Thursday, April 28, 2022

Space Engineers: Most Wanted

 SUMMARY:

  • Free, Community inspired update
  • New blocks: Plushie Engineer, Ladder Shaft, Conveyor Convertor, and more!
  • Updated DLC Blocks (free): Railing Variants, Neon Tube variants, and Grated catwalk variants, and more!
  • New skins: Weldless Armor Skin, Corrugated Armor Skin
  • Quality of Life & Bug Fixes: New Camera Skin, Targeting corrects for gravity, and of course a host of bug fixes.
  • Major update & “Free-LC”
     


Hello, Engineers!

Our newest release is here! YOU, our community, are the inspiration for this release. We have reviewed your feedback and from it, created a collection of new additions based on your requests.

We would like to start by thanking you for all of the suggestions, bug reports, and feedback submitted to our support portal. Over the past year (2022) You have helped us to identify and resolve over 345 bugs and crashes, and given us insight into your vision for the future of Space Engineers. We hope this update contains some of the many items we have seen on wishlists and the support portal. This update contains several highly requested blocks, fixes, and improvements.

While all Major updates are free, many include a premium (DLC) component. This “Community” update is completely free and contains no DLC. On top of this it includes new content for existing DLCs (this means an additional free update for everyone who owns these DLC’s). Our focus in the Community update is on blocks the community may consider missing, and on important fixes across Space Engineers.

This update will be just that, an update that focuses solely on community requested content.

We will not be releasing any premium content or DLC with this update.

Our focus in this update was to identify community requested content. Typically, with a major update that also includes premium content, we have a theme or vision and create cosmetics that help realize that vision. This time, the theme, the vision, was simply to review requests and answer as many as possible!

While we certainly didn't get to every community request (there are many) we focused on realizing as many as possible from the most commonly requested items.

New blocks added to the base game:

  • New Armor shapes (S + L grid, Light + Heavy, 10 shapes, 40 blocks total)
  • T Junction Conveyor (S + L grid, 2 blocks total)
  • Round Windows (S + L grid, 4 shapes, 16 blocks total)
  • Small advanced rotor (S grid, 1 block)
  • Conveyor Converter (S grid, 1 block)
  • Half Cover Wall Mirror (L grid, 1 block)
  • Plushie Engineer (S grid, 1 block)
  • Ladder Shaft (L grid, 1 block)
  • Reinforced Conveyors (S + L grid, 3 shapes, 6 blocks total)

New Armor Skins added to the base game:

  • Weldless Armor Skin
  • Corrugated Metal Armor Skin

We are also adding the new, and much requested Camera Overlay, as well as some quality of life changes. Lead Indicator is now working in Gravity, we have tweaked explosion values for Explosive Ammo and added center variable for block mirroring.

FREE content is also being added to some of the Existing DLC’s:


 Inverted Corner Desks (L grid, 2 blocks total)

 


Grated Catwalk Variants (L grid, 4 blocks total)
Railing Variants (L grid, 3 blocks total)

 

Neon Tubes (L grid got 3 new shapes, S grid got 8 new shapes, 11 blocks total)



Diagonal Window Wall (L grid, 2 blocks total)
 
 
 
Industrial conveyor T-junction 


Diagonal Bridge Window Inverted (L grid, 1 block)

 


Frequently Asked Questions

Q: Can we expect more mechanical and QOL changes, not just cosmetics?
A: Yes. We hear you and we have big changes, updates, and additions planned for 2022 and beyond.

Q: How do I provide feedback?
A: Please contact us with your bugs, and feedback here: https://support.keenswh.com

Q: Do you plan to release another DLC in the future?
A: DLCs give us the opportunity to explore new ideas and provide more unique content the community wants. We plan to release more thematic-based DLCs, those releases will be combined with free content, updates and fixes.

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!



Recent news

A lot has happened over the last few months and would like to share some highlights, in case you missed it. From our game changing Warfare 2 update to our very first VRAGE Tech Talk, and Community Driven ME development, we have a lot going on!

Warfare 2: “Broadside”
The Warfare 2 update released in February and has been one of our most successful releases to date. The community immediately outfitted builds, baddies, and bases with the newest weaponry! From artillery to assault cannons, War will never be the same.

Developer Tech Talk “Volumetric Water”
Our Engine Team has been busy with a host of research projects, developing the next generation of our VRAGE engine, VRAGE 3. Our first Developer Tech Talk covers our current progress researching the realistic simulation of water across a broad range of scenarios, from a droplet, to an ocean.

 

Medieval Engineers: Community Edition
Medieval Engineers has returned! In partnership with our community, we have created a framework for continued, community-led, development. We are committed to supporting our volunteers and to providing them freedom to pursue their passion for Medieval Engineers in this new “Community Edition”. We feel very fortunate to be able to work so closely with our community.


Follow our social media to get the latest news!

We are always impressed by the innovation of our modding community! We would like to thank the Space Engineers community for continuing to inspire us through their ideas, suggestions, and hard work.

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!

Our team is global.

Finding the best candidates to join Keen Software House means exploring every possible solution, including remote work. While we strive to provide team members with the best possible work-life balance here in Prague at our incredible Oranzerie offices, we understand that it is not always possible to transition, therefore we are very remote friendly. Here’s a map of where our teammates live.

 

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
Vrage Engine: www.keenswh.com/vrage/
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.

Monday, April 25, 2022

VRAGE: Volumetric Water

 SUMMARY:

  • Research on our new VRAGE 3 engine has started
  • VRAGE Water
    • Planetary scale (or small pond)
    • Volumetric 3D (no 2D plane or height field)
    • Flow simulation, arbitrary gravity
    • Buoyancy, pressure, surface tension and more
  • Overview of existing technologies 
  • Examples of work-in-progress experiments & next steps


Guest post by Petr Minařík, Senior Lead Programmer at Keen Software House

Hello, Engineers!

VRAGE™ is an in-house game engine developed by Keen Software House. VRAGE stands for “volumetric rage” and/or “voxel rage”.

VRAGE’s core feature is volumetricity within the environment. Volumetric objects are structures composed from block-like modules interlocked in a grid.

Volumetric objects behave like real physical objects with mass, inertia and velocity. Individual modules have real volume and storage capacity and can be assembled, disassembled, deformed and destroyed.

For our next generation of the VRAGE engine (VRAGE 3.0) we have started research of water and its simulation. Our expectation is that water will become a major part of available gameplay features in our future games. Our current research goal is to support the realistic behavior of volumetric water, while maintaining good performance and visual quality.

For a more detailed look at our research on VRAGE “Volumetric Water”, please watch the video below:


Feature requirements

Any kind of simplification like plane or sphere approximation is a no go for us. Any simplification like that reduces player possibilities of interactivity.

Volumetric water must be simulated with all possible natural phenomena, on planetary scale, creating flows like rivers and waterfalls, all while still being interactive and allowing players to to fully interact with and manipulate it.

These are the features we consider as a top priority:

  • Volumetricity - fully 3D simulation, no 2D planes or height fields
  • Flow simulation - with an arbitrary gravity, throughput based on hole size, mass conservation
  • Buoyancy - Archimedes principle, hole detection, ship sailing
  • Scale - from a small pond to a water planet
  • Pressure - level equalization, high hydrostatic pressure at high depths
  • Surface tension - water creates globules in zero gravity

There are many features we might consider, like air pressure simulation, inner flows, vortices, viscosity, water color, gas / air tightness, lava, acids, moving sands, siphoning, AI simulation, and many others.

Existing technologies

There are basically two main approaches used for liquid/fluid simulation. Both of them attempt to simulate water based on famous Navier-Stokes equations describing flow of incompressible liquids.

Smoothed particle hydrodynamics (SPH)

Based on simulation of a high amount of small particles. By their interaction with each other the effect of flowing liquid is created.

Source: Github - SPlisHSPlasH

Pros:
  • Physical behavior (velocity, gravity, collisions)
  • Realistic visuals
  • Lots of existing GPU implementations
  • Better suited for exact simulations

Cons:
  • Computationally extensive
  • Unstable - more sensitive attributes
  • Difficult to scale
  • Surface tracking



Cellular automatas (CA)

Grid based simulation where there is a mass and physical properties in every cell. Every cell interacts with its direct neighbors and this creates the effect of a “flow”. 

Source:.jgallant - 2d-liquid-simulator-with-cellular-automaton-in-unity

Pros:
  • Fast & simple, stable
  • Easy to parallelize
  • Already used in games (Minecraft, Ylands)

Cons:
  • Axis aligned - Water surface & vertical gravity immutable
  • Sand like issues - “Water piling”
  • Complicated collisions with dynamic objects


Combinations of particle and grid based approach

Unfortunately, all the above research tends to simulate either fast limited fluids, or slow high-quality simulations. Although they look great, they focus on offline rendering (movies, static images) and a limited scale of simulation (basins, aquariums). Large scale simulations are simulated with approximation approaches like height cells or shallow water simulation. 
  • PIC - Particle in cell
  • FLIP - Fluid implicit particle
  • MAC - Marker and cell grid
  • MLS MPM - Moving Least Squares Material Point Method
Source: Redsharknews

Source: UCLA Mathematics

VRAGE Water - Our solution

We would like to present you our solution, which is based on ongoing research and prototypes we have created. It is far from a final implementation but it already contains some expected behavior and it is even fun to play with.

Combination of particle and grid based approach

We use Center of mass (COM) in every cell, which can also be seen as one particle per cell. These are main properties of our system:
  • Grid based simulation
  • Velocity introduced to the cells to increase realism
  • Center of mass (COM) introduced to avoid unwanted diffusion
  • Compatible with voxel approach used in current VRAGE engine 

Every cell has these physical properties:
  • Mass
  • Velocity (calculated from forces)
  • Center of mass (COM)
We found this technique to be so far the great compromise between features we need and a performance of the algorithm.

Example: Cells with indicated center of mass and velocity

Fluid simulation forced to behave as liquid

These principles are similar to those used in fluid simulation. We use proper forces to keep the “fluid” liquid and simulate water behaviors.
  • Gravity + tension forces can keep the fluid in a liquid state
  • Pressure forces adjust water compression (Water Pressure)
  • Surface tension to create nice globules
  • Constant expansion/diffusion. If not limited, liquid can spread around.
  • No maximum mass cell limit

To be able to correctly simulate surface equalization with pressure, we had to make our water compressible. That means the deeper the cell is, more water is stored in the cell.

Basic algorithm steps

First cell velocities are calculated from forces applied to cells. Then an advection step is executed where diffusion for every cell is applied. After these calculations, new values are copied to the content buffer.


VRAGE Water - Forces

To simulate the basic natural phenomenons we use these forces:
  • Gravity 
  • Pressure
  • Surface tension
There is an indefinite amount of other forces possible, like friction/viscosity, thruster forces, wind, pumps, turbines.. Each of them adds more immersivity and natural behavior to the water, on the other hand it increases the performance cost of the algorithm.

Example: Interaction with mouse cursor - attracting and distracting force

Gravity

Gravity is a point centric force with different direction per cell. We need to consider all special cases which can appear in our games, thus our requirements for gravity are very similar to natural force.
  • Gravity is dynamic and is different at different positions in the world
  • It is non-linear and not aligned to any axis
  • There can be no gravity at all
  • Gravity center can be inside of a water pool
Example: Water follows gravity center and creates a globule around it

Example: Velocities aligned along gravity force

Pressure

Pressure force determines water volume distribution, it tries to keep the amount of water in every cell the same. The result of this force is that water is not squeezed into several cells and it fills empty spaces much quicker, including situations like U-bend etc.
  • Pressure distributes liquid in cells to keep same threshold
  • Pressure helps liquid to get into places where water should naturally flow
  • If there is no pressure, all water is compressed into several cells
  • This force is not a hydrostatic pressure
  • Air pressure is not considered
  • Our water is compressible
    • + it gets to proper level very fast
    • - it takes a huge amount of water in depth
Example: Water equalization in an U-bend

Surface tension

Surface tension is a force pushing against the water surface to keep the water in the globule shape. This effect is the most visible in zero gravity, where it creates nice dynamic blobs.

Source: NASA

With surface tension the behavior can sometimes also mimic water blobs on the window glass.

Example: Surface tension creating globules in zero gravity

Example: Velocities aligned to surface tension force

VRAGE Water - Diffusion

Thanks to grid based algorithm it is very easy to find neighbors to every cell. Every iteration the water is spread to these neighbors by an amount given by diffusion radius. With diffusion we can easily simulate phenomenons like mist, steam or gas. The principles of diffusion are:

4 Directions (Up, Down, Left, Right)
If not limited, water always evaporates into mist
Expansion only to direct neighbors
Amount is determined by diffusion radius

Example: Diffusion with no velocity

The spread area center is given by COM and the cell velocity, where COM is the start of the vector and the end of the vector is the center of diffusion area.

Example: Diffusion with velocity

Example: Water drop expands to empty area, as no forces are applied

VRAGE Water - Work in progress

All presented content is work in progress and subject to change. Currently our goal is to scale up water simulation to planetary level. For the prototype we use accelerated octree structure for solids and manual level of details (LOD) for the water.

Example: Comparison scale on planetary level

Example: Manula water LOD switching

During the development there are also some unexpected situations where you introduce not planned behavior. Check out the most interesting ones!

Example: Viscous water - lava, honey, melted iron...

Example: Boiling water

VRAGE Water - Next steps

We continue improving large scale water simulation, which includes more sophisticated methods of LOD switching, arbitrary grid resolution etc. It is possible to combine more water optimization techniques together. Next priorities for us are:
  • Lodding, large scale simulation, concealment
  • Surface generation / marching cubes
  • Buoyancy
  • Moving to 3D space

Follow our social media to get the latest news!

We are always impressed by the innovation of our modding community! We would like to thank the Space Engineers community for continuing to inspire us through their ideas, suggestions, and hard work.

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!

Our team is global.

Finding the best candidates to join Keen Software House means exploring every possible solution, including remote work. While we strive to provide team members with the best possible work-life balance here in Prague at our incredible Oranzerie offices, we understand that it is not always possible to transition, therefore we are very remote friendly. Here’s a map of where our teammates live.

 

Thank you for reading this blog!


Best,
Petr Minařík
Lead Programmer at Keen Software House


For more news:
Vrage Engine: www.keenswh.com/vrage/
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:

Petr Minařík is lead programmer at Keen Software House, an independent game development studio best known for its best-seller Space Engineers (over 4 million copies sold). Petr is a former leader of the team who successfully developed and released Space Engineers, and who developed the most important parts of its codebase.
 
Petr has been interested in programming since his childhood, when he earned money by gathering old paper and bought Didaktik Gama, national clone of ZX Spectrum. He spent three years in 2K Czech working on Mafia 2 at various programming positions until the game was released. Then he started to work in Keen Software House with Marek Rosa on his game Miner Wars and during the last 11 years he has helped make Space Engineers unforgettable and the company famous. Petr loves solving challenging problems, especially those which everyone says it is impossible to solve.
 
At this time, Petr is working on the next generation of VRAGE engine, focused on liquid and fluid simulation.

Thursday, April 7, 2022

Medieval Engineers: Community Edition

  SUMMARY:

  • Intro
  • Community Development
  • Meet the Developers
  • Access Community Edition
  • Looking Forward
  • FAQ

Hello, Engineers! 

Let us begin at the beginning.

Medieval Engineers is a sandbox game about engineering, construction, and the maintenance of architectural works and mechanical equipment using medieval technology. Players build cities, castles, and fortifications; construct mechanical devices and engines; perform landscaping and underground mining. Inspired by real medieval technology, Medieval Engineers adheres to physics and history using technologies available in the 5th to 15th centuries.

We expect players to use their creativity and engineering skills to build war machines, fortifications, and creations we have yet to imagine! 

Medieval Engineers is the second “engineering” game developed by Keen Software House. The first one is Space Engineers, which sold over 4 million copies.

Almost exactly two years ago (March 17, 2020), Medieval Engineers left early access and Keen Software House announced the decision to end the development of Medieval Engineers and release the game out of Early Access. 

The reason for this decision was simple. We needed to restructure our teams and focus on Space Engineers development. This was the best possible choice for the future of Keen Software House and the future of our flagship title Space Engineers. While I stand by this choice, it left our Medieval Engineers community wanting something more, and that never sat well with me.


Community Development

Immediately following the release of Medieval Engineers from early access we spoke with a number of community members who felt the title still had more to offer. I was inspired by the passion and dedication Medieval Engineers fans poured into the game and by the vision our community has for the project. 

“Just release the source code.”

This, and a host of similar voices, pushed us to do more, to provide a better solution and to continue what many felt was incomplete. 

So, we did.

Continued development, and the enormous effort this would require, would need logistical support, communication channels, a custom build, distribution methods, proper bug reporting and feedback, and the list goes on. While community feedback was moving, the number of logistical challenges something like this presented seemed almost unrealistic.

Thanks to the patience of our volunteers and the investment of resources from Keen Software House we have created a framework for continued, community-led, development.

Development of Medieval Engineers “Community Edition” is now, and will be, at the discretion of our volunteer staff, while Keen Software House will act in a support role. We will provide development resources such as servers, staff support, logistics, and communications support. In addition, we are committed to ensuring that our volunteers have the tools (and freedom) this kind of project requires, to continue to apply their passion to Medieval Engineers in this new “Community Edition”.



Meet the Developers

The “Community Edition” developers have a long history with Keen Software House, Space Engineers, and Medieval Engineers. These are community veterans, modders, and experienced developers in their own right. We are both humbled and grateful to be a part of such an incredible community and look forward to continued collaboration with these talented developers.



Westin “Equinox” Miller

“I've been part of the Keen community for about 4 years, with the majority of that time spent as a modder for Space Engineers & Medieval Engineers. 

Probably my most well-known work is on the Railways mod for Medieval Engineers and the custom dedicated server framework, Torch, for Space Engineers. 

I have also worked with the former ME dev team to improve the modding API and NPC pathfinding. With about 13 years of programming experience, mostly in rendering and performance, I hope to improve stability and framerate in ME.” 

If you would like to check out more work from Equinox please follow the links below. 


Daniel “Gwindalmir” Osborne

“I'm a Software Engineer from California, USA, with 13 years of development experience. I've been part of the Keen SWH community since I bought Space Engineers in February 2014. 

Shortly after, I started modding by implementing a script for a “ring teleportation” mod based on a popular sci-fi franchise. From the knowledge I gained through the development of that first mod, I continued to create, implementing a Jump Drive (FTL) mod before Space Engineers had jump drives. 

When Keen announced the development of Medieval Engineers, I was excited to support Keen in their development, since I love SE and wanted to see what they would do next. While Medieval games were not that appealing to me in general, as development progressed, the game and the creative potential it offered drew my attention and I started modding ME as well.

As time went on, I developed a relationship with the developers of both games and started contributing to the codebases of SE, and now ME. A large portion of the mods I have created has always been things I wanted to see in the game.

Now that I have the ability to work on Medieval Engineers in its entirety, I look forward to bringing out the potential I see in it.”

If you would like to check out more work from Gwindalmir please follow the links below.


How to Access “Community Edition”


If you already own Medieval Engineers you merely need to opt-in to the “Community Edition” build.

  1. Head to your Steam Library and right-click on Medieval Engineers
  2. Select “Properties”
  3. From the menu popup, select “BETAS”
  4. From available options “Select the beta you would like to opt into”
  5. From this menu, select “Community Edition”


Looking Forward

Our long-term goal, and the goal of our volunteer developers, is to continue expanding the modding possibilities of Medieval Engineers while also ensuring that the Community Edition stays stable. 

Medieval Engineers: Community Edition will not see major changes to gameplay or changes that are not in the spirit of the original Medieval Engineers design. Instead, improvements, bug fixes, and quality of life changes will be the major focus. Additional features are not currently being considered, but are also not outside the realm of possibility.

We will continue to build partnerships between Keen Software House and our incredible community. It is through these relationships that projects like this are possible. For more details and news on Medieval Engineers Community Edition development, please follow us on social media, join our official Discord, or keep an eye on the official Medieval Engineers website.

Would you like to work on Medieval Engineers with our incredible community developers? Direct your inquiries to MedievalCommunityEdition@Keenswh.com


Frequently Asked Questions

Q: How do I play “Community Edition”?
A: If you already own Medieval Engineers you merely need to opt-in to the Community Edition.

  1. Head to your Steam Library and right-click on Medieval Engineers
  2. Select “Properties”
  3. From the menu popup, select “BETAS”
  4. From available options “Select the beta you would like to opt into”
  5. From this menu, select “Community Edition”

Q: How do I get updates?
A: Once you have opted into the Community Edition build, Medieval Engineers will continue to update normally, just like any game in your Steam Library.

Q: Does the Community Edition have its own website?
A: You can find Community Edition resources here:
Medieval Engineers: Community Edition Website

Q: Where do I report a bug?
A: You can report bugs with Community Edition here: 
Medieval Engineers: Community Edition Support Portal

Q: Why did you stop development?
A: We made the hard choice to stop developing Medieval Engineers so that we could focus our resources on making Space Engineers the best it can be. 

Q: Why Now?
A: This process began nearly two years ago just following our announcement that Medieval Engineers development would end. During that time we have worked with volunteers to not only continue development but implement the systems and logistics needed to make this process sustainable and manageable through continued partnerships with our community.

Q: What if Medieval Engineers makes money?
A: If Medieval Engineers begins to generate revenue that offsets our current costs, we can consider adding paid support staff for the Community Developers. We would not resume development. We would, however, be happy to redirect any revenue to continued community development.

Q: How does this affect various unofficial patches that have been circulating? 
A: One of the CE developers’ goals was to incorporate every fix possible, from all the unofficial patches we were aware of. These previous community “patches” were incomplete and needed to be reviewed and combined. Moving forward, any issues can be reported on the CE Support Portal. We will assess reports for a future release, with the goal of never needing external patches like that in the future.

Q: Will there be patch notes?
A: Of Course. You can find the latest patch notes on the Medieval Engineers: Community Edition website!

Q: How do I provide feedback?
A: Please contact us with your bugs, and feedback here: https://support.keenswh.com



Follow our social media to get the latest news! 

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!

Our team is global.

Finding the best candidates to join Keen Software House means exploring every possible solution, including remote work. While we strive to provide team members with the best possible work-life balance here in Prague at our incredible Oranzerie offices, we understand that it is not always possible to transition, therefore we are very remote friendly. Here’s a map of where our teammates live.

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.