The Robots Are Here and They Can Spell

[Image courtesy of World of Weird Things.]

I warned you, fellow puzzlers. You can’t say I didn’t warn you.

The robots are coming, and they want our puzzles and games.

Let’s look at the hit list:

  • Deep Blue defeated Russian chess grandmaster Garry Kasparov under standard chess tournament time constraints
  • IBM’s supercomputer Watson bested previous Jeopardy! champions Brad Rutter and Ken Jennings to nab a million-dollar prize
  • An AI program called DeepMind taught itself to play several Atari games with superhuman proficiency
  • There are several robots constructed out of LEGOs that solve Rubik’s Cubes in seconds flat
  • Dr. Fill, the crossword-solving computer program, competes at the American Crossword Puzzle Tournament, and in a matter of five years, it has jumped from 141st place in the 2012 tournament to 11th place in the 2017 tournament
  • Just last year, an AI developed by Google, AlphaGo (a product of DeepMind), twice defeated Ke Jie, the 19-year-old Go tournament champion ranked number one in the world

And Scrabble fans, you’re the next ones in the crosshairs of the machines.

During last week’s Consumer Electronics Show (CES), the Industrial Technology Research Institute out of Taiwan debuted the IVS Robot — aka The Intelligent Vision System for Companion Robots — a machine capable of defeating human competitors at Scrabble.

[Image courtesy of ABC News.]

Instead of tiles and a standard Scrabble board, the IVS reads letter cubes (similar to a child’s alphabet blocks) played on a slightly larger gameboard. But time limits for play and standard rules still apply.

From an article on Engadget:

It’s hard not to be impressed by all the moving parts here. For one, the robot has to learn and understand the rules of the game and the best strategies for winning. It also needs to be able to see and recognize the game pieces and the spots on the board. That means it can read the letters on the cubes and identify the double-letter and triple-word score spots.

And, last but not least, it needs the dexterity to place the pieces on the board and not disturb the existing letters — which is especially difficult when you’re laying down two words next to each other to rack up those two-letter combos.

A quick Google search confirms that the robot bested practically every reporter, tech-savvy or otherwise, that crossed its path.

In the video below, North American Scrabble champion Will Anderson teams up with reporter Lexy Savvides to battle the robot, but a technical error prevents the game from getting very far:

Still, you can see the potential here. I’m sure it won’t be long before the IVS Robot is making appearances at Scrabble tournaments, attempting to establish machine dominance over another puzzly activity.

Stay strong, fellow puzzlers.


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PuzzleNation Book Review: Tetris: The Games People Play

Welcome to another installment of PuzzleNation Book Reviews!

All of the books discussed and/or reviewed in PNBR articles are either directly or indirectly related to the world of puzzling, and hopefully you’ll find something to tickle your literary fancy in this entry or the entries to come.

Let’s get started!

The subject of today’s book review is Box Brown’s graphic novel Tetris: The Games People Play.

[Image courtesy of Macmillan.]

Tetris was a masterpiece right out of the gate. Simple, elegant, and infinitely replayable, it would go on to become one of the most beloved video games in history. And that popularity, that universal charm, sparked a bidding war unlike anything the video game world has ever seen. With secret meetings, dubious contracts, language barriers, and the involvement of the suffocating Soviet regime, it was a recipe for sitcom-style misunderstandings on a global scale.

Tetris: The Games People Play brings the whole ridiculous story to life with immense charm and style. From the creation of Alexey Pajitnov’s delightfully addictive brainchild to the globe-spanning race that ensued as production rights went international, this is a story as convoluted and madcap as it is epic.

Although the drawings accompanying the story are relatively simple, the large cast of characters — from executives and game designers to members of the Soviet government — never feels overwhelming or confusing.

[Image courtesy of DownTheTubes.net.]

Illustrator and author Box Brown brings the story to life with the same panache and colorful style that made his visual biography of Andre the Giant such a warm, enjoyable read. The rounded edges and busy frames help sell both the silliness and chaos of the story, and the mix of yellow, black, and white shading in each illustration harkens back to the earliest days of video games.

(The yellow feels especially inspired, given how easily the story could’ve bogged down in the omnipresent gray tones of Soviet society or the bureaucratic doubletalk that typifies business negotiations.)

Most importantly, Brown never allows readers to lose sight of Alexey’s role as creator and keeper of the faith, a man who, under one of the most oppressive regimes in history, brought to life a game that continues to delight generations of fans.

As entertaining as it is insightful, Tetris: The Games People Play is a fun, fascinating read.

[Tetris: The Games People Play is available in paperback wherever books are sold.]


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