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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."
First Person Shooters (Games)

'Descent' Creators Reunite For a New Game Called 'Overload' (steampowered.com) 138

Long-time Slashdot reader t0qer writes: In the early days of PC gaming, there was 3 major titles. Doom, Duke Nukem, and Descent. Descent was the first game to have true 3D environments and enemies, whereas Doom/Duke was considered "2.5D." Even though Descent never gained the popularity of Quake or Doom, it's had a dedicated fanbase that has continued playing and updating the game over the last 20 years.

The original programmers got together, and created a "Spiritual Successor" called Overload. Already garnering mostly postive reviews on Steam, the game features the same controls and overall feel of the original Descent, but without the frustration of having to set IRQ, DMA, and port jumpers for your sound blaster.

Engadget reports that the Overload devs "made sure to replicate what defined Descent and its two sequels, and what is still unique today: packing players in tight corridors to constrict their free-flying movement and transforming battles into maddening close-quarters space combat."

The game's lead designer tells them that first-person-shooter games "have evolved a lot, but that evolution has left some gaping holes in its wake."
AI

AI is Helping Seismologists Detect Earthquakes They'd Otherwise Miss (theverge.com) 32

Using the same tools we use for voice detection, scientists are uncovering tiny earthquakes hidden in the data. From The Verge: Oklahoma never used to be known for its earthquakes. Before 2009, the state had roughly two quakes of magnitude three and above each year. In 2015, this tally rocketed to more than 900, though it's calmed since, falling to 304 last year. This sudden increase is thought to be caused by the disposal of wastewater by the state's booming fracking industry, and it's caught seismologists off-guard. As a historically quake-free area, Oklahoma doesn't have enough equipment to detect and locate all of these quakes, making it hard to investigate their root cause. The solution proposed by Perol and his colleagues from Harvard University's engineering and earth sciences departments is to use artificial intelligence to amplify the sensitivity of the state's earthquake detectors, otherwise known as seismographs. In a paper published today in the journal Science Advances, they show how effective this technique is -- capable of detecting 17 times more earthquakes than older methods in a fraction of the time. The method is similar to the voice detection software used by digital assistants like Alexa and Siri.
Earth

Seismologist Explains Mexico's Back-To-Back Earthquakes (theverge.com) 50

An anonymous reader quotes a report from The Verge: The second major earthquake to strike Mexico in less than two weeks has caused catastrophic damage in the country's capital. The magnitude 7.1 temblor started at around 1:15PM -- cracking highways, collapsing buildings, and, so far, killing more than 200 people. Less than two weeks ago on September 7th (local time), a magnitude 8.1 quake struck roughly 400 miles southeast from today's. It's not common to hear of such strong earthquakes happening back-to-back so close to one another, says John Bellini, a geophysicist with the U.S. Geological Survey. "Usually you don't have large ones in the same general region right away," Bellini says. "But in highly [seismically] active regions of the world, it can happen."

Mexico qualifies as highly active. The country sits at the boundary of three pieces of the Earth's crust that fit together like a jigsaw puzzle -- called tectonic plates. Today's quake originated on a fault within the Cocos plate, which is on Mexico's western edge. "Whether or not faults rupture depends on the kind of stress that builds up," Bellini says. The Cocos plate scoots rapidly under the continental crust of the North American plate, which "builds up the stress and strain at a faster rate," Bellini says. "So you're liable to have more frequent earthquakes because of that." Mexico City is especially prone to severe damage because of the ground it sits on -- an ancient lakebed that quivers like jello, Bellini says. When earthquake waves pass through it, it jiggles, magnifying the vibrations. "So the reason that Mexico City seems susceptible to more damage is because of this amplification effect of the lake bed," Bellini says.

News

Mexico's Strongest Quake in Century Strikes Off Southern Coast (bbc.com) 63

An earthquake described by Mexico's president as the country's strongest in a century has struck off the southern coast, killing at least 33 people. From a report: The quake, which President Enrique Pena Nieto said measured 8.2, struck in the Pacific, about 87km (54 miles) south-west of Pijijiapan. Severe damage has been reported in Oaxaca and Chiapas states. A tsunami warning was initially issued for Mexico and other nearby countries, but later lifted. The quake, which struck at 23:50 local time on Thursday (04:50 GMT Friday), was felt hundreds of miles away in Mexico City, with buildings swaying and people running into the street. The tremors there were reported to have lasted up to a minute. President Pena Nieto said about 50 million Mexicans would have felt the tremor and that the death toll might rise.
Quake

Ask Slashdot: What Modern PC Games Would You Recommend For An Old School Gamer? 313

wjcofkc writes: The last time I was a serious gamer, I was playing Quake and Quake World. That type of first person shooter, with the qualities it offered in terms of physics, level layout, and community, produced for me some very fun times. I have long since fallen away from gaming entirely, but frequently look back to that era with great fondness. My question to the community is, are there any current games that recapture the spirit of the original Quake? Note: This is strictly for PC gaming as I do not own a console.
The Almighty Buck

Oculus CTO John Carmack Is Suing ZeniMax For $22.5 Million (techcrunch.com) 58

An anonymous reader quotes a report from TechCrunch: The feud between Oculus and ZeniMax Media is opening up once again, this time with the CTO of Oculus, John Carmack, suing his former employer for earnings that he claims are still owed to him. The suit is largely unrelated to the $6 billion trade secrets suit which ended last month with a $500 million judgment against Oculus. Instead, Carmack is suing ZeniMax Media for $22.5 million that he says has not been paid to him for the 2009 sale of his game studio, id Software, known for such pioneering video game classics as Doom and Quake. The lawsuit reveals that ZeniMax Media paid $150 million for the game studio. The document details that Carmack was set to earn $45 million from the id acquisition. In 2011, Carmack converted half of that note into a half-million shares of ZeniMax common stock, but has yet to receive the other half of his earnings in cash or common stock from the company, despite formal requests being made. The lawsuit was reported first by Dallas News.
First Person Shooters (Games)

New 'Doom 3' Mod Successfully Ports It Into Virtual Reality (vice.com) 42

When it comes to VR ports of popular games, "Doom 3's fluid weapon handling, interactivity, and general creepiness put it in a different class entirely," writes Motherboard. An anonymous reader quotes their report: Using the graphically enhanced "BFG" version of 2004's Doom 3, the mod from "Codes4Fun" skillfully ports to game to the HTC Vive, generally making it look as though it was designed for the platform all along. Swedish YouTuber SweViver recently posted a video showing off his first spin with it... SweViver walks and runs about naturally using only the Vive controller's touchpad...the video shows him jumping and using the mod's impressive hand-tracking to handle his gun and flashlight separately as they float before him in place of the controllers in his hands. At one point, he even whips out virtual fists that let him pummel things with the controllers' left and right triggers.
His conclusion? "This is probably the first AAA game that actually works on the Vive."
Earth

Deadly 1933 Long Beach Earthquake May Have Been Caused By Oil Drilling, Says Study (latimes.com) 89

An anonymous reader quotes a report from Los Angeles Times: A new study suggests that the 1933 Long Beach earthquake, the deadliest seismic event in recorded Southern California history, may have been caused by deep drilling in an oil field in Huntington Beach. The study, written by two leading U.S. Geological Survey scientists in Pasadena and to be published in the Bulletin of the Seismological Society of America on Tuesday, also suggests that three other earthquakes, including magnitude 5.0 earthquakes in 1920 in Inglewood and in 1929 in Whittier, may also be linked to oil drilling. The two government scientists, Susan Hough and Morgan Page, wrote the report after a review of nearly forgotten state oil drilling records. They discovered that the epicenter of some of the Los Angeles Basin's largest earthquakes between 1900 and 1935 happened shortly after significant changes were made in oil production in nearby fields. During this era, the Los Angeles area was one of the world's leading oil producers. The report's finding does not mean that oil drilling is causing earthquakes in Southern California today. The study only focused on earthquakes between 1900 and 1935. Different scientists have looked at earthquakes during more recent decades and have not found any reason to blame oil production for triggering earthquakes more recently in the L.A. Basin. The reason could be that oil drilling practices in the L.A. Basin have changed dramatically since the years when oil was first discovered in this region, and today's techniques may be safer and thus unlikely to trigger earthquakes as they might have done long ago. The Long Beach earthquake killed about 120 people and caused major damage throughout the region. It was named the Long Beach earthquake because the worst damage occurred in that city, even though the epicenter of the earthquake was actually in the Huntington Beach area. The quake destroyed many brick buildings, and prompted officials to ban new construction of unreinforced brick buildings.
AI

New AI Is Capable of Beating Humans At Doom (denofgeek.com) 170

An anonymous reader quotes a report from Den of Geek UK: Two students at Carnegie Mellon University have designed an artificial intelligence program that is capable of beating human players in a deathmatch game of 1993's Doom. Guillaume Lample and Devendra Singh Chaplot spent four months developing a program capable of playing first-person shooter games. The program made its debut at VizDoom (an AI competition that centered around the classic shooter) where it took second place despite the fact that their creation managed to beat human participants. That's not the impressive part about this program, however. No, what's really impressive is how the AI learns to play. The creator's full write-up on the program (which is available here) notes that their AI "allows developing bots that play the game using the screen buffer." What that means is that the program learns by interpreting what is happening on the screen as opposed to following a pre-set series of command instructions alone. In other words, this AI learns to play in exactly the same way a human player learns to play. This theory has been explored practically before, but Doom is arguably the most complicated game a program fueled by that concept has been able to succeed at. The AI's creators have already confirmed that they will be moving on to Quake, which will be a much more interesting test of this technologies capabilities given that Quake presents a much more complex 3D environment.

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