simulation
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Sami Khan began his work in the startup world by marketing mobile-based investment services like Acorns.
Now the marketer who helped grow that business to a nearly $1 billion valuation is turning his attention to location-based gaming in the hopes that he can take on leading contender Niantic with a faster, more flexible and fan-driven approach to game development with his new startup, Cerberus Interactive.
Khan’s pitch is that he’s taking the skills he honed building up services like Acorns or the browser extension for bargain hunters, Honey, to game development to make games more viral from their inception.
“The biggest thing is how do you de-risk what is perceived as a hit-driven industry?,” Khan asks. “Games are closer to digital apps than back in the days of the console and companies should ship it like an e-commerce concept… If adoption of the game is going to be the decision factor of whether a game fails or succeeds… why isn’t the adoption of the game tested before the title is built or while the game is being conceived?”
So for his first foray into gaming, Khan is combining a crowdsourced approach to the development of the game and applying it to what many people think is gaming’s next big frontier — the location-based game phenomenon that hit its stride with Niantic’s Pokémon GO.
“Right now in location-based games you have the behemoth which is Niantic,” says Khan. “Right now the gaming industry looks at location-based games as its own sub genre. But when we look at location-based games, we believe that location-based games have an aspect that it is a game mechanic within other games.”
The first game that Cerberus is developing is a base-building simulator akin to a title like “Age of Empires,” but based on real-world locations. “Simulation games or casual games with location built in will have a bonus or an advantage over the stationary games that we play today,” says Khan.
The “Atlas Empires” title that Cerberus is currently developing is being made in concert with the gamers who might want to play it. So far, an undisclosed number of customers are already paying to have a say in certain aspects of the game’s development — kind of like a premier tier within a crowdfunding campaign.
Khan, a New Orleans native who splits his time between Los Angeles and Austin, has enlisted some marquee investors in his bid to challenge both the traditional ways in which games have been developed and the current industry leader.
Strategic investor MobilityWare has signed on to back the company along with individual investors like Steve Huffman, the co-founder and chief executive of Reddit, and Blake Chandler, the chief business officer of the runaway social network hit, TikTok.
Khan traces his love of games to his time visiting his cousins in Bangladesh and playing “Prince of Persia” on an early Toshiba laptop. “I remember sitting around the computer, watching my oldest cousin play because my dad didn’t want any of the kids touching the laptop,” Khan says.
So far the beta version of “Atlas Empires” has had 50,000 downloads and has about 1,000 daily players, Khan says. The commercial version of the game is expected to go live in the first quarter of 2020, says Khan.
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Money from big tech companies and top VC firms is flowing into the nascent “virtual beings” space. Mixing the opportunities presented by conversational AI, generative adversarial networks, photorealistic graphics, and creative development of fictional characters, “virtual beings” envisions a near-future where characters (with personalities) that look and/or sound exactly like humans are part of our day-to-day interactions.
Last week in San Francisco, entrepreneurs, researchers, and investors convened for the first Virtual Beings Summit, where organizer and Fable Studio CEO Edward Saatchi announced a grant program. Corporates like Amazon, Apple, Google, and Microsoft are pouring resources into conversational AI technology, chip-maker Nvidia and game engines Unreal and Unity are advancing real-time ray tracing for photorealistic graphics, and in my survey of media VCs one of the most common interests was “virtual influencers”.
The term “virtual beings” gets used as a catch-all categorization of activities that overlap here. There are really three separate fields getting conflated though:
These can overlap — there are humanoid virtual influencers for example — but they represent separate challenges, separate business opportunities, and separate societal concerns. Here’s a look at these fields, including examples from the Virtual Beings Summit, and how they collectively comprise this concept of virtual beings:
Virtual companions are conversational AI that build a unique 1-to-1 relationship with us, whether to provide friendship or utility. A virtual companion has personality, gauges the personality of the user, retains memory of prior conversations, and uses all that to converse with humans like a fellow human would. They seem to exist as their own being even if we rationally understand they are not.
Virtual companions can exist across 4 formats:
While pop culture depictions of this include Her and Ex Machina, nascent real-world examples are virtual friend bots like Hugging Face and Replika as well as voice assistants like Amazon’s Alexa and Apple’s Siri. The products currently on the market aren’t yet sophisticated conversationalists or adept at engaging with us as emotional creatures but they may not be far off from that.
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Alphabet’s Waymo autonomous driving company announced a new milestone at TechCrunch Sessions: Mobility on Wednesday: 10 billion miles driving in simulation. This is a significant achievement for the company, because all those simulated miles on the road for its self-driving software add up to considerable training experience.
Waymo also probably has the most experience when it comes to actual, physical road miles driven — the company is always quick to point out that it’s been doing this far longer than just about anyone else working in autonomous driving, thanks to its head start as Google’s self-driving car moonshot project.
“At Waymo, we’ve driven more than 10 million miles in the real world, and over 10 billion miles in simulation,” Waymo CTO Dmitri Dolgov told TechCrunch’s Kirsten Korosec on the Sessions: Mobility stage. “And the amount of driving you do in both of those is really a function of the maturity of your system, and the capability of your system. If you’re just getting started, it doesn’t matter – you’re working on the basics, you can drive a few miles or a few thousand or tens of thousands of miles in the real world, and that’s plenty to tell you and give you information that you need to know to improve your system.”
Dolgov’s point is that the more advanced your autonomous driving system becomes, the more miles you actually need to drive to have impact, because you’ve handled the basics and are moving on to edge cases, advanced navigation and ensuring that the software works in any and every scenario it encounters. Plus, your simulation becomes more sophisticated and more accurate as you accumulate real-world driving miles, which means the results of your virtual testing is more reliable for use back in your cars driving on actual roads.
This is what leads Dolgov to the conclusion that Waymo’s simulation is likely better than a lot of comparable simulation training at other autonomous driving companies.
“I think what makes it a good simulator, and what makes it powerful is two things,” Dolgov said onstage. “One [is] fidelity. And by fidelity, I mean, not how good it looks. It’s how well it behaves, and how representative it is of what you will encounter in the real world. And then second is scale.”
In other words, experience isn’t beneficial in terms of volume — it’s about sophistication, maturity and readiness for commercial deployment.
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Are we living in a simulation? For whatever reason, this is a hot topic in Silicon Valley these days. It all more or less started when Tesla Motors CEO (and soon to be SolarCity CEO — check one off for the simulation argument there) Elon Musk made a claim at the Code Conference that there’s such a high chance that we’re living in a simulation that it’s more likely we… Read More
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