Monday, December 4, 2017

Report from the AI Race Avoidance Workshop, Tokyo


SUMMARY:
  • GoodAI recently organized a workshop in Tokyo on AI Race Avoidance with some of our partners
  • At the workshop we focused on mitigating the main pitfalls of an AI race
  • I have coauthored a new blog post summarizing the outcomes of the workshop
  • The AI Race Avoidance round of the General AI Challenge will launch on 18 January 2018



GoodAI and the AI Roadmap Institute have published a report from the AI Race Avoidance Workshop. In the post we have captured some of the main outcomes of the workshop, which was organized by GoodAI with the help of Araya, and took place in October after the AI and Society Symposium in Tokyo.

During the workshop we intended to:
  • Address the potential pitfalls of a race for transformative AI, where:
    • Key stakeholders, including the developers, may ignore or underestimate safety procedures, or agreements, in favor of faster utilization
    • The fruits of the technology might not be shared by the majority of people to benefit humanity, but only by a selected few
  • Plan for the next round of GoodAI’s General AI Challenge, which will launch on 18 January 2018 and focus on mitigating the risks associated with AI race  


The blog post addresses seven key questions which we discussed


  • How can we better understand the AI race?
  • Is the AI race really a negative thing?
  • Who are the actors involved?
  • What are the incentives to cooperate on AI?
  • How will the race unfold?
  • Why search for an AI race solution publicly?
  • What future do we want?
However, the workshop also opened up many more questions which you can find in the blog appendix.


Next steps


  • We are preparing the AI Race Avoidance round of the General AI Challenge to be launched on 18 January 2018
  • We will continue organizing workshops on AI race mitigation with participation of various international stakeholders
  • We will promote cooperation amongst stakeholders across the globe to ensure safe development of AI  

Thank you for reading this,

Marek Rosa
CEO, Founder Keen Software House
CEO, CTO, Founder GoodAI

For more news:

Space Engineers: www.SpaceEngineersGame.com
Medieval Engineers: www.MedievalEngineers.com
General AI Challenge: www.General-AI-Challenge.org
AI Roadmap Institute: www.RoadmapInstitute.org
GoodAI: www.GoodAI.com
Keen Software House: www.keenswh.com

Personal bio:

Marek Rosa is the CEO and CTO of GoodAI, a general artificial intelligence R&D company, and the CEO and founder of Keen Software House, an independent game development studio best known for their best-seller Space Engineers (2.4mil+ copies sold). Both companies are based in Prague, Czech Republic. 

Marek has been interested in artificial intelligence since childhood. Marek started his career as a programmer but later transitioned to a leadership role. After the success of the Keen Software House titles, Marek was able to personally fund GoodAI, his new general AI research company building human-level artificial intelligence, with $10mil. 

GoodAI started in January 2014 and has grown to an international team of 20 researchers. 

At this time, Marek is developing both Space Engineers and Medieval Engineers as well as daily research and development on recursive self-improvement based general AI architecture.

Thursday, November 23, 2017

Space Engineers Physics & Engineering Contest


SUMMARY:
  • Starting today Nov 23, 2017 and ending on Jan 31, 2018 
  • 6 categories:
    • Engineering Ingenuity
    • Physics Bending
    • “Crash Test” Recreation
    • “Community Creations” Recreation
    • Vanilla Epicness!
    • Modding Epicness!
  • Win Skin Sets & Space Engineers T-Shirts and Hoodies




Hello, Engineers!

Now that the release of our Major Physics Overhaul is in the hands of the community, we’ve decided that it’s time to kick off a new contest with physics and engineering as the focus. It’s been great seeing what people have been able to achieve since this update released so now is your chance to really show everyone what you are capable of! You can read more about last week’s update on my previous blog post.


For those of you who couldn't watch the Major Physics Overhaul developer livestream,
here's the recording:


We are launching the Physics & Engineering Contest today with a number of different categories. The prizes include in-game Skin Sets, Space Engineers T-Shirts, and Space Engineers Hoodies! On top of that, some screenshots may be added to the official loading screens or even printed on canvas and displayed in the KeenSWH offices!


The Screenshot & Loading Screen Competition proved to be successful, we received more than 200 submissions and we picked 12 winners from 4 categories:


This contest will run until the end of January 2018. There will be five categories and each will have three winners.

Entries can be submitted in a number of different formats. Preferably, we want to see mind-blowing videos of your creations but you can also submit workshop worlds and high resolution screenshots.

Across all categories, we want you to capture the original visual styling and feeling of Space Engineers. Please see my blog post for more details and advice on how to achieve this original look that we are looking for. We are working internally to get back to this visual style, both in-game and in marketing/public presentation.

Because we are already in the process of switching to a new sky-box, you can use it as well before it is officially released



General Info

  • Each player can submit 1 entry per category
  • Deadline for submissions is January 31, 2018
  • Tasteful manipulation and enhancement of videos and screenshots through editing software like Premiere, Photoshop and gimp are allowed, as long as the source was in-game.
  • Across all categories, we will be looking at the composition, colors, story and uniqueness of the shot.
  • Screenshots and videos must have a minimum resolution of 1080p but the higher the better! Use the guide below to capture screenshots in a higher resolution than your monitor. 4K and above would be great!
  • Some winners may have their images added as official loading screen or printed onto canvas and used in the KeenSWH offices!
  • By entering the contest, you agree to follow all rules of the contest. If you don't submit according to the rules, you can be disqualified.
  • All entries of the contest become the property of Keen Software House. This means we have the right to use and modify your entries in our game, on social media, on our websites, etc.
  • We reserve the right to modify, cancel, or postpone the contest for any reason.

Prizes

Winners of each category will get to choose complete skin sets of their choice.
  • 1st Place: 3 Skin Sets & Space Engineers T-Shirt & Space Engineers Hoodie
  • 2nd Place: 3 Skin Sets & Space Engineers T-Shirt
  • 3rd Place: 3 Skin Set

What to show?

Even though each category will have different requirements, there a certain aspects that we are looking for across all entries. These include physics, engineering, destruction, deformation, pistons, rotors etc. While an entry does not need to cover all of these aspects, it should have at least one of them being showcased by your design. Space Engineers has some of the most advanced game physics in the industry. You are able to create and engineer things not possible in any other game, and this is what we want to see!

Legendary References


Submission format

(Ordered by preference) - It’s up to you to decide which format to use!
  • Video
  • World (Steam Workshop )
  • Screenshots
    • We encourage users to use our F4 screenshot functionality as it gives much higher resolution screenshots.We have added a screenshot resolution multiplier settings in the in-game options to allow users to take 4K and higher screenshots on lower end systems.


How to submit your creation

  • Send the link with your creation to our email at press@keenswh.com with the subject line “Physics & Engineering Contest”.
  • Please also clearly state which category your submission belongs in and include a link to your Steam profile.
  • Deadline for submissions is January 31, 2018

Evaluation

  • By myself and the Space Engineers team

The Categories


Engineering Ingenuity


Show off your engineering prowess with this category! Solve unsolvable problems… physical puzzles, unbelievable constructions ...most wild physical construction…


Physics Bending


For the second category, we are interested in creations that are not possible under normal physical laws and/or under Space Engineers’ physical laws. Just how crazy can you push the limits of realism?



“Crash Test” Recreation


Recreate scenes of your choice from the “Crash Test” trailer from 9/2013. This category is for people who think they can recreate the legendary scenes from the initial release. The good ol’ days! They don’t necessarily have to look exactly the same as the originals but they must follow the same visual style rules or tell a similar story.



“Community Creations” Recreation


Recreate creations of your choice from the “Community Creations” trailer from 10/2014. This category is for people who think they can recreate the legendary creations from the initial release. The good ol’ days! They don’t necessarily have to look or function exactly the same as the originals but they must follow the same visual style rules or be capable of similar tasks.



Vanilla Epicness!


This category is about creativity! The only rule is to follow the guidelines of our art style guide. You could design a fleet, a planet base, or even just show some epic destruction! We’re always blown away by the creativity of our players, so show us what you can do with our vision!


Modding Epicness!


The 6th and final category is almost identical to one above with the difference being that you can use as many mods as you like! We want to see what you can do when harnessing the full potential of the Steam Workshop and the thousands of mods that exist on the platform.



Space Engineers is still in development.
Everything in the game is subject to change.


If you have any questions or requests, please do not hesitate to contact us, we will do our best to solve your problems.

We would be also very happy if you can submit your feedback at our Space Engineers Steam store page and encourage us to do better. We welcome both positive or negative comments, it helps us to create better game for you.
http://store.steampowered.com/app/244850/Space_Engineers/

Thank you for reading and we look forward to seeing what you can engineer and come up with!


Marek Rosa
CEO, Founder Keen Software House
CEO, CTO, Founder GoodAI


For more news:

Space Engineers: www.SpaceEngineersGame.com
Medieval Engineers: www.MedievalEngineers.com
General AI Challenge: www.General-AI-Challenge.org
AI Roadmap Institute: www.RoadmapInstitute.org
GoodAI: www.GoodAI.com
Keen Software House: www.keenswh.com


Personal bio:

Marek Rosa is the CEO and CTO of GoodAI, a general artificial intelligence R&D company, and the CEO and founder of Keen Software House, an independent game development studio best known for their best-seller Space Engineers (2.4mil+ copies sold). Both companies are based in Prague, Czech Republic. 

Marek has been interested in artificial intelligence since childhood. Marek started his career as a programmer but later transitioned to a leadership role. After the success of the Keen Software House titles, Marek was able to personally fund GoodAI, his new general AI research company building human-level artificial intelligence, with $10mil. 

GoodAI started in January 2014 and has grown to an international team of 20 researchers. 

At this time, Marek is developing both Space Engineers and Medieval Engineers as well as daily research and development on recursive self-improvement based general AI architecture.

Tuesday, November 21, 2017

Medieval Engineers Major Update 0.6: Mechanical Blocks


SUMMARY:
  • Mechanical blocks!
  • New planet with unique biomes and additional resources!
  • Research quests
  • Improvements for animations and performance!

Hello, Engineers!

I have been working with the Medieval Engineers team over the last couple of months to make sure the game fulfills our original vision. This major update is one step towards this goal. It’s full of features like a new planet with new biomes to explore, new resources to mine, new tools to build faster, and mechanical blocks to enhance crafting! You get all of that along with research quests so you can discover more advanced blocks while building and improved character animations so your engineer looks good exploring the world.

If you already own the game, all of this content is free! If you haven’t bought your copy yet, get it today because Medieval Engineers has never been a better value. Other improvements include faster multiplayer code, faster voxel loading, and faster particle effects! See all of this and more in this latest trailer for Medieval Engineers!



Now With Mechanical Block!

As the name alludes, Medieval Engineers now has Mechanical Blocks! You no longer need to mill your wheat and saw your timbers by hand. It’s possible to build machines that will do the work for you with greater speed and efficiency. You can get started with a windmill to provide power and various joints and shafts to connect things together. There is a small selection of crafting blocks available right now. Don’t worry, we are planning to continue adding new crafting blocks to expand the mechanical systems with your feedback and suggestions in mind.


Now With Biomes!

There is a new planet for you to explore in this update of Medieval Engineers. It comes with new terrain and seven distinct biomes! Each one has a unique mix of flora and terrain to create vistas unlike anything you’ve seen before in Medieval Engineers. You can mine precious metals alongside desert mesas, build a stone lodge in the frozen arctic, and farm amongst the hazel trees in the cratered karst landscape. Take a trip across the steppe grasslands and go lumberjacking in the coniferous forests. There’s something new to discover over every mountain!

  

Now With New Resources!

The planetary changes don’t stop with just the scenery. There are additional resources carefully woven into the biomes by our elite team of designers. These include new ores such as tin, copper, silver, and gold that you can discover and mine. You can smelt new types of metal ingots to use or process into alloys. Tools and weapons varying in efficiency and durability based on the metals used to craft them. There is also a new clay material that you can use to craft items like pottery, roof tiles, furnaces, and ovens. With these resources the game finally has the depth and complexity you’ve been asking for, and I think you’ll love it.

 

Now With Research Quests!

The quest system has been whipped into shape by including starting conditions, failure conditions, multiple prerequisite conditions, location finding, and control over what is unlocked for you to build with. All of these have been put to use in the new research system that allows you to unlock knowledge by completing quests in the game. It is a more immersive approach that allows for a natural progression during gameplay and adds a little adventure into your engineer’s progression.
 


Now With Improved Animations!

I recently spent some time working with the team on aesthetic improvements and quality-of-life improvements for characters. These changes should improve the general game experience, especially during early gameplay when you are running around with only the engineer trying to survive. Some of these changes include more complex and polished animations, using tools as weapons (back by popular demand), and first-person camera movement improvements. Other things, like character behavior when trying to climb a hill that is too steep and better particle effects for walking and running, have been polished.



Now with better performance!

Many of the changes in this update perform better than in the past. New player character code, changes to how voxels are updated, and an updated renderer are just a few of the optimizations you will find in 0.6.
  • Player Characters (PC’s): The programmers recently spent a lot of time writing more efficient PC code and along the way they were able to streamline the multiplayer aspect of PC’s as well. The results in trials were, instead of 10-15 characters causing slowdown on a server, it’s now possible to have 30-40 characters running and jumping around at the same time! This opens up a lot of possibilities for the future of Medieval Engineers as well as the immediate benefits to servers that support larger numbers of players and bots.


  • Voxels: We made some changes to voxels that resulted in impressive performance. You'll get into the game faster with reduced loading times and optimized rendering. Changes from mining and voxel hands are immediate.
  • Renderer improvements in VRAGE have much more optimized GPU performance than in the past. All of the particle effects are calculated on the GPU to reduce CPU bottlenecking. Additional render options have given us greater flexibility in the graphics options. There are new extreme settings for high-end graphics cards. Low-end graphics cards will benefit from the new low settings. In testing we’ve seen between 30% and 50% increases on low settings!

Modding changes

There are some great changes for modders including definition merging and definition inclusion. Definition merging makes it possible to modify or append part of a definition without changing the whole definition. This means smaller mods with less conflicts. Definition inclusion allows you to copy one definition into another. This works much like inheritance in programming and it’s not only useful on its own for modders but it’s a giant leap toward supporting mod libraries.  There is a guide on how these work on the Medieval Engineers Wiki.

Character data is now saved on the character itself. Entity components that save on the character now persist between sessions, even in multiplayer. Finally, now that the old MyCharacter class is gone, characters are created by combining entity components. This makes characters much more flexible to work with for both modders and Keen programmers.

Notes

As always; we are leaving the previous version, 0.5.23, as a historical branch that will be available forever. This will be your fail-safe way to play older saves that aren’t compatible with 0.6 or to update those that are.

List of New Features:

  • Mechanical blocks
    • Windmill
    • Sawmill
    • Gristmill
    • Transmission block
  • New planet with unique biomes
    • New resources spread across biomes
    • Additional ores, voxel types, bushes and grasses
    • Planet improved to be more interesting to explore
  • Voxel optimizations
  • Renderer upgrade
  • Multiplayer optimizations
  • Quest system upgrade
  • Research system upgrade
  • Improved character animations and behavior
  • Tools usable as weapons
  • New Tools and Weapons
  • Improved interaction hints design 
  • For Modders:
    • Definition merging and inclusion
    • MyCharacter deletion and componentization
    • Character saving 

Read the full list of new features at http://news.medievalengineers.com/0_6_release/update_0_6
Purchase your copy at http://news.medievalengineers.com/06_prerelease/buymblog

Thank you for reading!

Marek Rosa
CEO, Founder Keen Software House
CEO, CTO, Founder GoodAI


For more news:

Space Engineers: www.SpaceEngineersGame.com
Medieval Engineers: www.MedievalEngineers.com
General AI Challenge: www.General-AI-Challenge.org
AI Roadmap Institute: www.RoadmapInstitute.org
GoodAI: www.GoodAI.com
Keen Software House: www.keenswh.com


Personal bio:

Marek Rosa is the CEO and CTO of GoodAI, a general artificial intelligence R&D company, and the CEO and founder of Keen Software House, an independent game development studio best known for their best-seller Space Engineers (2.4mil+ copies sold). Both companies are based in Prague, Czech Republic. 
Marek has been interested in artificial intelligence since childhood. Marek started his career as a programmer but later transitioned to a leadership role. After the success of the Keen Software House titles, Marek was able to personally fund GoodAI, his new general AI research company building human-level artificial intelligence, with $10mil. 
GoodAI started in January 2014 and has grown to an international team of 20 researchers.