Earth

Do Animals Really Anticipate Earthquakes? Sensors Hint They Do (scientificamerican.com) 41

An anonymous reader quotes Scientific American: For centuries, people have described unusual animal behavior just ahead of seismic events: dogs barking incessantly, cows halting their milk, toads leaping from ponds... Now researchers at the Max Planck Institute of Animal Behavior and the University of Konstanz, both in Germany, along with a multinational team of colleagues, say they have managed to precisely measure increased activity in a group of farm animals prior to seismic activity...

The researchers used highly sensitive instruments that record accelerated movements — up to 48 each second — in any direction. During separate periods totaling about four months in 2016 and 2017, they attached these biologgers and GPS sensors to six cows, five sheep and two dogs living on a farm in an earthquake-prone area of northern Italy. A total of more than 18,000 tremors occurred during the study periods, with more seismic activity during the first one — when a magnitude 6.6 quake and its aftershocks struck the region. The team's work was published in July in Ethology...

Analyzing the increased movements as a whole, the researchers claim, showed a clear signal of anticipatory behavior hours ahead of tremors. "It's sort of a system of mutual influence," Wikelski says. "Initially, the cows kind of freeze in place — until the dogs go crazy. And then the cows actually go even crazier. And then that amplifies the sheep's behavior, and so on...." This "swarm intelligence" can happen within or across species, Wikelski says. For example, "we did a study on Galápagos marine iguanas, and we know that they are actually listening in to mockingbirds' warnings about the Galápagos hawks," he adds. "These kinds of systems exist all over the place. We're just not really tuned in to them yet."

The researchers say the farm animals appeared to anticipate tremors anywhere from one to 20 hours ahead, reacting earlier when they were closer to the origin and later when they were farther away. This finding, the authors contend, is consistent with a hypothesis that animals somehow sense a signal that diffuses outward.

United States

An Earthquake With a Preliminary Magnitude of 7.8 Struck Off the Coast of Alaska Early Wednesday Morning. (cnn.com) 34

An earthquake with a preliminary magnitude of 7.8 struck off the coast of Alaska early Wednesday morning. From a report: The earthquake was centered 60 miles, or 98 kilometers, south-southeast, of Perryville, Alaska, according to the US Geological Survey. The quake is considered shallow at about six miles, or 10 kilometers, deep. "Anything below 70 kilometers is considered a shallow quake," CNN meteorologist Allison Chinchar previously said. "That's important, because shallow earthquakes often cause the most damage, compared to the ones that are deeper, regardless of the strength." A tsunami warning had been issued following the earthquake, according to the National Oceanic and Atmospheric Administration. The warning was in effect for south Alaska and the Alaska peninsula -- Pacific coasts from Kennedy Entrance, Alaska (40 miles southwest of Homer) to Unimak Pass, Alaska, according to the Tsunami Warning Center. But all tsunami warnings and advisories were canceled early Wednesday morning, according to the National Weather Service.
Graphics

Nvidia Engineer Releases Open-Sourced Vulkan Graphics Driver for the Raspberry Pi (tomshardware.com) 20

Long-time Slashdot reader frootcakeuk quotes an article from Hot Hardware: Earlier this year, the Raspberry Pi Foundation hooked up with Igalia to start development on an open-sourced Vulkan graphics driver for the Raspberry Pi. However, Martin Thomas, an engineer at Nvidia, beat them to the punch.

Thomas announced yesterday via his personal Twitter that his RPi-VK-Driver is ready for primetime. The talented engineer had been working on the Vulkan driver in his spare time for more than two years.

Technically, Thomas' iteration isn't a Vulkan driver per se because it doesn't comply with the official standards established by The Khronos Group. Nonetheless, the resourceful developer produced a driver that adheres to the Vulkan parameters as much as possible, and as close as the hardware would permit it. There's just one limitation with the RPi-VK-Driver though. Unlike the official Vulkan driver that's still in the works, Thomas' version is only compatible with the Broadcom VideoCore IV GPU that's found inside the Raspberry Pi 1, 2, 3 and Zero devices.

Space

Mars Is a Seismically Active World, First Results From NASA's InSight Lander Reveal (space.com) 13

The first results from NASA's quake-hunting InSight Mars lander just came out, and they reveal that Mars is a seismically active planet. Space.com reports: Martian seismicity falls between that of the moon and that of Earth, [says InSight principal investigator Bruce Banerdt, of NASA's Jet Propulsion Laboratory]. "In fact, it's probably close to the kind of seismic activity you would expect to find away from the [tectonic] plate boundaries on Earth and away from highly deformed areas," he said. InSight's observations will help scientists better understand how rocky planets such as Mars, Earth and Venus form and evolve, mission team members have said. The mission's initial science returns, which were published today (Feb. 21) in six papers in the journals Nature Geoscience and Nature Communications, show that InSight is on track to meet that long-term goal, Banerdt said.

The new studies cover the first 10 months of InSight's tenure on Mars, during which the lander detected 174 seismic events. These quakes came in two flavors. One hundred and fifty of them were shallow, small-magnitude tremors whose vibrations propagated through the Martian crust. The other 24 were a bit stronger and deeper, with origins at various locales in the mantle, InSight team members said. (But even those bigger quakes weren't that powerful; they landed in the magnitude 3 to 4 range. Here on Earth, quakes generally must be at least magnitude 5.5 to damage buildings.) That was the tremor tally through September 2019. InSight has been busy since then as well; its total quake count now stands at about 450, Banerdt said. And all of this shaking does indeed originate from Mars itself, he added; as far as the team can tell, none of the vibrations were caused by meteorites hitting the Red Planet. So, there's a lot going on beneath the planet's surface.
What's interesting to note is that unlike Earth, where most quakes are caused by tectonic plates sliding around, Mars' quakes are caused by the long-term cooling of the planet since its formation 4.5 billion years ago. "As the planet cools, it contracts, and then the brittle outer layers then have to fracture in order to sort of maintain themselves on the surface," Banerdt said. "That's kind of the long-term source of stresses."

"A wealth of information can be gleaned from InSight's quake measurements," reports Space.com. "For example, analyses of how the seismic waves move through the Martian crust suggest there are small amounts of water mixed in with the rock, mission team members said." They can't say one way or the other whether there are large underground reservoirs of water at this point, but the research is convincing.

The new papers also mention a variety of other discoveries as well. "For example, InSight is the first mission ever to tote a magnetometer to the Martian surface, and that instrument detected a local magnetic field about 10 times stronger than would be expected based on orbital measurements," the report says. "InSight is also taking a wealth of weather data, measuring pressure many times per second and temperature once every few seconds. This information helps the mission team better understand environmental noise that could complicate interpretations of the seismic observations, but it also has considerable stand-alone value."
First Person Shooters (Games)

New Trailer, Gameplay Videos Released For Upcoming 'DOOM Eternal' (collider.com) 24

Id software has released a new trailer for their upcoming Doom sequel set on a demon-infested planet Earth in the year 2151. And GameSpot has uploaded a 10-minute clip of gameplay while Collider released 15 minutes.

Collider writes: Doom Eternal takes everything that was gloriously batshit about Doom 2016, throws it in a Lamborghini full of Slayer albums and catapults it into the sun. This game is out of its goddamn mind in the best possible way, and I literally cannot wait to get my hands on the full version... The Fortress of Doom is massive. I wasn't able to access every area, and could only guess at the function of some of the areas I did see. One section had the original Doom Marine costume on display in a glass case, and the game's director, Hugo Martin confirmed that the skin is an unlockable. Moreover, he indicated that there are several unlockable player skins in the game, including one he was clearly excited about but couldn't reveal, saying that it was still in the licensing approval stage...

Doom Eternal, like its predecessor, is a fast game, pitting you against hordes of powerful enemies that force you to constantly be on the move and quick-swapping weapons to inflict maximum damage while avoiding death. You have a few tools at your disposal to earn guaranteed life, ammo, and armor, which are the over-the-top glory kills, the terrifying chainsaw, and the brand-new flame belcher respectively. Glory kills are special instant-death maneuvers you can unleash on enemies after staggering them, and the addition of a retractable arm blade has heightened the graphic absurdity of them to such a degree that I was giggling like an idiot every time I pulled one off.

I spent the next three hours murdering my way across three massive levels that were incredibly varied in terms of design, beginning in a blasted post-apocalyptic city, then moving to a vast overgrown temple, and finally ending up in a heavily-fortified arctic base... Each stage had a completely different feel -- the city was very ground-based, with dark subway tunnels and skeletal office buildings. The temple was spread out across what felt like miles, with an unexpected amount of verticality and traversal thanks to the new climbing mechanic. Yep, Doom Guy can now cling to certain walls, as well as swing from poles to extend his jump and gain access to distant ledges. The climbing controls are a bit funky, like Spider-Man with a rotator cuff injury, but the traversal puzzles are fun and satisfying, and allow for some truly massive environments...

Martin promised that players will continue to be introduced to new enemies and environments right up until the end of the 22+ hour campaign. He describes Doom Eternal as a thinking person's action game, and that the team's goal was to create a combat puzzle worth your time.

DOOM Eternal is scheduled to be released on March 20th.
Games

Ubisoft Uses AI To Teach a Car To Drive Itself in a Racing Game (venturebeat.com) 14

An anonymous reader shares a report: Reinforcement learning, an AI training technique that employs rewards to drive software policies toward goals, has been applied successfully to domains from industrial robotics to drug discovery. But while firms including OpenAI and Alphabet's DeepMind have investigated its efficacy in video games like Dota 2, Quake III Arena, and StarCraft 2, few to date have studied its use under constraints like those encountered in the game industry. That's presumably why Ubisoft La Forge, game developer Ubisoft's eponymous prototyping space, proposed in a recent paper an algorithm that's able to handle discrete, continuous video game actions in a "principled" and predictable way. They set it loose on a "commercial game" (likely The Crew or The Crew 2, though neither is explicitly mentioned) and report that it's competitive with state-of-the-art benchmark tasks.

"Reinforcement Learning applications in video games have recently seen massive advances coming from the research community, with agents trained to play Atari games from pixels or to be competitive with the best players in the world in complicated imperfect information games," wrote the coauthors of a paper describing the work. "These systems have comparatively seen little use within the video game industry, and we believe lack of accessibility to be a major reason behind this. Indeed, really impressive results ... are produced by large research groups with computational resources well beyond what is typically available within video game studios." The Ubisoft team, then, sought to devise a reinforcement learning approach that'd address common challenges in video game development. They note that data sample collection tends to be a lot slower generally, and that there exist time budget constraints over the runtime performance of agents.

Android

Xiaomi Integrates Earthquake Alert System Into MIUI OS (techcrunch.com) 9

Xiaomi today unveiled a new iteration of its virtual assistant Xiao Ai and shared a new feature of Android-based MIUI operating system as the publicly listed Chinese technology group pushes to expand its internet services ecosystem. From a report: At its annual Mi Developer conference in Beijing, the company said it is integrating an earthquake warning function into MIUI for select users in China, with plans to expand it nationwide soon. The integration, touted as the first of its kind globally, will enable alerts to be sent to smartphones running MIUI 11 and Mi TV "seconds to tens of seconds" before the quake waves arrive, Xiaomi said. The feature, which was first tested in September this year, has been developed in partnership with Institute of Care-life, a Chengdu-based organization focusing on natural disaster warning. Xiaomi said it has activated the feature for the earthquake-prone Sichuan Province and plans to expand it elsewhere in the nation soon. Wang Tun, head of the institute, said this function, unlike those available through apps in some countries, works more efficiently and does not rely on a working internet connection.
United States

California Launches First Statewide Earthquake Early Warning System (buzzfeednews.com) 17

hcs_$reboot writes: Everyone in California will now receive earthquake alerts on their phones seconds before the ground begins to shake, giving residents up to 20 seconds of warning before shaking begins. Developed by seismologists at the University of California, Berkeley, the MyShake application (residents will need to download the app to receive the alerts in areas without cell phone coverage) is designed to alert the public when a magnitude 4.5 earthquake or greater has been detected and has been shown to be faster than other alert delivery methods. The wireless emergency alerts will be sent in the event of a more significant quake, magnitude 5.0 or greater. The system does not predict earthquakes. Rather, it uses numerous seismic stations to detect the start of an earthquake and light-speed communications to send the data to computers that instantly calculate location, magnitude, intensity of shaking and create alerts to be distributed to areas that will be affected. When the MyShake app was released back in 2016 it already detected over 200 earthquakes in more than ten countries.

A paper describing the early results gives a general idea of the app's success: "On a typical day about 8,000 phones provide acceleration waveform data to the MyShake archive. The on-phone app can detect and trigger on P waves and is capable of recording magnitude 2.5 and larger events. The largest number of waveforms from a single earthquake to date comes from the M5.2 Borrego Springs earthquake in Southern California, for which MyShake collected 103 useful three-component waveforms. The network continues to grow with new downloads from the Google Play store everyday and expands rapidly when public interest in earthquakes peaks such as during an earthquake sequence."
Graphics

NVIDIA's Job Listings Reveal 'Game Remastering' Studio, New Interest In RISC-V (forbes.com) 40

An anonymous reader quotes Forbes: Nvidia has a lot riding on the success of its GeForce RTX cards. The Santa Clara, California company is beating the real-time ray tracing drum loudly, adamant on being known as a champion of the technology before AMD steals some of its thunder next year with the PlayStation 5 and its own inevitable release of ray-tracing enabled PC graphics cards.

Nvidia has shown that, with ray tracing, it can breathe new life into a decades-old PC shooter like id Software's Quake 2, so why not dedicate an entire game studio to remastering timeless PC classics? A new job listing spotted by DSOGaming confirms that's exactly what Nvidia is cooking up.

The ad says NVIDIA's new game remastering program is "cherry-picking some of the greatest titles from the past decades and bringing them into the ray tracing age, giving them state-of-the-art visuals while keeping the gameplay that made them great." (And it adds that the initiative is "starting with a title that you know and love but we can't talk about here!")

Meanwhile, a China-based industry watcher on Medium reports that "six RISC-V positions have been advertised by NVIDIA, based in Shanghai and pertaining to architecture, design, and verification."
Mars

NASA Mic'd Up Mars and Uploaded It To Soundcloud (vice.com) 23

On Tuesday, NASA posted several sonifications of data captured on Mars by InSight, a robotic lander that touched down on the red planet last year. From a report: InSight is the first mission ever to record "marsquakes" the Martian equivalent of earthquakes, which it detects with an instrument called Seismic Experiment for Interior Structure (SEIS), made by the French space agency. SEIS has now heard about 100 weird tremors rippling through the interior of Mars, 21 of which have been identified as likely marsquakes. For instance, here's an audio representation of a magnitude 3.7 marsquake detected on May 22, 2019, which was SEIS' 173th "sol" (the word for a Martian day) of operation. NASA dialed the seismic frequencies recorded by SEIS up to a range that can be heard by the human ear, but you may still need headphones to get the full experience. The quake sounds a bit like the kind of ambient bass-heavy hum you might expect to play during a tense scene in a movie thriller.
AI

AI Takes On Earthquake Prediction (quantamagazine.org) 13

After successfully predicting laboratory earthquakes, a team of geophysicists has applied a machine learning algorithm to quakes in the Pacific Northwest. From a report: In May of last year, after a 13-month slumber, the ground beneath Washington's Puget Sound rumbled to life. The quake began more than 20 miles below the Olympic mountains and, over the course of a few weeks, drifted northwest, reaching Canada's Vancouver Island. It then briefly reversed course, migrating back across the U.S. border before going silent again. All told, the monthlong earthquake likely released enough energy to register as a magnitude 6. By the time it was done, the southern tip of Vancouver Island had been thrust a centimeter or so closer to the Pacific Ocean. Because the quake was so spread out in time and space, however, it's likely that no one felt it. These kinds of phantom earthquakes, which occur deeper underground than conventional, fast earthquakes, are known as "slow slips." They occur roughly once a year in the Pacific Northwest, along a stretch of fault where the Juan de Fuca plate is slowly wedging itself beneath the North American plate.

More than a dozen slow slips have been detected by the region's sprawling network of seismic stations since 2003. And for the past year and a half, these events have been the focus of a new effort at earthquake prediction by the geophysicist Paul Johnson. Johnson's team is among a handful of groups that are using machine learning to try to demystify earthquake physics and tease out the warning signs of impending quakes. Two years ago, using pattern-finding algorithms similar to those behind recent advances in image and speech recognition and other forms of artificial intelligence, he and his collaborators successfully predicted temblors in a model laboratory system -- a feat that has since been duplicated by researchers in Europe. Now, in a paper posted this week on the scientific preprint site arxiv.org, Johnson and his team report that they've tested their algorithm on slow slip quakes in the Pacific Northwest. The paper has yet to undergo peer review, but outside experts say the results are tantalizing. According to Johnson, they indicate that the algorithm can predict the start of a slow slip earthquake to "within a few days -- and possibly better."

First Person Shooters (Games)

'Doom' Celebrates 25th Anniversary By Re-Releasing Three Classic Games (theverge.com) 102

To celebrate the 25th anniversary of Doom, there's now mobile versions in the Google Play Store, reports Android Police, "and since this is a 25th-anniversary release, it includes the fourth expansion Thy Flesh Consumed. It's the complete package folks, and it's finally available on Android as an official release."

And in addition, three Doom re-releases are now available for the Nintendo Switch, Xbox One, and PlayStation 4, reports the Verge -- though there was one little glitch: Bethesda says it'll get rid of the strange requirement that players must log into an online account before they play the newly re-released versions of Doom, Doom II, and Doom 3, which went live yesterday. Players quickly criticized Bethesda for the seemingly ridiculous limitation -- the first of these games was released more than 25 years ago, at a time when there was obviously no internet requirement. The online login will be made optional in a coming update, Bethesda said today.
The re-releases were part of QuakeCon 2019, reports IGN, noting that Bethesda also showcased Doom Eternal's multiplayer, "revealing new details about the unique 1v2 Battle Mode."

Forbes hails the re-releases as "id Software's fast-paced, ultra-violent...classic shooters," adding that "It appears the re-releases are actually Unity remakes, though whether much has changed beyond resolution support remains to be seen." But they may also have some other minor differences, Engadget reports: There have been a few other complaints as well, such as the addition of copy protection, graphical changes (such as filtering that softens those 1993-era graphics) and apparent music tempo slowdowns on the Switch. That's not including the removal of downloads for the old PS3 and Xbox 360 versions. It's not a fiasco, but these clearly weren't the straightforward ports some were expecting.
Earth

California Earthquake Brings Scattered Damage (cnn.com) 84

The strongest earthquake to hit Southern California in 20 years left scattered damage Thursday morning and was felt from Las Vegas to Orange County, the US Geological Survey reported. From a report: The quake, with an early magnitude of 6.4, was centered near Ridgecrest, a community west of the Mojave Desert and about 150 miles north of Los Angeles. Reports of scattered damage, including rock slides and fires, rolled in by midday. At least four large aftershocks, from 3.5 to 4.7 magnitude, and dozens smaller were recorded, officials said. In Los Angeles, the temblor was felt as a long, rolling quake, and buildings rocked back and forth for at least several seconds. Before Thursday, the largest quake in the area was in 1999 near Barstow, said seismologist Lucy Jones of the USGS. Diane Ruggiero, general manager of the Hampton Inn and Suites Ridgecrest in Ridgecrest, told CNN's Paul Vercammen that the hotel has significant damage.
Crime

Hacker Who Launched DDoS Attacks on Sony, EA, and Steam Gets 27 Months in Prison (zdnet.com) 76

An anonymous reader shares a report: A 23-year-old man from Utah was sentenced this week to 27 months in prison for a series of DDoS attacks that took down online gaming service providers like Sony's PlayStation Network, Valve's Steam, Microsoft's Xbox, EA, Riot Games, Nintendo, Quake Live, DOTA2, and League of Legends servers, along with many others. Named Austin Thompson, but known online as DerpTrolling, the man is the first hacker who started a trend among other hackers and hacking crews -- namely of launching DDoS attacks against gaming providers during Christmas, which they later justified using ridiculous reasons such as "to spoil everyone's holiday," "to make people spend time with their families," or "for the lulz." The hacker's DDoS attacks were extremely successful at the time, in 2013, in a time when most companies didn't use strong DDoS mitigation services.
AI

DeepMind's AI Beats Humans At Quake III Arena (yahoo.com) 98

"A team of programmers at a British artificial intelligence company has designed automated 'agents' that taught themselves how to play the seminal first-person shooter Quake III Arena, and became so good they consistently beat human beings," reports AFP: The work of the researchers from DeepMind, which is owned by Google's parent company Alphabet, was described in a paper published in Science on Thursday and marks the first time the feat has ever been accomplished... "Even after 12 hours of practice, the human game testers were only able to win 25% of games against the agent team," the team wrote. The agents' win-loss ratio remained superior even when their reaction times were artificially slowed down to human levels and when their aiming ability was similarly reduced....

The team did not comment, however, on the AI's potential for future use in military settings. DeepMind has publicly stated in the past that it is committed to never working on any military or surveillance projects, and the word "shoot" does not appear even once in the paper (shooting is instead described as tagging opponents by pointing a laser gadget at them). Moving forward, Jaderberg said his team would like to explore having the agents play in the full version of Quake III Arena and find ways his AI could work on problems outside of computer games. "We use games, like Capture the Flag, as challenging environments to explore general concepts such as planning, strategy and memory, which we believe are essential to the development of algorithms that can be used to help solve real-world problems," he said.

DeepMind's agents "individually played around 450,000 games of capture the flag, the equivalent of roughly four years of experience," reports VentureBeat. But that was enough to make them consistently better than human players, according to Ars Technica. "The only time humans beat a pair of bots was when they were part of a human-bot team, and even then, they typically won only five percent of their matches..."

"Humans' visual abilities made them better snipers. But at close range, [DeepMind's team FTW] excelled in combat, in part because its reaction time was half that of a human's, and in part because its accuracy was 80 percent compared to the humans' 50 percent."
IOS

id Software's Open-Source Engines Ported To iOS, tvOS 67

New submitter Schnapple writes: Back in 2009, id Software put Wolfenstein 3D and DOOM on the App Store, but once iOS 11 started phasing out 32-bit apps, they stopped working. Since their source code was published under the GPL, I went in and fixed them up so they would run on modern devices, and also added game controller support and ported them to tvOS so they could run on Apple TV. Then over the last year I did the same for DOOM II and Final DOOM, Quake, Quake II, Quake III: Arena, Return to Castle Wolfenstein, and finally DOOM 3. I've chronicled the adventures on my blog. I can't publish them to the App Store for obvious reasons and you'll need to provide your own copy of the game data, but if anyone's interested in trying them out on Apple devices I've posted the sources to GitHub.
Mars

First 'Marsquake' Detected on Red Planet (scientificamerican.com) 34

There are earthquakes and moonquakes, and now a NASA spacecraft has detected what's believed to be a "marsquake" on the Red Planet. From a report: The spacecraft picked up the faint trembling of Mars's surface on 6 April, 128 days after landing on the planet last November. The quake is the first to be detected on a planetary body other than Earth or Moon. The shaking was relatively weak, the French space agency CNES said on 23 April. The seismic energy it produced was similar to that of the moonquakes that Apollo astronauts measured in the late 1960s and early 1970s. "We thought Mars was probably going to be somewhere between Earth and the Moon" in terms of seismic activity, says Renee Weber, a planetary scientist at NASA's Marshall Space Flight Center in Huntsville, Alabama. "It's still very early in the mission, but it's looking a bit more Moon-like than Earth-like," she says. It's not yet clear whether the shaking originated within Mars or was caused by a meteorite crashing into the planet's surface.
First Person Shooters (Games)

After 24 Years Doom 2's Last Secret Has Finally Been Discovered (polygon.com) 62

"Almost 25 years after it was released, Doom 2 has finally given up its last secret..." writes Polygon. An anonymous reader quotes their report: It's secret No. 4 on Map 15 (Industrial Zone). Now, the area in question has been known, seen and accessed by other means (usually a noclip cheat code). Getting to it without a cheat appears to be deliberately impossible, according to Doom co-creator John Romero. Romero tweeted out congratulations to the solution's discoverer, Zero Master. Zero Master figured out that the way to trigger the secret was to be pushed into the secret area by an enemy (in this case, a Pain Elemental).
Apparently the secret sector was an area just below the floor of a teleporter -- but entering that teleporter meant players rose up to the level of the teleporter's floor, according to Romero, so "you never enter the sector... you would never get inside the teleporter sector to trigger the secret."

One Reddit user notes Zero Master "has the first legit Doom 2 100% save file on earth, after 24 years."
AI

DeepMind's AI Agents Exceed 'Human-Level' Gameplay In Quake III (theverge.com) 137

An anonymous reader quotes a report from The Verge: AI agents continue to rack up wins in the video game world. Last week, OpenAI's bots were playing Dota 2; this week, it's Quake III, with a team of researchers from Google's DeepMind subsidiary successfully training agents that can beat humans at a game of capture the flag. DeepMind's researchers used a method of AI training that's also becoming standard: reinforcement learning, which is basically training by trial and error at a huge scale. Agents are given no instructions on how to play the game, but simply compete against themselves until they work out the strategies needed to win. Usually this means one version of the AI agent playing against an identical clone. DeepMind gave extra depth to this formula by training a whole cohort of 30 agents to introduce a "diversity" of play styles. How many games does it take to train an AI this way? Nearly half a million, each lasting five minutes. DeepMind's agents not only learned the basic rules of capture the flag, but strategies like guarding your own flag, camping at your opponent's base, and following teammates around so you can gang up on the enemy. "[T]he bot-only teams were most successful, with a 74 percent win probability," reports The Verge. "This compared to 43 percent probability for average human players, and 52 percent probability for strong human players. So: clearly the AI agents are the better players."
Earth

Fake Earthquake Detected In Mexico City After Player's Goal In World Cup Match (abc7.com) 213

According to officials in Mexico, an artificial earthquake was reported in Mexico City that was possibly caused by "massive jumps during the goal from the Mexico national soccer team" on Sunday. KABC reports: Hirving Lozano scored the lone goal in the 35th minute, picking up Javier Hernandez's pass inside the penalty area and beating Mesut Ozil before shooting past Germany goalkeeper Manuel Neuer from 10 yards. The goal decided the match -- a match Germany didn't expect to lose. Mexico upset Germany, the defending champion, 1-0. The loss meant Germany became the third defending champion in the last 16 years to lose its opening match at the World Cup. "Two monitoring stations in Mexico City picked up the temblor the same time Lozano scored, 35 minutes into the match," reports USA Today. "Seismologists in Chile also said that their instruments detected an artificial temblor at the same time."

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