Friday, April 3, 2020

What would you do if you had no fear?

Listen to Across The Mountains from Alexander the Great movie while reading this article.

I want to ask you a simple question: What would you do if you had no fear?

And I don't mean what would you do if you didn’t care about the outcome.

I am asking how would your decisions differ if you didn't have that little voice in your head telling you it won't work, it’s going to hurt, or what are people going to say?

What if you simply lacked this internal dialogue of self absorbed doubt and imagined consequence? What if you could act, without succumbing to manifested fears?

Image credit: Ecopetit
My proposal to you:

  1. Write down all of the things that you want to do, but fear is holding you back.
  2. Every day, act as if you had no fear, and do one thing from the list (simply chose to ignore your fear, because it doesn’t exist)
  3. After a few days, you are going to notice that you act on reason, not fear. You build confidence. You become a free person! Without fear, you can accomplish anything! You live your dreams!

Imagine a society where people don't tailor their actions to their fears, but decide freely what they want to achieve. Fear is no longer clouding their decisions. This is a much stronger society and I want to be part of it!

Leave your thoughts in the comments: What would you do if you had no fear?

Thank you for reading this article & Share it with your friends.

Best,
Marek

Thank you for reading this blog!

Best,
Marek Rosa
CEO, Creative Director, Founder at Keen Software House
CEO, CTO, Founder at GoodAI

For more news:
Space Engineers: www.SpaceEngineersGame.com
Keen Software House: www.keenswh.com
Medieval Engineers: www.MedievalEngineers.com
GoodAI: www.GoodAI.com
General AI Challenge: www.General-AI-Challenge.org


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 its best-seller Space Engineers (4+ million copies sold). Both companies are based in Prague, Czech Republic.

Marek has been interested in artificial intelligence since childhood. He 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.

GoodAI started in January 2014 and has over 30 research scientists, engineers, and consultants working across its Research and Applied teams.

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

Thursday, March 19, 2020

Space Engineers: New Planet Triton, Visual Scripting Tool Overhaul & Frostbite Pack

SUMMARY:
  • New Planet: Triton
  • Visual Scripting Tool update
  • Frostbite Pack (Premium)
  • Xbox News - release April 15
  • Optimizations + Improved Controller Support for PC Version
  • FAQs


Hello, Engineers!

Here we go with the first major update of 2020, I hope you’ll enjoy it.

What will you find in this update?



Free Content

Visual Scripting Tool overhaul

This is the first overhaul of the Visual Scripting Tool since March, 2016. VST is used to create scripted scenarios like our The First Jump or Frostbite. It is provided to our players to allow them create their own campaigns, stories and more complex experience than it is possible with modding and programmable blocks.

This tool’s UI has been redone and major bugs in Visual Scripting Tool, as well as the scripting engine, have been fixed. Additionally, there have been many user-friendly and quality of life features that have been added, such as the start workspace, run scenario from the editor, and migration to WPF. Lastly, there have been stability and reliability improvements, plus a splash screen and new icons have been added.



Start workspace

To make your decision easier when starting the tool, we created dialog called Start workspace. It contains the most used ways how to create or load visual scripting project and it does all settings for you.



Usability
  • Run scenario directly from VST
  • Undo / Redo
  • UI preventing you to create invalid script
  • Strong connection type compatibility check
  • Graph ported to WPF, dragging and zooming performance improvements
  • Keyboard shortcuts for all nodes
  • New Delay node
  • Local communication with running game
    • World outliner
    • Relevant suggested entity names, triggers and IDs
  • Right click options for nodes
  • Search through all nodes and their properties
  • Improved code viewer with syntax highlight and search function
  • Comment node font, color and size properties
World Outliner
  • Create and delete waypoints from VST
  • Manage their folder structure
  • Set up their visibility and freeze flag
UI changes and improvements
  • New icons
  • Colorized connections by type
  • New splashcreen

We are very excited to see what our community does with this powerful tool!  
You can find full guide on our webpage: https://www.spaceengineersgame.com/visual-scripting-tool.html

Small Hydrogen Tank

The Hydrogen Tank was added in Update 01.105, and we’re pleased to announce that players will now be able to enjoy a small version of this block, the Small Hydrogen Tank.




Triton Planet

A handcrafted planet created for the Space Engineers community, which features a breathtaking snowy and frozen landscape, that players can explore and build across.



   
Scripted Weather Effects

We are very fortunate to have such a creative and driven modding community. We recently had the opportunity to work closely with a member of that community, the incredibly talented Jakaria. The result is Scripted Weather, which you can experience now, in the new Frostbite scenario!

Our new Frostbite mission contains the first Scripted Weather in Space Engineers!

Scripted Weather can be run from the command line. Anyone with creative rights (or Admin) can enable it.
We would love to hear your feedback on Scripted Weather!


The Frostbite Pack

Similar to our previous major releases, we decided to give you an opportunity to support the further development of Space Engineers. We have created a pack which consists of cosmetic items and the Frostbite scenario designed to enrich your game visually. None of the things in the package brings any advantage to players who purchase this DLC. The price of the Frostbite Pack is $3.99 USD, or your regional Steam equivalent, so if you wish to support us, check out the Frostbite Pack

The package includes the following items: 
  • Frostbite Scenario
  • Antenna Dish
  • 6 Dead Engineer Models
  • Gate
  • Offset door
  • Frozen Armor Skin
  • 7 LCD Posters



Frostbite Scenario

You are a member of a salvage crew, which has been tasked by a mysterious client to acquire something extremely valuable (yet unknown) on Triton. Play solo or with up to four players; explore this moon’s frigid landscape and remarkable architecture, and overcome numerous engineering challenges as you uncover this world’s secrets. The scenario gives you several hours of gameplay. Please note, the Frostbite Scenario is in English only.



Dead Engineers
Antenna Dish
Gate
Frozen Armor Skin
Offset Doors
LCD Posters

All the items in the pack are cosmetic only. We’ll be more than happy if you will send us the screenshots of how you used the items from the pack in the game. We will post the most creative ones on our social media.

We’d also like to thank several members of the Space Engineers community, who contributed voice-over recordings for the new Frostbite scenario:

FAQ

Q: Why are you releasing another DLC? 
A: Releasing another DLC gives us the opportunity to explore new ideas and provide more unique content the community wants. We are very excited to present you with the new Frostbite DLC. All players will be able to interact with the blocks, but only those who own the pack will be able to build them. Additionally, all players will have access to the new planet, Triton, but only those who purchase the Frostbite Pack will be able to play the new scenario.

Q: Should we now expect that we will get a new DLC every three months? 
A: Free and paid content releases support the continued development of Space Engineers, as well as bringing new things to the game. All paid DLCs are not pay-to-win, but rather cosmetic. We think this is the right way to bring interesting content to the game and keep the game improving.

Q: Can we expect some special promotions in the future?
A: We are always looking at new ways to bring Space Engineers to a wider audience. Special promotions are good opportunities for this. We have a number of exciting promotions planned for the future, which includes both game and DLC content!


News about the Space Engineers Xbox One Version

The Xbox One version of Space Engineers will be released on April 15th. You can find more information about it in my other blog post, but you can already pre-order the game now and you will get access to the game four days prior to the official release. We are also running the public test in March, so stay tuned for more news!   



How has the Xbox version contributed to the PC version?


PC players will also benefit from the massive optimizations that our team performed on the Xbox version, especially the dedicated server users who are playing in a big world. 

All the optimizations are being released on the PC version in one of the upcoming releases.

Here are some interesting numbers I’d like to share with you.

Before optimizations - The graph shows the measurements for campaign Mission 3 - Ruined Camp, on old Xbox on original (unoptimized) code version. The green line represents the sim speed 1.0. 
After optimizations - The above graph from the same campaign on the same Xbox kit, but running on an optimized code version. The game runs more than 5 times faster than before. This was possible thanks to enormous work by our team who did an awesome job!


Merchandising

We would like to remind you that our fantastic Space Engineers merchandise is available at the Keen Software House E-shop

Our shop has many designs to choose from and it’s easy to use.



What’s next?

We plan to release the Xbox One version of the game and then continue with major updates for the PC version of Space Engineers.

If you enjoy this update, please consider writing a review.

Looking at our upcoming plans, our main focus is going to be the Xbox One version of Space Engineers.

If you want to let me know your feedback please get in touch via my personal email address marek.rosa@keenswh.com, or use our Keen Software House support site. I welcome all of the feedback we receive and we will use it to learn and provide better services to our players.


Hiring

If you’re interested in working on awesome games like Space Engineers, we’d love to hear from you!
Check out the open positions at Keen Software House here: https://www.keenswh.com/jobs.html and don’t forget to send us your English CV/resume and cover letter.

Please note: while we prefer candidates who are able to live and work in Prague, Czech Republic, we are open to working remotely with candidates who are applying for senior positions.



Thank you for reading this blog!

Best,
Marek Rosa
CEO, Creative Director, Founder at Keen Software House
CEO, CTO, Founder at GoodAI

For more news:
Space Engineers: www.SpaceEngineersGame.com
Keen Software House: www.keenswh.com
Medieval Engineers: www.MedievalEngineers.com
GoodAI: www.GoodAI.com
General AI Challenge: www.General-AI-Challenge.org


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 its best-seller Space Engineers (4 million copies sold). Both companies are based in Prague, Czech Republic.

Marek has been interested in artificial intelligence since childhood. He 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.

GoodAI started in January 2014 and has over 30 research scientists, engineers, and consultants working across its Research and Applied teams.

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

Tuesday, March 17, 2020

Medieval Engineers - Update & Leaving Early Access


SUMMARY:
  • Medieval Engineers News 
  • Current Update  
  • Leaving Early Access 
  • FAQ


Hello, Engineers!

Today’s blog post is about the status of Medieval Engineers.

Coming back to where it all began, Medieval Engineers was our fourth project. We kicked it off at the beginning of 2014 and we announced the project in January 2015. We established a dedicated team, working in parallel to the Space Engineers team.

Medieval Engineers was quickly presented with the Czech Game of the Year 2014
Technical Contribution Award, mainly due to its volumetric environment and structural integrity.


Our goal was to create a game inspired by real medieval technology and the way people built architectural works and mechanical equipment using it. The game brought three major upgrades to our VRAGE engine: structural integrity, natural landscapes, and physics based rendering and it also gave us an opportunity to experiment with many things.


We haven’t released a major update since February 2019. The reason for this decision was that we changed the focus of the Keen Software House team. We have restructured the team, focused on moving Space Engineers out of Early Access, then on the development of Space Engineers for Xbox One, and the continual support and upgrades for Space Engineers.

We re-evaluated the Medieval Engineers project and, looking at the numbers, we have decided to end development on this title and release the game out of Early Access.

Today, we are releasing an update, which will address some critical game bugs. For example, world chunking issues. We want to stabilize the game and get it to a more playable state.

What will you find in this update? This release fixes a problem with grids disappearing from the world, as well as several game crashes you experienced during gameplay.

With this release, we are reducing the price to 9.99 USD, or your regional Steam equivalent. Over the coming weeks, everyone who owns the base version of Medieval Engineers will receive the Deluxe version, for free.

FAQ

Q: Why are you releasing this update now?
A: We were planning this update for quite a long time, but as we restructured our team, we simply did not find the right time to put it all together for the release.

Q: Are you coming back to Medieval Engineers? In other words, should we expect more updates in the upcoming months?
A:
We have decided to focus on one project at a time. Our immediate focus is Space Engineers for PC and our upcoming release of Space Engineers for Xbox. We do not currently plan further major updates for Medieval Engineers. Medieval Engineers has been a great project for us.

Q: So what is happening with the game?
A: I feel that the Medieval Engineers fulfilled all the plans we had at the beginning. I understand that some players may feel that the game has a greater, unrealized, potential. For us, Medieval Engineers is a successful project which helped to shape our games and our team.

Q: I am not happy that you stopped developing Medieval Engineers
A: For us, Medieval Engineers is a complete project. We are sorry that we cannot continue development. Do not hesitate to reach out to us at support@keenswh.com.

What’s next?

Our team continues to work on our priorities, which is Space Engineers, and more immediately, the Xbox One release. We would like for us to keep game development fun, motivational, and challenging. Focusing on a single project ensures that we provide the best game possible.

I would like to thank all of our team members who worked on Medieval Engineers. It was a great journey and we all learned a lot from it!

If you want to let me know your feedback, please get in touch via my personal email address marek.rosa@keenswh.com, or use our Keen Software House support site. I welcome all of the feedback we receive and we will use it to learn and provide better services to our players.

Thank you for reading this blog!

Best,
Marek Rosa
CEO, Creative Director, Founder at Keen Software House
CEO, CTO, Founder at GoodAI

For more news:
Space Engineers: www.SpaceEngineersGame.com
Keen Software House: www.keenswh.com
Medieval Engineers: www.MedievalEngineers.com
GoodAI: www.GoodAI.com
General AI Challenge: www.General-AI-Challenge.org


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 its best-seller Space Engineers (4 million copies sold). Both companies are based in Prague, Czech Republic.

Marek has been interested in artificial intelligence since childhood. He 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.

GoodAI started in January 2014 and has over 30 research scientists, engineers, and consultants working across its Research and Applied teams.


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

Wednesday, February 19, 2020

Space Engineers: Xbox Release Date & Pre-orders


SUMMARY:
  • Space Engineers for Xbox release planned for April 15th
  • Pre-orders start today! 
  • Get 3 premium skins, access to beta and the game 4 days before everyone else!
  • What’s inside the Xbox version?
  • How has the Xbox version contributed to the PC version?


Hello, Engineers!

Finally, after 5 years in development, the wait is over!

  • 4 Million copies sold
  • 90% positive reviews on Steam
  • Over 100.000 Workshop creations

Starting today, you can pre-order Space Engineers for Xbox!

Space Engineers will be released on Xbox on April 15th!

The game in pre-order is available in two packages, so you can choose which one you like more.


The Pre-order Packages


Space Engineers Ultimate Edition 2019 ($29.99 USD)
- PRE-ORDER HERE

The Space Engineers Ultimate Edition 2019 includes all of the DLCs for Space Engineers, all the decorative blocks and cosmetic items released in 2019.

By pre-ordering the Space Engineers Ultimate Edition 2019 you will unlock 3 premium skins and you will get the game four days earlier before release. You will also get priority access to the closed beta in March 2020.

Space Engineers Base Version ($19.99 USD) - PRE-ORDER HERE

By pre-ordering the Space Engineers Base Version you will unlock 3 premium skins and you will get the game four days earlier before release. You will also get priority access to the closed beta in March 2020.

Digital pre-order bonus skins:
  • Veteran Mark II
  • NextGen
  • Aviator
 

What’s inside the Xbox version?


We strived to bring all of the key features from the PC version to the Xbox. 
However, these are the main differences:
  • Multi-player
    • A host on Xbox One and Xbox One S will support 2 player multiplayer (lobby)
      1 host + 1 client
    • A host on Xbox One X will support 4 player multiplayer (lobby)
      1 host + 3 clients
    • No dedicated servers
    • (*we are looking into the possibility of supporting dedicated servers in the future)
  • Graphics
    • Xbox One X has a higher graphic setting (higher textures, better models, improved post processing) than Xbox One S.  
  • Features
    • Only a safe mode on Xbox (experimental features are not enabled on Xbox)
    • Mods are not supported (e.g. scripts, textures, blocks, animations)
    • Programmable blocks are not supported
    • Workshop (worlds, blueprints) is supported via in-game integration with Mod.io and is used for safe-mode worlds and blueprints (it is possible to share creations from PC to XB and vice versa)
  • Scenarios 
    • Third party scenarios are not supported
    • Official supported scenarios: First Jump, Learning to Survive & Never Surrender
    • Not supported: Lost Colony
We are looking into bringing more major updates and DLCs to the Xbox One version of Space Engineers in the near future.


Performance Notes


The performance depends on the complexity of your world and which type of Xbox you’re playing on. Simple worlds run smoothly on Xbox One and Xbox One S, but a more complex world with rich object interactions could present some performance issues on the Xbox One X.

How has the Xbox version contributed to the PC version?


PC players will also benefit
from the massive optimizations that our team performed on the Xbox version, especially the dedicated server users who are playing in a big world. 

All the optimizations are being released on the PC version in one of the upcoming releases.

Here are some interesting numbers I’d like to share with you.

Before optimizations - The graph shows the measurements for campaign Mission 3 - Ruined Camp, on old Xbox on original (unoptimized) code version. The green line represents the sim speed 1.0. 
After optimizations - The above graph from the same campaign on the same Xbox kit, but running on an optimized code version. The game runs more than 5 times faster than before. This was possible thanks to enormous work by our team who did an awesome job!


Follow our social media to get the latest news! 



If you want to let me know your feedback, please get in touch via my personal email address marek.rosa@keenswh.com, or use our Keen Software House support site. I welcome all of the feedback we receive and we will use it to learn and provide better services to our players.

Thank you for reading this blog!

Best,
Marek Rosa
CEO, Creative Director, Founder at Keen Software House
CEO, CTO, Founder at GoodAI

For more news:
Space Engineers: www.SpaceEngineersGame.com
Keen Software House: www.keenswh.com
Medieval Engineers: www.MedievalEngineers.com
GoodAI: www.GoodAI.com
General AI Challenge: www.General-AI-Challenge.org


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 its best-seller Space Engineers (4 million copies sold). Both companies are based in Prague, Czech Republic.

Marek has been interested in artificial intelligence since childhood. He 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.

GoodAI started in January 2014 and has over 30 research scientists, engineers, and consultants working across its Research and Applied teams.


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

Wednesday, January 8, 2020

Review of 2019 & Plans for 2020


SUMMARY:
  • Space Engineers released from Early Access 
  • GoodAI published new Badger Architecture 
  • Oranžérie (The Orangery) - our new office building


People are interested in knowing what our progress was in 2019 and what our plans are for 2020. In this post you can learn about the highlights of last year and our plans for the future.


Highlights for GoodAI Research


  • Badger architecture - we published a paper describing the framework and principles of our AI architecture. Badger is the culmination of our efforts over the last five years. It’s the main direction in which we will be focusing our research in the following years. Badger is an agent made from multiple agents (aka experts) that share the same policy (neural network) but each has unique internal state. They communicate and coordinate during the inner-loop (lifetime of the agent), and the result of this is adaptation and task solving. The search for a better expert-policy is performed in the outer loop, and only there the policy is modified. The advantage we see in Badger is the ability to automate the search for properties such as meta-learning, learned credit assignment, recursive self-improvement (via communication), gradual learning, transfer learning, and build up to AGI.


  • In December our team visited NeurIPS and used this opportunity to discuss Badger with experts and to recruit new colleagues. What we took from this experience is that Badger is perceived as an original and promising direction, and people are looking forward to seeing more demonstrations and comparisons on standardized benchmarks. We also received some new research ideas. Overall, the trip was very successful:
    • we organized a meetup on Multi-Agent Reinforcement Learning (MARL) which was attended by about 100 people,
    • our Senior Research Scientist Jan Feyereisl joined Matthew Crosby, from The Leverhulme Centre for the Future of Intelligence, and Hiroshi Yamakawa, from The Whole Brain Architecture Initiative (WBA), to show the results of the Animal-AI Olympics which tested AI-agents on common animal cognition tasks.
 

  • New researchers have already started to join our team. We aim to hire at least 10 new researchers in 2020 which would lead to scaling up our R&D efforts, allowing us to run more experiments on Badger architecture. If you are interested check out the open positions here.
  • New advisors joined our team (Thank you!) & More will join later:
    • Šimon Šicko and Lucia Šicková: Šimon and Lucia have been working with GoodAI since September. Simon is the CEO and Lucia is the CLO (Chief Learning Officer) of Pixel Federation, a successful and growing free-to-play gaming company from Bratislava, Slovakia. They are both experienced entrepreneurs, we have been friends for years and they have already given GoodAI valuable input. 


    • Petr Šrámek - Petr Šrámek has joined GoodAI as a Strategic Advisor. He is a serial entrepreneur with a track record in the AI world which includes founding the AI Startup Incubator.

  • GoodAI is proud to have become a supporter of Prg.AI. We are happy to be involved with this initiative which aims to develop Prague as an AI superhub and help the Czech Republic become a major AI center of excellence in Europe.

    GoodAI’s Director of AI Policy and Social Impacts, Marek Havrda, was invited to speak at the launch event in May. The initiative was founded by The Czech Technical University (ČVUT), Charles University, Czech Academy of Sciences, and the City of Prague, and is supported by GoodAI as well as a range of other local and international organizations.
  • Patent - we have filed a patent application for the core of our technology. We strongly believe that this technology is the most likely way AGI will be created in the future.


Highlights for GoodAI Applied


  • This year GoodAI Applied started two sister companies to specialize in specific industries.
  • GoodAI Solutions was launched in October in order to take over specific projects from GoodAI Applied with a focus on predictive maintenance, visual inspection, and asset management in the manufacturing and energy industries.
  • GoodAI Digital was also founded last year to focus on the automation of human conversations using the latest disruptive technologies such as Natural Language Processing.
GoodAI researcher demonstrates image recognition technology for pressure ulcer prevention.


Highlights for Keen Software House


  • Space Engineers was released from Early Access in February 2019
  • Reviews are above 9/10 across all board - Steam reviews and games press
  • The revenue doubled in a year-to-year comparison

  • “Concurrent players” has grown significantly over the years.


  • In November, we shared the details about where we are with the Space Engineers Xbox One port by running the live stream gameplay session.

  • Space Engineers was awarded as the best game in the Technology category at the 2019 Central and Eastern European Game Awards. 


New office: Oranžérie (The Orangery)


My long-term dream has always been to have our own office building which we can fit out the way we need it, and how we like it.

This year we were able to achieve this goal. We finally found a building in Prague that has all the attributes we needed. We chose to call it Oranžérie.


Oranžérie's office space is 1000 square meters and the garden is 2000 square meters (plus there's a large public park with a lake in front of it). The new office also includes an underground garage and a large conference room. We will also have our own gym, a fully fitted kitchen, a fireplace, and a garden hang-out spot complete with grills for summer barbeques!

Right now, a construction company is finishing the interiors, making Oranžérie cozy and comfortable, for our teams at Keen Software House and GoodAI. We believe that what surrounds you impacts what you create.

We are planning to move to Oranžérie in May 2020.

History: Oranžérie was built in 1760 and originally used as a winter greenhouse, it was later converted into a residential building, and then an office for the municipality.

This is the first time we are publicly sharing these photos!





Plans for GoodAI


These are our plans for 2020:
  • Badger architecture
    • Solve the training difficulties = make it easier to train, so that we can do more experiments
    • Benchmark = Use standard Machine Learning benchmarks to compare with other architectures. Demonstrate that Badger performs better than other models or that it can learn and solve tasks that are not possible by non-Badger architectures (we will be mostly measuring adaptability to novel tasks, not task performance)
    • Business cases = investigate where Badger can be implemented already, without waiting for better curricula
  • AI Game - if things go well, we will work on an experimental game that’s built around adaptable AI characters. This technology could be later imported to Space Engineers.
  • 3rd Round of General AI Challenge - launch a new round, focused on expanding Badger ideas and proofs of concept. The winners will be invited free of charge and all expenses paid to our Summer Workshop.
  • AI Governance Congress in Prague - we will be playing a crucial role in the 1st AI Governance Congress which will take place in Prague from 16-18 April. 
 
  • Summer Workshop - a fully expenses paid multi-disciplinary retreat, organized by us and hosted in Oranzerie. We will invite experts who can contribute to research on Badger-like architectures. From the multi-day retreat we expect: new insights, and new proofs of concept (demonstrations).
    • Disciplines: Multi-Agent Reinforcement Learning, Meta-Learning, Network Science, Complexity, Social Intelligence, Biologically inspired neural networks, etc.



Plans for Keen Software House


  • Keen Software House has continued a process of adaptation and development which we believe will ultimately bring great benefits for Keen Software House, as well as for our community. Rather than having a divided focus and spreading limited resources over multiple projects we are now devoting 100% of our development time to the much anticipated Xbox release of Space Engineers and to continuing the development of Space Engineers for PC.
  • Continue supporting and developing Space Engineers. One major update every few months
  • Release Space Engineers for Xbox One
  • Perform an internal study on what game engine is best for the future of Space Engineers?
  • Run an internal hackathon - new game mechanics, features, stories for Space Engineers
  • Start working on something new & big - more details later!


Conclusion


See here for a review from 2018.

2019 was great, and truly game-changing for Keen Software House and GoodAI. 2020 will bring even more changes and growth.

Thanks to everyone who is keeping their fingers crossed for us!

Thank you for reading this blog!

Best,
Marek Rosa
CEO, Creative Director, Founder at Keen Software House
CEO, CTO, Founder at 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
GoodAI Applied: https://www.goodai.com/goodai-applied

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 its best-seller Space Engineers (4 million copies sold). Both companies are based in Prague, Czech Republic.

Marek has been interested in artificial intelligence since childhood. He 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.

GoodAI started in January 2014 and has over 30 research scientists, engineers, and consultants working across its Research and Applied teams.

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