773 karma · joined June 10, 2014
The biggest two problems that immediately come to mind:
1) Current ATC communication with planes happens by human voice over radio. Wouldn't want to trust an AI's speech recognition over that medium, so you'd probably have to mandate some kind of pilot-ATC interface that all planes would need to carry. You'd get huge pushback from the community of small planes. Probably from commercial pilots as well, since they'd have to train on the new system, and it would likely add to their cognitive load, at least short term.
2) We've put a ton of effort into producing a good radar picture to let controllers know where planes are, but it's far from perfect and requires some intuition. Radar waves bend due to atmospheric conditions, and it's difficult/impossible to distinguish real targets from various forms of clutter. The heuristics we currently use are pretty amazing, but you still get things popping up on ATC's radar scope that aren't really there.
At some point, they'll either need to find a way to accept more trainees, retain employees longer, or reduce services/throughput.
EDIT: I may be out of date. Perhaps this second wave already came and went with little impact. My math says anyone hired in 1981 would be past retirement age by now. Not sure how they handled it.
And I'm speaking as a standoffish person who seldom to never gets those offers, but my wife often skips the need to job hunt because perfect jobs just fall into her lap from all the connections she's made.
Being terminated due to poor performance or a bad fit is not a layoff, by any standard I've heard of, and some brief googling seems to support that. Terminating an employee for being a bad fit and calling it a layoff would almost certainly invite legal action.
But I'm no lawyer, so if you've got a source backing up the claim, I'd love to see it and be enlightened.
I can't speak for other states, but I'd be surprised if NJ is entirely unique.
EDIT: Although I guess it might've been a bit more if you include the value of health insurance and such.
After that early 90s recession there's a steady rise to the dotcom burst around 2000, which bottoms around 03 and starts to rise again until the housing crash. Seems like a pattern. Progress until the financiers manage to tank the economy, repeat.
Thankfully, I didn't really need to refer to the source code often, since I could just work out the finer points of the behaviors I needed to mimic by printing messages that hit all the corner cases.
How many of those VFR flights have/use autopilot during their flight, I can't say, but basic autopilot systems for GA planes have gotten pretty affordable, so I would expect there's at least hundreds of flights any given day where a VFR pilot engages an autopilot during the flight.
The main difference is that none of those VFR flights are big airliners with hundreds of passengers. For those who don't know the difference, an oversimplification would be VFR = pilot is 99% in charge, with very little assistance from air traffic controllers outside of special controlled airspace, IFR = controllers are giving the pilot very detailed instructions for the entire flight. And it's pretty much one or the other.
[0] PDF: https://www.faa.gov/air_traffic/by_the_numbers/media/Air_Tra...
In a real time strategy, it seems we're approaching that level with that StarCraft ai. Need to perhaps restrain the ai's ability to micro by fuzzing it's ability to control quickly and precisely in bursts, and then continue to advance it's strategic ability, but I expect it'll get there eventually.
In the case of shooters. It might involve giving the AI a noisy view of the game world, to force it to approach the problem the way a human does. Humans don't just have an accuracy rate or a timer between an event entering their screen and their ability to shoot at it. A human has to filter through visual noise to notice a target, and decide how to engage. A human has to use an arm and hand and muscle memory to manipulate a mouse to get bullets on target. Those are all imperfect controls, with a certain amount of uncertainty between intent and action. All that is further influenced by how prepared the human was, how much they have to adjust their previous plans, or recenter their attention.
It's a difficult task to identify all the things that actually make a game difficult for a human and make sure the AI faces a close approximation of the same problems. Then it's even more difficult to get an AI to a point where it can compete on a human level, not to mention various human levels.
That doesn't mean it's not possible or not worthwhile.
At first I thought he seemed to be making a lot of false dichotomies, but really, he was saying, these are my only choices, given the overarching constraint on how much effort we can put into our AI. Basically, all of the AI decisions he talked about were small scale heuristics, with no ability to really look at the bigger picture, which is what the player is always doing when making small decisions.
And of course, personalities are a great idea, and not mutually exclusive with a strong AI. One thing I very much disagreed with was when he said an AI can roleplay, but a player wouldn't do that, the player just plays to win at all costs. But earlier on he even talked about one of the player types is people who play for a narrative. Those are roleplayers. So, especially at lower difficulty levels, it makes a lot of sense for the AI personalities to trump optimal play. But that doesn't mean you can't have a strong AI in general, that makes some limited sacrifices for the sake of fun.
Likewise with diplomacy. It isn't about making the game as difficult as possible. If that were the goal, you could just make the player lose when he loaded the game. It's about making it feel like you're on roughly even footing with your opponents, so that success has meaning. To that end, I would expect each empire to act in its own best interest, and therefore treat the player the same as it would any other opponent. It's also why diplomatic options need game mechanics to enforce them. As he pointed out, if there's no mechanic to stop a player from accepting money for peace, and then declaring war again, then there is no reason to every pay for peace. You should design these mechanics with player behavior in mind, and the AI should use them the same way players do. Think about how players behave with one another, make that fun, and then make the AI behave similarly. This wasn't possible given their constraints, but it's certainly possible in the more general sense.
As far as "making the game too hard isn't any fun" that's the problem. Too hard is subjective. What's too hard for one person is perfect for another, and way too easy for yet another. If anything, to please the maximum number of people, you'd have to write (or train) a very skilled AI that can compete with the brightest players. If you can do that, it should be much easier to tone it down or penalize it to make easier difficulties for the average and casual players.
The only remote challenge comes in the form of the endgame 'crisis' which is basically an empire that appears late in the game with huge armies and has no economy, just scripted reinforcements and possibly some scripted counters from other special AI entities. None of the regular AI empires will have advanced enough to even think about fighting it, so it mostly serves as a check to see if the player has played efficiently enough to that point to stop the threat, and marks a good point to end your game once you have.
The scripted events make for a somewhat interesting game, but if they could provide an AI that actually made the universe feel like a competition in the early and mid game, and like the other empires were a factor in the end game, it would bring the game to another whole level for me. Of course, they'd probably have to fix their general game balance as well, which an a whole other issue.
In general, the smarter you make the AI, the more you have to work to give it constraints to keep it from cheesing the player the same way players often cheese dumb AIs.
In the case of an RTS, you can force the AI to manipulate a cursor and view area the same way a human does. Only give it partial information about areas outside the current view. Put limits on cursor manipulation. Maybe add a fudge factor that makes its clicks land randomly within X distance of its target, where X is based on the average speed the cursor has moved in the last half a second. That alone would make it harder for it to give orders to a bunch of individual units fast enough to out-micro a player, and you're really just giving it constraints similar to a human operating a mouse.
Market size is only half the equation, the other half is the cost to develop the feature. As methods and technology improve, the cost to make a smart AI for a complex game system should decrease. As the cost decreases, you need less of the overall gaming market to make a return. Might just be a matter of time before somebody takes a gamble on a tough AI, has a huge success, and then everyone starts to emulate it.
Outside of those games, I'd say any game with competitive multiplayer could benefit from smart human-like AI. Some people play games for a challenge. The unpredictability of other humans is most of the fun, whereas playing against a typical game AI is just a matter of figuring out how it works, where it fails, and then taking advantage of that failure repeatedly. Considering the market for competitive online games, there's likely a similar market for competitive AI games.
I suspect the real barrier that is that it's a lot cheaper and easier to sick players on one another than to make a challenging human-like AI.
So you can still have grandma watch your kid all you like, while the person who has no living relatives can still have a kid and hold a job by taking advantage of subsidized daycare.
The source I found doesn't break down the remaining 35.3% of the population much, except to pull out about 2% as marginally attached or discouraged. Basically, people who have given up looking for work. I tried figuring out the makeup of the remaining 33%, but without much luck. How many 16 and older students are out there not working because they are full time committed to schooling? Hard to figure out, because so many students have part time jobs or are at least actively looking for part time jobs. Then, how many people are retired by choice, versus retired because there's no more work for them? How many homemakers are staying home with kids because they can't earn enough to significantly exceed childcare expenses versus those who stay home because they don't need or want to work?