating in a virtual world to reduce the real world complexities related to telecommunications.

I think where adaptation between online gamers and the military would excel is the development of robotic systems and interfaces. See JAUS Robotic Interface Standards Instead of a MechWarrior manipulation to destroy other MechWarriors. A MechWarrior could find and disable mines. Do patrols in high-risk areas. Perform many of the things the military needs, but not be allowed to shoot anything. If shooting is required, the military would be alerted and take over the MechWarrior type mechanism.



The main problem with current systems is the feedback cycle time between your desktop computer, the mechanism half way around the world, sensing what is happening, providing a control input, having the device respond, and seeing the result. Even with satellite telemetry there is still several seconds of lag time where your MechWarrior could run over a little kid. But with gaming, we are fighting against a computer opponent. Are the gaming decision making engines advanced enough to operate a vehicle safely for the 3 to 30 second feedback delay the satellite communications presents?



Control can NOT be by video feedback because of the bandwidth available. But in gaming, control is not by video, it is virtual. Only a few hundred bytes represents situational awareness.



I believe the military could provide a vast number of vehicles with a simple manipulator, camera, remote control system, and perhaps other sensors, that people here in the US could manipulate in some other country like Iraq. This would provide extra eyes for the soldiers deployed, allow providing them with support like bringing them supplies and pulling their body out of harms way, and engaging the enemy like blocking their advance or distracting them by throwing rocks at them. The robotic fleet would be a force multiplier by allowing one soldier who is to patrol a relatively large area to have his own personal support team to help watch his back and investigate high-risk situations.



How can an open system of gamers and game software programmers collaborate to provide advanced virtual/real world interfacing and practical products that would help deter gorilla warefare, provide search and rescue support, fight forrest fires, provide increased security, ...?

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Although the idea has theoretical promise there are several problems. Would it be possible for an enemy to seize control and turn the robots against the military, subverting the whole idea? Could you trust the gamers to coordinate properly without some jerks screwing up the operations?

It seems to me that robots would be better under local control with less signal interference and perhaps, to a large degree have enough AI to operate autonomously and thereby be immune from disruptive control.

sand, Oct 22 2006

This is exactly the type of response I was hoping for.

Yes, AI benefits both the gaming and robotic environments. The quickest way to recover part of the research investment is to employ AI developments in games. Then branch into robotics where there is higher liability and further research costs.



As for gamers intentionally being malicious, always possible. But the same AI that can control a robot for 30 seconds unattended, can in a separate application prevent a gamer from participating in a malicious activity; just a higher level of AI control with different inputs and outputs for its virtual world.



The AI control over acceptable interactions would be another layer of control, with human oversight at a macro level. A military oversight commander in a communications bunker would oversee the acceptable interactions and may propose new ones based upon actual military needs to the gaming community. The level of complexity released to the general public would always be a level down from what the premier gamers develop. But as their virtual world engines gain in complexity, so does the released commercial products.