Outsmarting Humans Just One Step for AI Video Game Players

This image released by Sony Interactive Entertainment shows a scene from the video game Gran Turismo Sophy. (Sony Interactive Entertainment via AP)
This image released by Sony Interactive Entertainment shows a scene from the video game Gran Turismo Sophy. (Sony Interactive Entertainment via AP)
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Outsmarting Humans Just One Step for AI Video Game Players

This image released by Sony Interactive Entertainment shows a scene from the video game Gran Turismo Sophy. (Sony Interactive Entertainment via AP)
This image released by Sony Interactive Entertainment shows a scene from the video game Gran Turismo Sophy. (Sony Interactive Entertainment via AP)

Speed around a French village in the video game Grand Turismo and you might spot a Corvette behind you trying to catch your slipstream.

The technique of using the draft of an opponent's racecar to speed up and overtake them is one favored by skilled players of PlayStation's realistic racing game.

But this Corvette driver is not being controlled by a human — it's GT Sophy, a powerful artificial intelligence agent built by PlayStation-maker Sony.

Grand Turismo players have been competing against computer-generated racecars since the franchise launched in the 1990s, but the new AI driver that was unleashed last week on Grand Turismo 7 is smarter and faster because it's been trained using the latest AI methods.

“Grand Turismo had a built-in AI existing from the beginning of the game, but it has a very narrow band of performance and it isn’t very good,” said Michael Spranger, chief operating officer of Sony AI. “It’s very predictable. Once you get past a certain level, it doesn’t really entice you anymore.”

But now, he said, “this AI is going to put up a fight.”

Visit an artificial intelligence laboratory at universities and companies like Sony, Google, Meta, Microsoft and ChatGPT-maker OpenAI and it’s not unusual to find AI agents like Sophy racing cars, slinging angry birds at pigs, fighting epic interstellar battles or helping human gamers build new Minecraft worlds -- all part of the job description for computer systems trying to learn how to get smarter in games.

But in some instances, they are also trying to learn how to get smarter in the real world. In a January paper, a University of Cambridge researcher who built an AI agent to control Pokémon characters argued it could “inspire all sorts of applications that require team management under conditions of extreme uncertainty, including managing a team of doctors, robots or employees in an ever-changing environment, like a pandemic-stricken region or a war zone.”

And while that might sound like a kid making a case for playing three more hours of Pokémon Violet, the study of games has been used to advance AI research — and train computers to solve complex problems — since the mid-20th century.

Initially, AI was used on games like checkers and chess to test at winning strategy games. Now a new branch of research is more focused on performing open-ended tasks in complex worlds and interacting with humans, not just for the purpose of beating them.

“Reality is like a super-complicated game,” said Nicholas Sarantinos, who authored the Pokémon paper and recently turned down a doctoral offer at Oxford University to start an AI company aiming to help corporate workplaces set up more collaborative teams.

In the web-based Pokémon Showdown battle simulator, Sarantinos developed an algorithm to analyze a team of six Pokémon — predicting how they would perform based on all the possible battle scenarios ahead of them and their comparative strengths and weaknesses.

Microsoft, which owns the popular Minecraft game franchise as well as the Xbox game system, has tasked AI agents with a variety of activities — from steering clear of lava to chopping trees and making furnaces. Researchers hope some of their learnings could eventually play a role in real-world technology, such as how to get a home robot to take on certain chores without having to program it to do so.

While it “goes without stating” that real humans behave quite differently from fictional video game creatures, “the core ideas can still be used,” Sarantinos said. “If you use psychology tests, you can take this information to conclude how well they can work together.”

Amy Hoover, an assistant professor of informatics at the New Jersey Institute of Technology who’s built algorithms for the digital card game Hearthstone, said “there really is a reason for studying games” but it is not always easy to explain.

“People aren’t always understanding that the point is about the optimization method rather than the game,” she said.

Games also offer a useful testbed for AI — including for some real-world applications in robotics or health care — that’s safer to try in a virtual world, said Vanessa Volz, a researcher and co-founder of the Danish startup Modl.ai, which builds AI systems for game development.

But, she adds, “it can get overhyped."

“It’s probably not going to be one big breakthrough and that everything is going to be shifted to the real world,” Volz said.

Japanese electronics giant Sony launched its own AI research division in 2020 with entertainment in mind, but it's nonetheless attracted broader academic attention. Its research paper introducing Sophy last year made it on the cover of the prestigious science journal Nature, which said it could potentially have effects on other applications such as drones and self-driving vehicles.

The technology behind Sophy is based on an algorithmic method known as reinforcement learning, which trains the system by rewarding it when it gets something right as it runs virtual races thousands of times.

“The reward is going to tell you that, ‘You’re making progress. This is good,’ or, ‘You’re off the track. Well, that’s not good,’” Spranger said.

PlayStation players will only get to try racing against Sophy until Wednesday, on a limited number of circuits, so it can get some feedback and go back into testing. Peter Wurman, director of Sony AI America and project lead on GT Sophy, said it takes about two weeks for AI agents to train on 20 PlayStations.

“To get it spread throughout the whole game, it takes some more breakthroughs and some more time before we’re ready for that,” he said.

And to get it onto real streets or Formula One tracks? That could take a lot longer.

Self-driving car companies adopt similar machine-learning techniques, but “they don’t hand over complete control of the car the way we are able to,” Wurman said. “In a simulated world, there’s nobody’s life at risk. You know exactly the kinds of things you’re going to see in the environment. There’s no people crossing the road or anything like that.”



Anthropic Says Looking to Power European Tech with Hiring Push

As the AI race heats up, so does the race to find talent in the sector, which is currently dominated by US and Chinese companies. Fabrice COFFRINI / AFP/File
As the AI race heats up, so does the race to find talent in the sector, which is currently dominated by US and Chinese companies. Fabrice COFFRINI / AFP/File
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Anthropic Says Looking to Power European Tech with Hiring Push

As the AI race heats up, so does the race to find talent in the sector, which is currently dominated by US and Chinese companies. Fabrice COFFRINI / AFP/File
As the AI race heats up, so does the race to find talent in the sector, which is currently dominated by US and Chinese companies. Fabrice COFFRINI / AFP/File

American AI giant Anthropic aims to boost the European tech ecosystem as it expands on the continent, product chief Mike Krieger told AFP Thursday at the Vivatech trade fair in Paris.

The OpenAI competitor wants to be "the engine behind some of the largest startups of tomorrow... (and) many of them can and should come from Europe", Krieger said.

Tech industry and political leaders have often lamented Europe's failure to capitalize on its research and education strength to build heavyweight local companies -- with many young founders instead leaving to set up shop across the Atlantic.

Krieger's praise for the region's "really strong talent pipeline" chimed with an air of continental tech optimism at Vivatech.

French AI startup Mistral on Wednesday announced a multibillion-dollar tie-up to bring high-powered computing resources from chip behemoth Nvidia to the region.

The semiconductor firm will "increase the amount of AI computing capacity in Europe by a factor of 10" within two years, Nvidia boss Jensen Huang told an audience at the southern Paris convention center.

Among 100 planned continental hires, Anthropic is building up its technical and research strength in Europe, where it has offices in Dublin and non-EU capital London, Krieger said.

Beyond the startups he hopes to boost, many long-standing European companies "have a really strong appetite for transforming themselves with AI", he added, citing luxury giant LVMH, which had a large footprint at Vivatech.

'Safe by design'

Mistral -- founded only in 2023 and far smaller than American industry leaders like OpenAI and Anthropic -- is nevertheless "definitely in the conversation" in the industry, Krieger said.

The French firm recently followed in the footsteps of the US companies by releasing a so-called "reasoning" model able to take on more complex tasks.

"I talk to customers all the time that are maybe using (Anthropic's AI) Claude for some of the long-horizon agentic tasks, but then they've also fine-tuned Mistral for one of their data processing tasks, and I think they can co-exist in that way," Krieger said.

So-called "agentic" AI models -- including the most recent versions of Claude -- work as autonomous or semi-autonomous agents that are able to do work over longer horizons with less human supervision, including by interacting with tools like web browsers and email.

Capabilities displayed by the latest releases have raised fears among some researchers, such as University of Montreal professor and "AI godfather" Yoshua Bengio, that independently acting AI could soon pose a risk to humanity.

Bengio last week launched a non-profit, LawZero, to develop "safe-by-design" AI -- originally a key founding promise of OpenAI and Anthropic.

'Very specific genius'

"A huge part of why I joined Anthropic was because of how seriously they were taking that question" of AI safety, said Krieger, a Brazilian software engineer who co-founded Instagram, which he left in 2018.

Anthropic is still working on measures designed to restrict their AI models' potential to do harm, he added.

But it has yet to release details of its "level 4" AI safety protections foreseen for still more powerful models, after activating ASL (AI Safety Level) 3 to corral the capabilities of May's Claude Opus 4 release.

Developing ASL 4 is "an active part of the work of the company", Krieger said, without giving a potential release date.

With Claude 4 Opus, "we've deployed the mitigations kind of proactively... safe doesn't have to mean slow, but it does mean having to be thoughtful and proactive ahead of time" to make sure safety protections don't impair performance, he added.

Looking to upcoming releases from Anthropic, Krieger said the company's models were on track to match chief executive Dario Amodei's prediction that Anthropic would offer customers access to a "country of geniuses in a data center" by 2026 or 2027 -- within limits.

Anthropic's latest AI models are "genius-level at some very specific things", he said.

"In the coming year... it will continue to spike in particular aspects of things, and still need a lot of human-in-the-loop coordination," he forecast.