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A look back at some of AI’s biggest video game wins in 2018 Posted on : Dec 29 - 2018

For decades, games have served as benchmarks for artificial intelligence (AI).

In 1996, IBM famously set loose Deep Blue on chess, and it became the first program to defeat a reigning world champion (Garry Kasparov) under regular time controls. But things really kicked into gear in 2013 — the year Google subsidiary DeepMind demonstrated an AI system that could play Pong, Breakout, Space Invaders, Seaquest, Beamrider, Enduro, and Q*bert at superhuman levels. In March 2016, DeepMind’s AlphaGo won a three-game match of Go against Lee Sedol, one of the highest-ranked players in the world. And only a year later, an improved version of the system (AlphaZero) handily defeated champions at chess, a Japanese variant of chess called shogi, and Go.

The advancements aren’t merely advancing game design, according to folks like DeepMind cofounder Demis Hassabis. Rather, they’re informing the development of systems that might one day diagnose illnesses, predict complicated protein structures, and segment CT scans. “AlphaZero is a stepping stone for us all the way to general AI,” Hassabis told VentureBeat in a recent interview. “The reason we test ourselves and all these games is … that [they’re] a very convenient proving ground for us to develop our algorithms. … Ultimately, [we’re developing algorithms that can be] translate[ed] into the real world to work on really challenging problems … and help experts in those areas.”

With that in mind, and with 2019 fast approaching, we’ve taken a look back at some of 2018’s AI in games highlights. Here they are for your reading pleasure, in no particular order.

Montezuma’s Revenge

In Montezuma’s Revenge, a 1984 platformer from publisher Parker Brothers for the Atari 2600, Apple II, Commodore 64, and a host of other platforms, players assume the role of intrepid explorer Panama Joe as he spelunks across Aztec emperor Montezuma II’s labyrinthine temple. The stages, of which there are 99 across three levels, are filled with obstacles like laser gates, conveyor belts, ropes, ladders, disappearing floors, and fire pits — not to mention skulls, snakes, spiders, torches, and swords. The goal is to reach the Treasure Chamber and rack up points along the way by finding jewels, killing enemies, and revealing keys that open doors to hidden stages.

Montezuma’s Revenge has a reputation for being difficult (the first level alone consists of 24 rooms), but AI systems have long had a particularly tough go of it. DeepMind’s groundbreaking Deep-Q learning network in 2015 — one which surpassed human experts on Breakout, Enduro, and Pong — scored a 0 percent of the average human score of 4,700 in Montezuma’s Revenge.

Researchers peg the blame on the game’s “spare rewards.” Completing a stage requires learning complex tasks with infrequent feedback. As a result, even the best-trained AI agents tend to maximize rewards in the short term rather than work toward a big-picture goal — for example, hitting an enemy repeatedly instead of climbing a rope close to the exit. But some AI systems this year managed to avoid that trap. View More