Icat, the Chess Player

Total Page:16

File Type:pdf, Size:1020Kb

Icat, the Chess Player iCat, the Chess Player Evaluating User Enjoyment in a Pervasive Chess Game André Tiago Abelho Pereira Dissertação para obtenção do Grau de Mestre em Engenharia Informática e de Computadores Júri Presidente: Doutor Mário Rui Fonsecas dos Santos Gomes Orientador: Doutora Ana Maria Severino de Almeida e Paiva Vogais: Doutor Carlos António Roque Martinho Doutor Nuno Correia Outubro 2007 Resumo O xadrez é um jogo em que dois oponentes se defrontam frente a frente naquele familiar tabuleiro de 64 quadrados de cores pretas e brancas. O xadrez existe há mais de 1500 anos e sobreviveu a todas as civilizações por onde passou. Durante o desenvolvimento da nossa civilização, o xadrez sempre foi um elemento omnipresente e ao jogá-lo tiramos partido dos muitos benefícios cognitivos que ele nos oferece. Uma das suas variantes, o xadrez computorizado, foi uma das primeiras e mais importantes aplicações da inteligência artificial durante o século XX. O xadrez computorizado melhora o jogo original nalguns aspectos, como por exemplo permitir-nos jogar a qualquer momento contra um adversário de força personalizada. Mas nem tudo no xadrez em computadores é positivo. Ao jogarmos contra um computador não conseguimos ver hesitação ou qualquer emoção no nosso oponente e não temos ao nosso dispor o tabuleiro físico tridimensional a que estamos habituados. Com o objectivo de juntar as vantagens oferecidos pelo xadrez tradicional com as vantagens oferecidas pelo xadrez computorizado recorremos à análise da área de Pervasive Gaming. Esta área consiste em trazer o entretenimento virtual de volta ao mundo real. Podemos utilizar esta área para criar um novo tipo de jogo de xadrez onde misturamos os elementos físicos de um jogo tradicional com os elementos virtuais oferecidos por um jogo de xadrez num computador. Desta maneira conseguimos trazer o xadrez computorizado de volta ao mundo real. Esta tese tem como objectivo analisar se uma experiência de jogo inovadora oferecida por um Pervasive Game de xadrez em que o utilizador joga contra uma personagem sintética com um corpo físico (robô) é mais apreciada pelos utilizadores do que quando estes têm como adversário uma personagem virtual. Para fazer esta avaliação, desenhámos um modelo para jogos de xadrez que utilizem a área de Pervasive Gaming. A partir deste modelo criámos uma aplicação em concreto, a aplicação “iCat, the Chess Player”. Para esta aplicação criámos dois cenários de utilização, um deles com um agente de corpo físico e outro com um agente com o mesmo aspecto mas representado virtualmente num ecrã de computador. Utilizando estes dois cenários fizemos alguns testes preliminares e tirámos conclusões sobre a diferença de satisfação dos utilizadores em cada um. Palavras Chave: Xadrez Computorizado, Xadrez Tradicional, Agente Virtual, Agente Físico, Pervasive Gaming, Satisfação do Utilizador. i ii Abstract Chess is an ancient table-top game in which two opponents battle face-to-face in that familiar black and white 64 square board. For more than 1500 years of history chess has survived every civilization it has touched. There are many positive cognitive effects of chess instructions on today’s students and chess has always been a ubiquitous element during the development of our civilization. One of its heirs, computerized chess, was one of the first artificial intelligence (A.I) research areas and was highly important for the development of A.I. throughout the twentieth-century. Computerized chess outperforms its original game by, for instance, transforming the experience in a one player game by allowing us to play against an opponent of custom strength. On the other hand, in a computerized chess game we cannot see hesitation or any expressed emotion from our opponent and don’t have the controls/representation offered by a physical tridimensional chessboard. In order to take advantage of both computerized chess and traditional chess games we recurred to the emerging field of pervasive gaming. The brief definition of pervasive gaming is to bring computer entertainment back to the real world. By creating a new computerized chess gaming experience that profits by the mix of real and virtual game elements, we can also bring computerized chess back to the real world. This thesis tries to conclude that an innovative pervasive chess gaming experience where the user plays chess against a physically embodied synthetic character, on an electronic chessboard, is more enjoyable than a less pervasive one with a virtually embodied character. To reach this conclusion, we have designed a model for a computerized pervasive chess game and implemented a concrete application that uses that model. With this application we have created two different setups, one with the physical embodiment of the iCat social robot and other with the virtual representation of the same at a computer screen. Using these two different setups we have made some preliminary user tests and pulled out some conclusions about the difference of user enjoyment in both setups. Keywords: Computerized Chess, Pervasive Gaming, Traditional Chess, Embodiment, Virtual Agent, Physical Agent, User Enjoyment. iii iv Acknowledgments In the first place I would like to thank DGT projects for contributing to this research project by providing us with their outstanding DGT electronic chessboard and DGT XL chess clock. With people like Ben Bulsink at DGT projects investing hard at research I believe that in a near future chess technology will have some groundbreaking innovative discoveries in benefit of the chess community. For that I want to reinforce my sincere and deep thanks to DGT projects. I would also like to thanks all the members of the GAIPS group: Thank you, Carlos Martinho for investing your indisputable wisdom at reviewing some parts of my work. João Gonçalves for always being there to help and for introducing iCat to me, we have made a good surgery team when the cat needed us. Thanks to Guilherme Raimundo for your availability to everyone in need and for our enlightening but never-ending discussions. João Dias and Rui Figueiredo for being my next door help. Thank you, Marco Vala for your advices. Thanks Nuno Afonso, Tiago Alves, Rita Simões, Pedro Sequeira, António Brisson, Carolina Torres and Luis Santos for your help. I would like to thank my supervisor Ana Paiva and co-supervisor Rui Prada for letting me go forward with this project as my dissertation and for giving me all the conditions I needed. Without them my life would be different at this time. Thanks to my dear sister Cláudia Pereira and her husband Ricardo Mendes. Finally, I would like to end by giving the most sincere and most special thanks of them all to my girlfriend and partner in this project Iolanda Leite. v vi Contents 1 Introduction…………………………………………………………………………………………………1 1.1 Motivation……………………………………………………………………………………………….1 1.2 Objectives……………………………………………………………………………………………….3 1.3 Outline…………………………………………………………………………………………………...4 2 Related Work……………………………………………………………………………………………….5 2.1 Computerized Chess…………………………………………………………………………………..5 2.1.1 Components……………………………………………………………………………………...5 2.1.1.1 Graphical User Interfaces………………………………………………………………..5 2.1.1.2 Tangible User Interfaces…………………………………………………………………6 2.1.1.3 Chess Engines…………………………………………………………………………….8 2.1.1.4 Chess Engines Examples………………………………………………………………11 2.1.2 Chess Playing Systems……………………………………………………………………….13 2.1.2.1 Battle Chess……………………………………………………………………………..13 2.1.2.2 Chessmaster Series…………………………………………………………………….13 2.1.2.3 Fritz………………………………………………………………………………………14 2.1.2.4 Chessbase……………………………………………………………………………….14 2.1.2.5 Enhanced Playing Boards……………………………………………………………...14 2.2 Pervasive Gaming……………………………………………………………………………………15 2.2.1 Computer Augmented Tabletop Games…………………………………………………….15 2.2.1.1 KnightMage………………………………………………………………………………16 2.2.1.2 Smart Playing Cards……………………………………………………………………17 2.2.2 Affective games………………………………………………………………………………..17 2.2.2.1 Leonardo…………………………………………………………………………………18 2.2.2.2 Smart Toys………………………………………………………………………………18 2.2.2.3 SenToy…………………………………………………………………………………..19 2.2.3 Location-aware games………………………………………………………………………..19 2.2.3.1 CityPoker…………………………………………………………………………………20 2.2.4 Augmented reality games……………………………………………………………………..20 2.2.4.1 Augmented Reality Worms……………………………………………………………..21 2.3 Concluding Remarks…………………………………………………………………………………21 3 Conceptual Model……………………………………………………………………………………….23 3.1 Conceptual Model of a Traditional Table Top Chess Game……………………………………..24 vii 3.1.1 Social Domain…………………………………………………………………………………..24 3.1.2 Physical Domain………………………………………………………………………………..25 3.2 Conceptual Model of a Traditional Computerized Chess Game………………………………...25 3.2.1 Virtual Domain………………………………………………………………………………….26 3.3 Conceptual Model of a Pervasive Chess Game…………………………………………………..26 3.3.1 Advantages of the Previous Models…………………………………………………………27 3.3.2 Pervasive Chess Game Model……………………………………………………………….27 3.3.3 Chess Playing Agent / Opponent…………………………………………………………….28 3.3.4 Social Domain………………………………………………………………………………….28 3.3.5 Virtual Domain………………………………………………………………………………….28 3.3.6 Physical Domain……………………………………………………………………………….29 3.4 Concluding Remarks…………………………………………………………………………………29 4 Application……………………………………………………………………………………………….31 4.1 Pervasive Elements………………………………………………………………………………….32 4.1.1 Chess Playing Agent Embodiment…………………………………………………………..32 4.1.1.1 iCat Robot………………………………………………………………………………..32 4.1.2 Chess Tangible User Interface……………………………………………………………….35 4.1.2.1 DGT Electronic
Recommended publications
  • An Interactive Toy Robot: Learning Through Play By
    AN INTERACTIVE TOY ROBOT: LEARNING THROUGH PLAY BY QIUYAN TANG DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Master of Fine Arts in Art and Design with a concentration in Industrial Design in the Graduate College of the University of Illinois at Urbana-Champaign, 2020 Urbana, Illinois Adviser: Professor William Bullock ABSTRACT The trend in school curriculums increasingly focuses heavily on math and science for younger children (5-11 years old). Unfortunately, the science of the ocean is lacking so although children may be curious about the ocean their knowledge of it is lacking. The Ocean is the heart of our planet and provides many benefits such as food, jobs, life, and recreation. Without it, life on Earth would not exist. While marine life is endangered by garbage and chemical waste people dump in the ocean, the public is not well informed about the severity of the problem. There is a need for more a comprehensive understanding about the ocean and its marine life among the public and particularly among school aged children. A greater understanding of the importance of the ocean and its marine life offers a number of benefits. With knowledge comes understanding and the opportunity to develop empathy and appreciation for other life forms. Knowledge can also empower future leaders to make positive changes in order to protect and use ocean resources wisely. There is probably no better substitute for being there when learning about the environment. While scientists are able to use sea robots to study and explore the ocean directly, most of us including children will never have this opportunity.
    [Show full text]
  • White Knight Review Chess E-Magazine January/February - 2012 Table of Contents
    Chess E-Magazine Interactive E-Magazine Volume 3 • Issue 1 January/February 2012 Chess Gambits Chess Gambits The Immortal Game Canada and Chess Anderssen- Vs. -Kieseritzky Bill Wall’s Top 10 Chess software programs C Seraphim Press White Knight Review Chess E-Magazine January/February - 2012 Table of Contents Editorial~ “My Move” 4 contents Feature~ Chess and Canada 5 Article~ Bill Wall’s Top 10 Software Programs 9 INTERACTIVE CONTENT ________________ Feature~ The Incomparable Kasparov 10 • Click on title in Table of Contents Article~ Chess Variants 17 to move directly to Unorthodox Chess Variations page. • Click on “White Feature~ Proof Games 21 Knight Review” on the top of each page to return to ARTICLE~ The Immortal Game 22 Table of Contents. Anderssen Vrs. Kieseritzky • Click on red type to continue to next page ARTICLE~ News Around the World 24 • Click on ads to go to their websites BOOK REVIEW~ Kasparov on Kasparov Pt. 1 25 • Click on email to Pt.One, 1973-1985 open up email program Feature~ Chess Gambits 26 • Click up URLs to go to websites. ANNOTATED GAME~ Bareev Vs. Kasparov 30 COMMENTARY~ “Ask Bill” 31 White Knight Review January/February 2012 White Knight Review January/February 2012 Feature My Move Editorial - Jerry Wall [email protected] Well it has been over a year now since we started this publication. It is not easy putting together a 32 page magazine on chess White Knight every couple of months but it certainly has been rewarding (maybe not so Review much financially but then that really never was Chess E-Magazine the goal).
    [Show full text]
  • The Evects of Time Pressure on Chess Skill: an Investigation Into Fast and Slow Processes Underlying Expert Performance
    Psychological Research (2007) 71:591–597 DOI 10.1007/s00426-006-0076-0 ORIGINAL ARTICLE The eVects of time pressure on chess skill: an investigation into fast and slow processes underlying expert performance Frenk van Harreveld · Eric-Jan Wagenmakers · Han L. J. van der Maas Received: 28 November 2005 / Accepted: 3 July 2006 / Published online: 22 December 2006 © Springer-Verlag 2006 Abstract The ability to play chess is generally Introduction assumed to depend on two types of processes: slow processes such as search, and fast processes such as One of the important challenges for cognitive science is pattern recognition. It has been argued that an increase to shed light on the processes that underlie expert in time pressure during a game selectively hinders the decision making. Across a wide range of Welds such as ability to engage in slow processes. Here we study the medical decision making and engineering, it has been eVect of time pressure on expert chess performance in shown that expertise involves both slow processes order to test the hypothesis that compared to weak such as selective search and fast processes such as the players, strong players depend relatively heavily on recognition of meaningful patterns (e.g., Ericsson & fast processes. In the Wrst study we examine the perfor- Staszewski 1989). This distinction between fast and slow mance of players of various strengths at an online chess processes is very applicable to the game of chess and server, for games played under diVerent time controls. therefore research on chess is of considerable impor- In a second study we examine the eVect of time con- tance for the understanding of expert performance.
    [Show full text]
  • Kids & the Connected Home
    KIDS & THE CONNECTED HOME: PRIVACY IN THE AGE OF CONNECTED DOLLS, TALKING DINOSAURS, AND BATTLING ROBOTS DECEMBER 2016 Acknowledgements Future of Privacy Forum (FPF) and Family Online Safety Institute (FOSI) would like to thank the participants and attendees of "Kids and the Connected Home" (July 20, 2016), as well as the following individuals who contributed to the research and analysis in this paper: Carolina Alonso, Legal & Policy Fellow, Future of Privacy Forum Stacey Gray, Policy Counsel, Future of Privacy Forum Emma Morris, Global Policy Manager, Family Online Safety Institute Jennifer Hanley, Director, Legal & Policy Family Online Safety Institute Steven Anderson, Legal Intern, Future of Privacy Forum Hengyi Jiang, Legal Intern, Future of Privacy Forum Emily S. Tabatabai, Of Counsel, Orrick Herrington & Sutcliffe TABLE OF CONTENTS Executive Summary ............................................................................................................................................... 1 I. The Landscape: Connected Toys Are Increasingly Popular and Often Use Children's Data to Enable Interactive Play ................................. ....................................................................................................... 2 Connected Toys Differ from Other Toys Because They Collect, Use, and Share Data Via the Internet. ................................ ................................................................................................................ 2 Connected Toys Use a Variety of Technical Methods
    [Show full text]
  • Elo World, a Framework for Benchmarking Weak Chess Engines
    Elo World, a framework for with a rating of 2000). If the true outcome (of e.g. a benchmarking weak chess tournament) doesn’t match the expected outcome, then both player’s scores are adjusted towards values engines that would have produced the expected result. Over time, scores thus become a more accurate reflection DR. TOM MURPHY VII PH.D. of players’ skill, while also allowing for players to change skill level. This system is carefully described CCS Concepts: • Evaluation methodologies → Tour- elsewhere, so we can just leave it at that. naments; • Chess → Being bad at it; The players need not be human, and in fact this can facilitate running many games and thereby getting Additional Key Words and Phrases: pawn, horse, bishop, arbitrarily accurate ratings. castle, queen, king The problem this paper addresses is that basically ACH Reference Format: all chess tournaments (whether with humans or com- Dr. Tom Murphy VII Ph.D.. 2019. Elo World, a framework puters or both) are between players who know how for benchmarking weak chess engines. 1, 1 (March 2019), to play chess, are interested in winning their games, 13 pages. https://doi.org/10.1145/nnnnnnn.nnnnnnn and have some reasonable level of skill. This makes 1 INTRODUCTION it hard to give a rating to weak players: They just lose every single game and so tend towards a rating Fiddly bits aside, it is a solved problem to maintain of −∞.1 Even if other comparatively weak players a numeric skill rating of players for some game (for existed to participate in the tournament and occasion- example chess, but also sports, e-sports, probably ally lose to the player under study, it may still be dif- also z-sports if that’s a thing).
    [Show full text]
  • Bold Experiment YOUR NEW YEAR’S RESOLUTION: OVERCOME CHESS HOARDING!
    Bold Experiment YOUR NEW YEAR’S RESOLUTION: OVERCOME CHESS HOARDING! Maurice JANUARY 2015 & Ashley Amy Lee’s Bold Experiment FineLine Technologies JN Index 80% 1.5 BWR PU JANUARY A USCF Publication $5.95 01 GM Wesley So and a friendly spectator hold up his winner’s check. 7 25274 64631 9 IFC_Layout 1 12/10/2014 11:28 AM Page 1 SLCC_Layout 1 12/10/2014 11:50 AM Page 1 The Chess Club and Scholastic Center of Saint Louis is preparing for another fantastic year! 2015 U.S. Championship 2015 U.S. Women’s Championship 2015 U.S. Junior Closed $10K Saint Louis Open GM/IM Title Norm Invitational 2015 Sinquefi eld Cup $10K Thanksgiving Open www.saintlouischessclub.org 4657 Maryland Avenue, Saint Louis, MO 63108 | (314) 361–CHESS (2437) | [email protected] NON-DISCRIMINATION POLICY: The CCSCSL admits students of any race, color, nationality, or ethnic origin. THE UNEXPECTED COLLISION OF CHESS AND HIP HOP CULTURE 2&72%(5r$35,/2015 4652 Maryland Avenue, Saint Louis, MO 63108 (314) 367-WCHF (9243) | worldchesshof.org Photo © Patrick Lanham Financial assistance for this project With support from the has been provided by the Missouri Regional Arts Commission Arts Council, a state agency. CL_01-2014_masthead_JP_r1_chess life 12/10/2014 10:30 AM Page 2 Chess Life EDITORIAL STAFF Chess Life Editor and Daniel Lucas [email protected] Director of Publications Chess Life Online Editor Jennifer Shahade [email protected] Chess Life for Kids Editor Glenn Petersen [email protected] Senior Art Director Frankie Butler [email protected] Editorial Assistant/Copy Editor Alan Kantor [email protected] Editorial Assistant Jo Anne Fatherly [email protected] Editorial Assistant Jennifer Pearson [email protected] Technical Editor Ron Burnett TLA/Advertising Joan DuBois [email protected] USCF STAFF Executive Director Jean Hoffman ext.
    [Show full text]
  • Thf SO~Twarf Toolworks®Catalog SOFTWARE for FUN & INFORMATION
    THf SO~TWARf TOOlWORKS®CATAlOG SOFTWARE FOR FUN & INFORMATION ORDER TOLL FREE 1•800•234•3088 moni tors each lesson and builds a seri es of personalized exercises just fo r yo u. And by THE MIRACLE PAGE 2 borrowi ng the fun of vid eo ga mes, it Expand yo ur repertoire ! IT'S AMIRAClf ! makes kids (even grown-up kids) want to The JI!/ irac/e So11g PAGE 4 NINT!NDO THE MIRACLE PIANO TEACHING SYSTEM learn . It doesn't matter whether you 're 6 Coflectioll: Vo/11111e I ~ or 96 - The Mirttcle brings th e joy of music adds 40 popular ENT!RTA INMENT PAGE/ to everyo ne. ,.-~.--. titles to your The Miracle PiC1110 PRODUCTI VITY PAGE 10 Tet1dti11gSyste111, in cluding: "La Bamba," by Ri chi e Valens; INFORMATION PAGElJ "Sara," by Stevie Nicks; and "Thi s Masquerade," by Leon Russell. Volume II VA LU EP ACKS PAGE 16 adds 40 MORE titles, including: "Eleanor Rigby," by John Lennon and Paul McCartney; "Faith," by George M ichael; Learn at your own pace, and at "The Girl Is M in e," by Michael Jackson; your own level. THESE SYMBOLS INDICATE and "People Get Ready," by C urtis FORMAT AVAILABILITY: As a stand-alone instrument, The M irt1de Mayfield. Each song includes two levels of play - and learn - at yo ur own rivals the music industry's most sophis­ playin g difficulty and is full y arra nged pace, at your own level, NIN TEN DO ti cated MIDI consoles, with over 128 with complete accompaniments for a truly ENTERTAINMENT SYST!M whenever yo u want.
    [Show full text]
  • Comprehensive Security Analyses of a Toys-To-Life Game and Possible Countermeasures Master Thesis - July 2016
    Comprehensive security analyses of a toys-to-life game and possible countermeasures Master thesis - July 2016 Author Kevin Valk Radboud University [email protected] Supervisor Supervisor Second reader Robert Leyland Lejla Batina Eric Poll Radboud University Radboud University [email protected] [email protected] Abstract This thesis aims at modeling important attacks on a toys-to-life game using attack-defense trees. Using these trees, different practical attacks are executed to verify the current coun- termeasures and find possible new exploits. One critical exploit led to a binary dump of the firmware, which made it possible to reverse the key derivation algorithm. This led to breaking the security layer that protected the toys. With the key derivation algorithm known, toys could be forged for under a dollar and made it possible to search for unreleased toys and variants. Given the possible attacks, numerous countermeasures are presented to protect games against these attacks and improve general security. The foremost countermeasure is the addi- tion of digital signatures to the toys. This countermeasure makes it infeasible to forge toys. However, this does not stop 1-on-1 clones, but concepts are explored to protect against 1-on-1 clones in the future using Physical Unclonable Function (PUF). 1 Contents 1 Introduction 4 2 Background 5 2.1 Attack Trees.......................................5 2.1.1 Basic attack-defense trees............................5 2.1.2 Quantitative analysis...............................6 2.2 Public-key cryptography.................................6 2.3 Near Field Communication...............................7 2.3.1 MIFARE Classic.................................7 2.3.2 MIFARE Classic knockoff tags.........................8 3 Threat model 10 4 Attacks 14 4.1 Proxmark III......................................
    [Show full text]
  • Newagearcade.Com 5000 in One Arcade Game List!
    Newagearcade.com 5,000 In One arcade game list! 1. AAE|Armor Attack 2. AAE|Asteroids Deluxe 3. AAE|Asteroids 4. AAE|Barrier 5. AAE|Boxing Bugs 6. AAE|Black Widow 7. AAE|Battle Zone 8. AAE|Demon 9. AAE|Eliminator 10. AAE|Gravitar 11. AAE|Lunar Lander 12. AAE|Lunar Battle 13. AAE|Meteorites 14. AAE|Major Havoc 15. AAE|Omega Race 16. AAE|Quantum 17. AAE|Red Baron 18. AAE|Ripoff 19. AAE|Solar Quest 20. AAE|Space Duel 21. AAE|Space Wars 22. AAE|Space Fury 23. AAE|Speed Freak 24. AAE|Star Castle 25. AAE|Star Hawk 26. AAE|Star Trek 27. AAE|Star Wars 28. AAE|Sundance 29. AAE|Tac/Scan 30. AAE|Tailgunner 31. AAE|Tempest 32. AAE|Warrior 33. AAE|Vector Breakout 34. AAE|Vortex 35. AAE|War of the Worlds 36. AAE|Zektor 37. Classic Arcades|'88 Games 38. Classic Arcades|1 on 1 Government (Japan) 39. Classic Arcades|10-Yard Fight (World, set 1) 40. Classic Arcades|1000 Miglia: Great 1000 Miles Rally (94/07/18) 41. Classic Arcades|18 Holes Pro Golf (set 1) 42. Classic Arcades|1941: Counter Attack (World 900227) 43. Classic Arcades|1942 (Revision B) 44. Classic Arcades|1943 Kai: Midway Kaisen (Japan) 45. Classic Arcades|1943: The Battle of Midway (Euro) 46. Classic Arcades|1944: The Loop Master (USA 000620) 47. Classic Arcades|1945k III 48. Classic Arcades|19XX: The War Against Destiny (USA 951207) 49. Classic Arcades|2 On 2 Open Ice Challenge (rev 1.21) 50. Classic Arcades|2020 Super Baseball (set 1) 51.
    [Show full text]
  • Tech Toys Safety Guide
    Your resource for keeping kids safe in a tech-connected world. From Wi-Fi connected talking dinosaurs to build-your-own superhero gear, “smart” toys have hit the market hard. In 2017, the global smart toys market reached $7.78 billion, and it’s expected to grow at a 15.5% compound annual growth rate by 2025. That’s a lot of intelligence. But just what kind of data are these toys keeping track of? And is it safe? While there are plenty of physical safety hazards to consider with children’s toys—such as your kid choking on a small part—this guide focuses on how to keep your child’s information safe in an increasingly connected world. So what exactly are tech toys, anyway? Seems everything’s smart these days—and the toy market is no different. Smart toys, or tech toys, are children’s play devices equipped with internet connectivity, interactive technology, or artificial intelligence. These connected toys can adapt and grow with your child and offer a playful, often educational, alternative to the sandbox. Whereas smart toys for adults might look like a virtual reality gaming system or a learning thermostat (for the true grown-ups), smart toys for kids might be a Siri-enabled teddy bear or a code-savvy monster truck. You can even buy your teen (or first-grader!) a robot that’ll help teach them programming basics. In this market, there’s a little something for almost every kid from 3 to 13—or, well, 27. What data can companies glean from my kid’s smart toy? Big tech companies—including Facebook, YouTube, and Google—collect data at near-alarming rates.
    [Show full text]
  • AI from a Game Player Perspective Eleonora Giunchiglia Why?
    AI from a game player perspective Eleonora Giunchiglia Why? David Churchill, professor at Memorial University of Newfoundland: ``From a scientific point of view, the properties of StarCraft are very much like the properties of real life. [. .] We’re making a test bed for technologies we can use in the real world.’’ This concept can be extended to every game and justifies the research of AI in games. Connections with MAS A multiagent system is one composed of multiple interacting software components known as agents, which are typically capable of cooperating to solve problems that are beyond the abilities of any individual member. This represents by far a more complex setting than the traditional 1vs1 games à only in recent years they were able to study games with multiple agents. In this project we traced the path that led from AI applied to 1vs1 games to many vs. many games. The very first attempts The very first attempts were done even before the concept of Artificial intelligence was born: 1890: Leonardo Torres y Quevedo developed an electro-mechanical device, El Ajedrecista, to checkmate a human opponent’s king using only its own king and rook. 1948: Alan Turing wrote the algorithm TurboChamp. He never managed to run it on a real computer. The very first attempts 1950: Claude Shannon proposes the Minimax algorithm. Shannon proposed two different ways of deciding the next move: 1. doing brute-force tree search on the complete tree, and take the optimal move, or 2. looking at a small subset of next moves at each layer during tree search, and take the “likely optimal” move.
    [Show full text]
  • The Augmented Knight's Castle Playset
    The Augmented Knight’s Castle – Integrating Mobile and Pervasive Computing Technologies into Traditional Toy Environments Matthias Lampe and Steve Hinske Institute for Pervasive Computing, ETH Zurich, CH-8092 Zurich, Switzerland {lampe, steve,hinske}@inf.ethz.ch Abstract. The Augmented Knight’s Castle is an augmented toy environment that enriches the children’s pretend play by using background music, sound effects, verbal commentary of toys, and different forms of tactile and visual feedback in reaction to the children’s play. Moreover, interactive learning experiences can be integrated into the play (e.g. to teach songs and poems or to provide the child with facts about the Middle Ages). We describe the different possibilities that are realized in our augmented playset, based on various mobile and pervasive computing technologies. Radio frequency identification (RFID) technology is used to automatically and unobtrusively identify toys in the playset. Mobile phones and “smart toys” equipped with sensors and RFID readers are introduced into the playset to enhance the play and to provoke further interaction. 1 Introduction Playing with toys is an essential part of the childhood. Besides being a recreational amusement and pure fun, playing also serves as an important function for the psychological, physiological and social development of a child [1, 2]. To further support creativity and inspire the fantasy of children, traditional toys can be enriched by adding multimedia content to them. The ideal entertainment experience then comes from the combination of physical experience, virtual content, storytelling and the imagination of the user [3]. By adding audio components and visual and tactile feedback to a traditional toy playset, we created an entertaining and exciting multimedia playground that fosters the children’s pretend play and offers ideal possibilities of integrating interactive learning experiences (see Fig.
    [Show full text]