Monday, May 24, 2021

Why am I doubtful about the future of Bitcoin?


1. People use Bitcoin as a speculative asset rather than as a means of payment. Bitcoin isn't used where it could be most beneficial: storing and communicating value across time and space.

2. Volatility. It could be solved if we all use Bitcoin and nothing else. I don't know how this can be achieved.

3. Energy consumption. I could close my eyes on this if Bitcoin delivered what it promises. If Bitcoin would revolutionize the way we think about the economy, then the benefits could outweigh the energy costs.

4. What kind of complex system do we want our economy to be? Static and fixed? Or dynamic and evolving - with ever-changing credit-assignment schemes? If we get stuck with a monetary system that can't be adapted and regulated, it could have a terrible outcome.

5. This one is sci-fi but relevant: can Bitcoin communicate value across unlimited time and space? Imagine a multi-species civilization spanning thousands of years and multiple solar systems.

6. I am not convinced that wealth preservation over unlimited time is beneficial for the progress of humanity. Perhaps we should reward those who create new value instead of hanging on to piles of gold/Bitcoin.

7. Maybe the future of money is a decentralized cryptocurrency, but I am not convinced it will be Bitcoin. What if people in the future decide not to use the current Bitcoin but to start a Bitcoin 2.0 with fewer flaws? One of the reasons could be to avoid rewarding today's Bitcoin early adopters and speculators. Why? You don’t want to reward those who just lucked out in your credit assignment scheme. I am not convinced that rentiersm is beneficial for the economy.

8. There are many more entities in the economy than just money. Each of them must be incentivized to use Bitcoin and not want to overthrow it.
“Gold will not always get you good soldiers, but good soldiers can get you gold.”
- Niccolo Machiavelli


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 was founded in January 2014, with a $10 Million investment from Marek, it now has over 30 research scientists, engineers, and consultants working across its divisions.

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, April 22, 2021

Space Engineers - Warfare 1: Field Engineer

 SUMMARY:

  • Infantry combat overhaul
  • Rocket launcher, new pistols and rifles, rework of existing rifles, and more
  • New PvP scenario: Uranium Heist
  • 15 new blocks: Target dummy, Passages, Half window and more
  • Emotes and Skin


Hello, Engineers!

The next Major (1.198) release for Space Engineers is upon us. Warfare 1: Field Engineer provides you with new choices in how you create and destroy. Field Engineers is the first installment in our all-new Warfare content! Warfare 1 doesn't just focus on the Engineer, it also includes new blocks to outfit your base, space station, or fortress. Prepare your defense or lay siege like never before.



Free Content

With this release we are expanding the number of blocks, adding new weapons, and introducing new gameplay features, and expanding your creative arsenal!

You can find a complete list of all free game content below. We are also offering you the opportunity to support the future development of Space Engineers by buying the Warfare 1: Field Engineer DLC, which includes even more thematic additions to Space Engineers!

Infantry combat overhaul
This update features an overhaul of the handheld weapons and infantry combat. A number of big changes went into making Space Engineers infantry combat more rewarding, consistent, and compelling.
 

Infantry combat improvements - Friendly/hostile indicators, hit indicators, and damage indicators have been added to improve combat awareness and battle feedback. 
 

New weapon mechanics - Our infantry weapons now feature recoil, muzzle climb, and reloading. 
 

Existing weapon rebalance - The existing rifles are now rebalanced to each fit a particular niche and have a distinctive feel. What's your rifle of choice?
 

Ammo rework - Small arms now use their own specific magazines and ammo, and need to be reloaded when empty.  
 

Magazines visual update - Rifles have new magazines that visually match their ammo capacity. More bullets? Bigger magazine!
 

Name changes - Rifles, pistols, and rocket launchers are all now named and described in a way that is consistent with the Space Engineers universe. 
 

S Series Pistol - 3 Variants
The S series standard issue sidearm. Built for use in hostile environments: Simple, reliable, dependable.Provided in three variants: Semi-auto (S-10), Full auto (S-20A), and Elite (S-10E). 
 


MR Series Rifle - 4 Variants
The MR series is a staple of both military and police forces. An exceptionally reliable rifle. Easy to use, easy to clean. Provided in four variants: The standard (MR-20), Marksman (MR-8P), Squad Support (MR-50A), and of course, the cutting edge MR-30E packed with all the latest tech, gadgets, and goodies. 
 

Rocket Launcher Weapon - 2 Variants
Looking for something that packs more of a punch? Basic and Precision launchers are the weapons of choice when faced with mechanized opposition.
 


Uranium Heist scenario
Gather your team and face off against two other teams of four and test your combat prowess in this action-packed close combat scenario. Gather the uranium, repair your escape pod, and fight for victory! 
 

Target Dummy Block
Target practice on your target dummy! The Target dummy is a block made of several destructible subparts. Main body, left arm, right arm, and head. 
 
The Target Dummy is a robotic target capable of triggering actions when hit by bullets. Low maintenance, the Target Dummy can self repair even after the most severe damage and will be ready for your next round of weapons testing or target practice!
 

New passage blocks
Two new passage blocks have been added to bring interior hallways up to a more modern visual standard. One can be used as a replacement for regular passage and the other is a  “wall-passage” designed for the creation of larger hallways.


Warfare 1: Field Engineer Pack

Similar to our previous major releases, we hope you will take this opportunity to support the continued development of Space Engineers. This DLC pack consists of cosmetic items that enrich your game visually. None of the features in this package provide any advantage to players who purchase this DLC.

The price of the Warfare 1: Field Engineer Pack is $3.99 USD or your regional equivalent. Show your continued support for Space Engineers and check out the Warfare 1: Field Engineer Pack.

This DLC package includes:

Fire Cover Block
Provides excellent cover while crouched behind it and provides a limited line of fire through the lower gaps. Comes in 2 different variations, both Normal and Corner. 
 

Half window Block
The half window is much like the cover wall with a viewing window above it. The block is air-tight and connects nicely with vanilla window blocks. Comes in 2 different variations, both Normal and Corner.
 

Weapon Rack Block
The weapons rack is an open locker that stores your armament inside. A home for your new arsenal. Keep it well-stocked, well guarded, and behind lock & key. Provided in small and large grid versions.
 

More Passage Blocks
Eight new passage blocks provide greater possibilities for interior design and provide an easy-to-navigate space. Designed in several new variations.
 

Embrasure Block
Having the dimensions of a half armor block, this block serves as a window for players to fire through while still maximizing cover from incoming fire. An ancient innovation now brought to the far future battlefield of Space Engineers.
 

Two new Emotes
“Got hit”: Oh no, they got me!
“Finger guns”: Fire off a few warning shots.
 

Assault Suit skin
The Assault Suit skin combines precision engineering, state of the art design, steel, and kevlar. The end result is a highly resistant, hermetically sealed, military exoskeleton. The Assault suit skin is designed for one purpose, war.
 

What's Next?

We plan to continue with the development of Space Engineers for both PC and Xbox platforms. As the title of today’s release hints, we plan to release Warfare 2 in the future, so I’m sure there is a lot you can look forward to.  

This is our second release where we have aligned the content between PC & Xbox, so that all Engineers get all content, on the same day, regardless of platform. We will also continue our focus on further performance improvements and optimizations on both platforms.

Frequently Asked Questions

Q: Why are you releasing another DLC?
A: As with our previous DLCs, this release gives us the opportunity to explore new ideas and provide more unique content the community wants. This is another thematic-based DLC where all players will be able to interact with new blocks, but only those who own the DLC pack will be able to build them.

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. We bring a lot of free content to all players. This content is usually highly requested by our community.

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 include both game and DLC content!

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 and don’t forget to send us your English CV/resume and cover letter.

Remote collaboration is possible!

  

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 was founded in January 2014, with a $10 Million investment from Marek, it now has over 30 research scientists, engineers, and consultants working across its divisions.

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, March 31, 2021

Medieval Engineers in Robert De Niro movie

Keen Software House has made its Hollywood debut with Medieval Engineers in The War With Grandpa!

You can check out the trailer:



We are honored and humbled that one of our titles has made it into a movie!

Medieval Engineers was selected by the producers of “The War With Grandpa” because of its lifelike take on real-world physics, building, destruction, and structural integrity. This unique combination of features are core to the plotline and allowed Medieval Engineers to play a pivotal role when the grandpa (De Niro) wants to destroy Peter’s (Fegley) creation. Spoiler alert!

Peter loves to play Medieval Engineers as a creative outlet and a way to hang out with friends.

Returning to live with family, Peter’s Grandfather (De Niro) takes up residence in what was once Peter’s room, and Peter is forced to move into the, less than appealing, attic. Very upset over his move into the attic, Peter formally declares war on his Grandpa, seeking to retake his old bedroom by any means necessary!

Unfortunately for Peter, as this “war” escalates, his grandfather (Robert De Niro) realizes that Petes’s love of Medieval Engineers makes it a perfect target, and the destruction begins!

                             


An All-Star Cast



The War with Grandpa features many well-known actors and we could not be more proud to see our game alongside this incredible and talented cast. ;)

This all-star cast includes the likes of Robert De Niro, Uma Thurman, Christopher Walken, Oaks Fegley, Laura Marano, Cheech Marin, Jane Seymour, and many more!

For a full list of cast and crew check out the Full Credits.

“The War with Grandpa”, is now available on Google Play and Amazon as well as other streaming services.


Hollywood Simulation!

Medieval Engineers became a well-known, and much-loved title for its physics and structural integrity system. These features allowed players to not only imagine sprawling worlds and innovative machinations but to realize those creations, all while adhering to the constraints of “real world” mechanics.  

At Keen Software House, we want to create games that are based on real science, real facts, real physics, and real emotions. No magic and fantasy allowed.

Our game Space Engineers for example, which has sold over 4 million copies, features a realistic, volumetric-based physics engine. Space Engineers is a sandbox game about engineering, construction, and maintenance of space works. Players build spaceships and space stations of various sizes and utilization (civil and military), pilot ships, and perform asteroid mining.

GoodAI, which I started in 2014 with a personal investment of $10M also uses Space Engineers in experiments for the new VeriDream project, testing possible applications of artificial intelligence, robotics, and more. GoodAI’s mission is to “develop safe general AI, to help humanity and understand the universe.”

Our games promote science and encourage creativity. We want to help foster an interest in history, physics, space exploration, and all STEM fields. Our hope is that players will learn new things while playing our games.


We feel honored to share such a big stage and hope that it serves as a platform for games like Medieval Engineers. Not only is Science & Engineering engaging and fun, but it’s worthy of the big screen!

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 or open positions at GoodAI and don’t forget to send us your English CV/resume and cover letter.

Remote collaboration is possible!

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.

Gallery


 

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 was founded in January 2014, with a $10 Million investment from Marek, it now has over 30 research scientists, engineers, and consultants working across its divisions.

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, February 11, 2021

Space Engineers: Community Crossplay

 SUMMARY:

  • Crossplay
  • Xbox Mods
  • Mod.io on PC
  • Space Engineers website update


Update as of Mar 11, 2021: Hotfix 197.169 - Crossplay Community Feedback
  • Re-implemented the MOD.io TOS choices

Update as of Feb 12, 2021: Hotfix 197.168 - Crossplay Community Feedback
  • MODio is disabled on Steam versions of Space Engineers
  • Mods in Crossplay are temporarily unavailable
  • We will revisit Modio when it can be implemented in a way that is aligned with community expectations
***

Multiple platforms, One community.

Ever since our initial release of Space Engineers on the Xbox platform, we have worked hard to provide the best Space Engineers experience for everyone, regardless of platform. Today’s release takes us one step closer to bridging the gap between PC and Xbox communities by ensuring that every Space Engineer can build, create, and imagine with friends on their platform of choice.


Crossplay

Dedicated servers can enable EOS networking and Console compatibility.

Space Engineers playing on either PC(Steam) or Xbox will have access to EOS servers. These new EOS servers will be visible in the multiplayer menu on both PC and Xbox.

Additionally, these servers can be filtered. In the client join screen, players can switch between Steam and EOS server lists.

Official Keen (PC) servers will stay PC only. Official Keen EOS (Xbox) Servers are cross-platform from now on.

We understand that this raises a number of questions and have prepared a simple guide to assist with all of the most common questions you may have. More detailed information related to Dedicated Servers - Dedicated Servers | Space engineers (spaceengineersgame.com)


Mods, now on Xbox!

We have enabled mods on Xbox for single & multiplayer lobbies, as well as dedicated servers.

Worlds hosted on Xbox may contain mods without any scripts.
On dedicated servers, mods with scripts will run but only if they don’t require client-side scripts.

Mods can be added to a dedicated server by following the illustrated instructions provided - Dedicated Servers | Space engineers (spaceengineersgame.com)


Mod.io for PC

We have added mod.io support to all in-game screens accessing the workshop. Now PC players can more easily access and better utilize Mod.io. This increased integration should make Mod.io considerably easier to interact with.

In the workshop and blueprint screen, both mod.io and Steam items are listed side by side, marked properly, with the ability to filter them:



In the Workshop browser, players can select which workshop they would like to browse - either Steam or mod.io:



When publishing, players can select which service to publish to, and the game will remember the workshop ids from both services:


Worlds can mix mods from both steam and mod.io. Though, if PC players want to share the worlds with Xbox players, it has to be considered only mod.io items will be available there:



Space Engineers New Website is LIVE!

After a complete overhaul and update of the old Space Engineers website, we are ready to take our next step into the future of Space Engineers. We have completely redesigned and restructured our Space Engineers website, bringing you all the latest news, promotions, and updates. You can also find information for both new and experienced players, plus a new store page which gives you an opportunity to buy the Space Engineers or any of its accompanying DLC, with just a few clicks.

Let us know what you think about the new SpaceEngineersGame.com !


Q&A

Q: Is it possible to use mods from PC on Xbox?
A: Most likely yes. Mods containing just data will work without any changes. Mods with scripts will work on Dedicated servers, but only if their code is written server-side only. Client-side scripts won’t be executed.

Q: What kinds of mods can we expect?
A:
Really anything from skyboxes, animations, planets, asteroids, and other types of visual mods up to LCD scripts, new blocks, and production mods.

Q: How can I make myself admin on the server?
A: We have a complete guide for setting up Admin status on a dedicated server here: Dedicated Servers | Space engineers (spaceengineersgame.com)

Q: Can I start copying any mods from Steam Workshop to mod.io?

A: We are very proud of our modding community. Creators, builders, scripters, and every modder in between, invests a great deal of time and energy into their creations. We ask that you respect that work. Do not copy an author’s work without permission, on Steam, mod.io, or anywhere else. You can check our Mod.io Posting Guidelines

 

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 and don’t forget to send us your English CV/resume and cover letter. Remote collaboration is possible!

  

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 was founded in January 2014, with a $10M investment from Marek, it now has over 30 research scientists, engineers, and consultants working across its divisions.

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, January 14, 2021

Review of 2020 & Plans for 2021

SUMMARY:

  • Space Engineers had a great year!
  • New developments on GoodAI Badger architecture
  • Opened our new headquarters - Oranžérie
  • My sabbatical in Italy



Intro

It is my tradition at the beginning of every year to publish a review of what we have achieved in the previous year, and what our plans are for the new one.

Review from 2018/2019 is here.

Review from last year (2019/2020) is here.

This year's review starts here. Enjoy!


Keen Software House

This was another great year for Space Engineers.

We released Space Engineers on Xbox, and since then have released some major additions - dedicated server, modding support, and all new updates. We are supporting PC and Xbox equally.

March 2020 - New Planet Triton, Visual Scripting Tool Overhaul & Frostbite Pack


April 2020 - Space Engineers: Xbox Release


June 2020 - Sparks of the Future


August 2020 - Server Optimizations


 November 2020 - Wasteland


 Space Engineers’ user base is steadily growing (Steam Charts depicting “active users”).

 
Recent reviews and all reviews are at ~90% (Very Positive), which is a very good sign after all these years.

We are re-organizing our team so that there’s one group focusing on supporting the next major updates, and another group that is focusing on more long-term avenues.

Recently we celebrated 7 years of Space Engineers and for this occasion, we made this video:


 

GoodAI


Badger summary

Last year we continued working on the cornerstone of our research - Badger architecture.

We continued working on various prototypes of Badger architectures and we summarized our progress in a number of articles:
  • Benefits of modular approach – generalization - article
  • Learning in Badger experts improves with episodic memory - article
  • Trainability of Badger – Why is Badger so hard to train? - article
  • Distributed Evolutionary Computation on Deep Reinforcement Learning Tasks - article
  • Task Representation for Badger - article
The biggest challenges of Badger architecture still lie ahead of us:
  • Demonstrate learning inside the inner loop
  • Demonstrate open-ended learning capabilities (recursive self-improvement)
  • Demonstrate continuous life-long learning: not forgetting, reuse of skills, reuse of skills to learn new skills
  • Demonstrate parallel learning

We have noticed a number of papers published in 2020 that are similar or relevant to Badger architecture:
This development brings hope that other researchers find these principles interesting and that this sub-field of AI is going to grow.

 



 


Workshop & GoodAI Grants

During the summer we organized the first of our Meta-Learning & Multi-Agent Learning Workshops. The workshop saw over 60 participants from across the world take part including speakers from Google Brain, DeepMind, OpenAI, University of Oxford, Stanford University, and MIT. Before that, we had two closed workshops (1 and 2), both related to Badger architecture, multi-agent learning, modular meta-learning, open-endedness, and connected topics.

At the MLMA workshop, we launched a new initiative - GoodAI Grants. Researchers and research groups can submit their research proposals and if it’s relevant for what we are doing, especially Badger architecture, we provide a financial grant.

The first grant was awarded to Tomas Mikolov and his team, and many more will be announced soon. We had to double the initial budget because we received more than the expected number of interesting projects.

We have also been involved in a number of grant projects:

  • We are part of the VeriDream project, an international consortium of six organizations across Europe that has been awarded €2 million by the European Innovation Council to implement AI into robotics.
  • We are also working on iv4XR a Horizon 2020 project that aims to build a novel verification and validation technology for Extended Reality systems based on techniques from AI to provide learning and reasoning over a virtual world.


Papers and blog posts

Our team has been busy publishing papers and blog posts outlining our work and our grand vision! Below you can find a selection of this year’s publications.
One of our senior researchers, Nicholas Guttenberg, had co-authored a paper in Nature. Nicholas and a team of collaborators used AI to analyze fossils and find surprising patterns in Earth’s biological mass extinctions. You can read about that in Digital Trends here and you can find the original paper in Nature here.

GoodAI COO, Olga Afanasjeva, has written an opinion on What kind of AGI do we want? It is a great summary of what kind of research framework we believe we need if we want AI to perpetuate some of the values we hold dearest: curiosity, creativity, a need to be surprised, and to marvel.

AI Policy and Social Impact Director, Marek Havrda, PhD, has also been busy. His article on AI’s Role in Community Engagement within the Democratic Process was published in Springer Journal. He also took part in many international meetings on AI on behalf of GoodAI. You can read his report from the first OECD network of experts on AI here and his report from the expert workshop on International Governance of AI here. Marek and Olga also worked together on a forward-looking blog outlining 9 ways AGI could shape the world for the better.

The start of the year also saw the results of the Animal-AI Olympics. This project was organized by the University of Cambridge in collaboration with Leverhulme Centre for the Future of Intelligence, Imperial College London and GoodAI..

Finally, one of our older architectures Toy Architecture was published in PLOS ONE.


And Senior Research Scientist Petr Hlubuček wrote a blog on the Implementation of Generative Teaching Networks for PyTorch.

What did we learn during 2020? Vanilla Badger architecture is not enough, at least a few additional ideas need to be invented in order to push forward. That’s what we are working on!

Oranžérie

In the summer we held an opening party for our new headquarters - Oranžérie.

Because of COVID situation, we had only a few months to experience our new premises. Then everyone left for the home office. We are looking forward to next year, after the situation gets better and people will be able to meet again.

 

Photo credit: Ondřej Pýcha


COVID

COVID had no negative effect on KSH and GoodAI.

There were actually few positives (even though it sounds strange in this context)

  • Our revenue grew during the first and most intensive months of lockdowns
  • We proved that home office and remote work is a viable option and it quickly became our standard
  • Remote first and not requiring our team members to be present in Prague opened doors for hiring people internationally. I always wanted this and was planning it in the future, but now the situation forced us.

At present, 75% of our team is located in the Czech Republic and 25% is abroad.

Personal

For many years, while I was performing my CEO duties, I was missing programming. I missed being able to implement my ideas directly and to see the results instantly.

During 2020 I worked on redesigning my schedule and my management style, to have more “alone time”, to be able to start working on my own experiments.

In order to kick it off, I took a 2 months sabbatical in Italy, during which I started working on what I call “Manual Badger”. I published the first blog post detailing my early experiments with the evolutionary dynamic of sexual selection.


I plan to continue on what I started, delegating more and having time to do focused work.

The trip to Italy lasted almost 4 months and because I love Italy and its ancient history, I was enjoying every day. We went by car, from Prague to Florence, Sicily, by ferry to Naples, and then we stayed in Rome for a couple of months. I have hundreds of photos, it’s hard to pick, so here are at least few.


Plans for 2021


Keen Software House


Development of Space Engineers will continue with regular major updates.

We will continue building our team, to be able to keep the support and updates, and also to focus on new and revolutionary areas.


GoodAI

We will be announcing a new batch of GoodAI grants soon, supporting interesting research groups around the globe.

We will continue experimenting with various approaches to Badger architecture.

In the summer we plan to organize another round of the MLMA Workshop.

 

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.