press

Press Info

Code Hero started winning awards and press before it was even announced. 

You can read all the news stories about Code Hero as they come out.

And we were trying so hard to be in stealth mode!

PRESS

  • The Wall Street Times: Idea Market
  • Singularity Hub
  • Slashdot.org
  • Reddit.com
  • I-Programmer.com
  • KPFK Radio Digital Village
  • NHPR New Hampshire Public Radio Word of Mouth Show

AWARDS

Editor's Choice Maker Faire 2011

Code Hero was shown at Maker Faire 2011 and it won an Editor's Choice Blue Ribbon Award from Mark Frauenfelder of MAKE and BoingBoing.net. So much for stealth mode.

World Futurist Society Beta Launch Top Inventions of 2011

Code Hero was selected as a world-changing innovation to be featured at the World Futurist 2011 conference in Vancouver, BC.

CONFERENCE TALKS

Open Science Summit 2011 @Mountain View Computer History Museum

Alex spoke at Open Science about the history of humanity's worst investment decisions from rejecting atomic theory to defunding Babbage's first computer engines and descriminating against women despite the fact that one unusually educated woman named Ada invented the first software in 1862 to show that game code literacy is planting the seeds of STEM to make all knowledge playable and end educational descrimination for everyone.

BIL 2009 @Long Beach

Alex spoke about EmpowerThyself at the BIL2009 conference in Long Beach about how role-modeling can spread empowerment socially.

Humanity+ @Caltech

Super Happy Dev House at Hacker Dojo

Code Hero was first demonstrated live at SHDH to a crowd of cheering hackers.

Foresight Nanotech Conference 25th Anniversary 2011 at Google

TELEVISION

The Next Step with Daniel Kottke

Alex Peake was interviewed on The Next Step with Daniel Kottke, first employee of Apple.

SPONSORSHIPS

Hack The Future 1 & 2: Youth Hacker Mentorship

Primer sponsored the inaugural Hack The Future hacker mentorship for kids event and a second followup.

Code Hero Angelhack featured in Business Insider

Primer Labs met Business Insider journalist Boonsri Dickinson as we prepared our presentation at Angelhack and she featured a shot of our deck's hackerspace slide in their photo essay and article about the hackathon:

TheNextWeb Interview: Code Hero's D2020 Gameathon Launches at AngelHack & Wins Random Hacks of Kindness

Alex Peake was interviewed by Hermione Way for TheNextWeb's Startups of AngelHack 2011 about Code Hero and the launch of D2020, a hack the planetathon to inspire developers to create 2020 games to change the world by 2020. D2020 was created and launched by parallel teams at Angelhack and Random Hacks of Kindness SF Hackathon, where it won honors and an XBox Kinect which will serve as a gestural interface testbed for the Code Hero team's UX experiments.

World Future Summit Talk To Invite Futurists To Code The Games They Wish To See

I just submitted my WorldFuture 2012 Toronto talk and here's the interactive session we're planning for the event! We're looking forward to seeing what kind of future-playing game scenarios a room full of the world's foremost futurists will create together! 

TALK TITLE: Code Hero: Code The Game You Wish To See
Code Hero is a game that teaches us how to make games that will teach everything else. In a world where we can code the games we wish to see, we have the power to make all knowledge playable. Games that teach and inspire can do more than gamify skill acquisition. Inspirational games can also help us role-play new career paths and  discover new personal aspirations for ourselves. But there is one more thing that games can do that can shape our collective destiny, and that is to show us our future and how our life choices will shape it, to drive us to take bigger risks to make a dent in the universe. The future we create depends on the courage of the questions we ask of ourselves and the roles we play on the world stage. The power to make the games we wish to play is the power to code the change we wish to see.
TAKEAWAY:
Participants will learn hands-on how to write Javascript and make their own video game in Unity3D that explores a future scenario. Give players aspirational choices with collective consequences that shape the future in a way that players can act upon to live up to the outcome they've played. Bring scenario ideas and/or a laptop and pre-install Unity from http://www.Unity3D.com and Code Hero from http://www.primerlabs.com or team up with others who have it. 
SPEAKER:
Alex Peake founded Primer Labs to make all knowledge playable by creating Code Hero, a game that teaches you how to make games that can teach everything else. Alex cofounded HackTheFuture.org hacker mentoring events for young future hackers and Tactical Corsets heroic high-function fashion. The Code Hero Beta and Alex's recent talks from Humanity+, the Open Science Summit and others are at http://www.primerlabs.com.

Code Hero Wins Innovation Award @ SF Beta

Code Hero won the Innovation Award at the SF Beta Startup Mixer for Mobile Games on November 8th as attendees flocked to see the latest Code Hero demo. Here's the announcement:

Innovation Award winner: Code Hero

Complimenting our People’s Choice Award, we’re pleased to announce the newly formed Innovation Award, bestowed upon SF Beta startups that grace our event with game-changing, revolutionary, category-creating concepts.

Code Hero is edutainment (remember that?) at its finest — a game that teaches you how to make games with a code gun that copies, edits and shoots Javascript in Unity3D. I’m pretty sure I met Alex Peake, the company’s founder, at a flash mob in the Mission district several years ago, proving that San Francisco really is the smallest town in the world.

Our booth was packed with people getting their hands on Code Hero for the first time:

 

Audiences were captivated by Code Hero's approach towards learning programming in 3D as many non-programmers saw for the first time a way they could break into coding and actually enjoy learning Javascript and Unityscript. 

 

 

 

Experienced programmers got a laugh from seeing how the classic FizzBuzz job interview question is transformed into a horde of 100 angry FizzBots in Code Hero's FizzBoss challenge to combine Javascript algorithms and Unity game code.

 


Code Hero Has One More Thing To Announce at SF Beta: Mobile Games Nov 8 2011

SF Beta: The Bay Area’s Finest Startup Mixer

Now in our sixth year, SF Beta is San Francisco’s largest and longest-running startup mixer. Taking place every two months, we draw regular sell-out crowds of over 500 founders, VCs, developers, and more.

Join us to meet the Code Hero team and be amongst the very first to get your hands on the game that teaches you how to make game and try this one more thing we are announcing! 

The most recent launch of Boston Beta drew a sellout crowd of 400 people. Twenty startups demoed, vying for our People's Choice Award,  given to the company who collects the greatest number of chips from our audience, each worth "$10,000" and ArtVenue raised a staggering $900,000!

REGISTER WHILE TICKET SUPPLIES LAST FOR SF BETA: MOBILE GAMES TUESDAY NOVEMBER 8

Code Hero Talk & Panel at Open Science Summit 2011

Alex Peake spoke at the Open Science Summit 2011 at the Moutain View Computer History Museum about some of humanity's worst investment decisions: rejecting Demoritus' atomic theory, ignoring Galileo's heliocentric astronomy, Napoleon passing on Fulton's submarine until it was too late for it to rescue him, unfunding Charles Babbage's 1860s Difference Engine and Analytic Engine computers, and educational descrimination against women and other "wrong sorts of people" which withheld mathematics from more than half of humanity despite failing to stop Lady Ada Lovelace from learning math and inventing computer software in 1862.

WATCH ALEX'S TALK AT 0:30 HERE followed by a panel run by Mitch Altman with Alex, Mitch, Jimmy and the Stanford Eterna and Foldit team.

Today's challenges demand that we set minds free and abolish educational discrimination to achieve full literacy starting with code literacy so that everyone can explore the world of code and invent the future.

Alex showed the Hack The Future mentoring event and demoed the Code Hero game including a mission where you help Ada and Charles Babbage construct a 3D replica of the Difference Engine whose replica is actually built and working in its entirety at the Computer Histroy Museum.

A new version of the talk video with clarified visuals and audio is coming soon.

Steve Jobs, the Macfather: A personal thanks

Visit the Steve Jobs First Next One More Thing Exhibit @CHM

Steve Jobs will always be my first code hero. He didn't write code, but he made code heroic. He led the greatest pirate crew of coders in the world to make the Mac. His passion for turning code into insanely great things captured our imagination and unleashed our creativity. Growing up with the first Macs and PowerBooks was like growing up with a trunk of Hogwarts spellbooks to explore.

Steve was my role model growing up. I had to find my fellow geeks and talk about it. I headed to Noisebridge Hackerspace to meet my fellow hackers and talk. For some people, Steve was an icon, but for many Mac folk, Steve meant much more than that. At Noisebridge, we gathered and made our way to an iPhone-lit vigil at Delores Park.

When I got there a woman was holding an iPhone with a flickering candle flame glowing on it. Reporters snapped photos. We spoke in groups, sharing our Steve Jobs stories and contemplating the lessons we'd most cherish as Steve's legacy.

A nice reporter named Claire Cain Miller from the New York Times came and asked us what Steve meant to us. It turned up in this story, "A Tribute, with iPhones":

Joe Edelman, 35, works for a start-up called Citizen Logistics. He was part of a group that went to the Apple store as soon as they heard the news, then to the park vigil. “We’ve been talking all night about what is it we want to hold up as a value in our own lives.”

Mr. Edelman described what it was for him: “He was one guy who stuck to a utopian vision his whole life — a platform that helps people be creative, and worked on that a long time. A lot of repeat entrepreneurs pivot to what the market wants. It’s something a lot of us in the Bay Area can use more of — that utopian vision.”

 Alex Peake, 29, was dressed all in black. The founder of Primer Labs, he was working on a game called Code Hero featuring characters like Apple cofounders Mr. Jobs and Steve Wozniak teaching people to write code.

“We’ve all started Internet companies using the technology Steve gave us,” he said, “and we all want to give back. Going for things that will change the world, not what’s hot in Silicon Valley right now — that’s what Apple gave us.

“What’s so hard about this is Steve Jobs’s Mac is my third parent. I’m reliving all the memories of my first Mac. It changed my life. People ask, have I met him? No. I saw him at a developers’ conference once 100 feet away. But he made you feel like you could do it.”

I worked in a Mac store in my youth and I studied computer science because I dreamt of working at Apple. In some way I and many Apple users feel we are all more than customers of Apple products, we are believers in a utopian vision and members of a digital family.

The founder of our tribe is at rest, but we are all of us stirred to renew our commitment to stay hungry, to stay foolish, to make a dent in the universe with that spark we share, and to spread that spark till every mind is freed to make its utmost mark on humanity.

Steve's example put me like so many on the path of code and entrepreneurship, and we all carry that banner forwards to bring the fight against the status quo with every sunrise so that the sun might set on a world with a few new artists and hackers ready to write their first lines of code or design their first graphics or write their first business plans.

The world is full of code heroes both famous and aspiring, and all of our work was made possible in part by the life of one remarkable man named Steve who rallied the greatest coders of his generation to make computers for the rest of us. Let's see what the rest of us can make next!

Thank you Steve.

-Alex

Code Hero Slashdotted a second time and WSJd

Primer Labs has been Slashdotted again and featured in The Wall Street Journal's Week In Ideas by Chris Shea in one weekend. A reader from Slashdot.org made reference to an article about Code Hero in the online magazine I Programmer.

Check out the article on I Programmer:  Code Hero - Play and Learn:

"The aim of Code Hero is to show a different way to let people learn; if you want to learn how to write computer games, why not learn by playing one?" 

The article gives us a little bit of the story line in Code Hero and mentions the ability to modify the game's environment using a JavaScript editor within the game.

"The team behind Code Hero at Primer Labs plans to add other games where you can both enjoy yourself and learn about a particular topic. It’s been tried before with somewhat creaky results aimed at school children, but this game is fun enough to look as though it might just work."

Sing up for the beta to be one of the first to play Code Hero!

The Wallstreet Journal: Creating a Videogame While You Play It in The Week In Ideas by Chris Shea

Code Hero is featured in September 10's Wall Street Journal Week In Ideas by Chris Shea:

Read the article online and in print: Creating a Videogame While You Play It:

In 'Code Hero,' players use a code 'gun' to create as well as destroy.

The videogame "Code Hero," which is still in development, looks familiar at first: It's a first-person shooter game. But in this version, the gun doesn't fire bullets or energy grenades but snippets of computer code that can destroy your enemies, erase obstacles or build bridges to get you where you want to go.

The enemy is "Null," a dark agent with artificial intelligence, and players are advised by a friendly A.I. entity. They don't need to understand code to play; they just pick it up and fire away. But as the game progresses, players learn to tinker with the code to make it work better. They pick up the basics of JavaScript and discern how it underpins the virtual world that they inhabit. The goal of the "Code Hero" developer, Primer Labs, is to erase the barrier between game consumers and game creators.

 

Check out the trailer and sign up for the beta to be first to play Code Hero!

Pacifica KPFK Radio's Global Village interviews Alex Peake about Code Hero

The KPFK Pacifica Radio Digital Village show's Brandon Barney and Brittany Gallagher interviewed Alex Peake of Primer Labs about Code Hero, the game that teaches you how to make games. Also check out the show's retrospective on the legacy of Steve jobs( Pt.1Pt.2Pt.3), and their recent episodes including interviews with Kevin Mitnick, Jason Silva, John Perry Barlow, Jaron Lanier and Douglas Rushkoff. Here's one of the questions from the interview:

What level of code experience will someone need to enjoy the game?

Zero or a lot. If you're playing to enjoy it, you should enjoy it and it shouldn't stress you out like a test. On the other hand if you have code knowledge you should be able to bring that knowledge to bear. The game teaches fundamental computer science, but it teaches it in a way that is visceral and physical and fun. For example, in the beginning you get to do the classic "hello world" example that makes some text appear. But the next example is called "It also does explosions!" because you then get to shoot some code that does something spectacular in the 3D game world.

Listen to the Interview in MP3 Format

From Gamification to Intelligence Amplification to The Singularity

R.U. Sirius' new transhumanist online newsmagazine ACCELER8OR published an article by Alex Peake based on the talk he gave at the Humanity+ @Caltech conference. You can watch the video of the talk too. Here's the article:

From Gamification to Intelligence Amplification to The Singularity 

By Alex Peake



“Moore’s law became obsolete as far as graphics were concerned.  Moore’s law was doubling. It was accelerating so fast that NVida started calling it Moore’s law cubed.

The following article was edited by R.U. Sirius and Alex Peake from a lecture Peake gave at the December 2010 Humanity+ Conference at the Beckman Institute in Pasadena, California. The original title was “Autocatalyzing Intelligence Symbiosis: what happens when artificial intelligence for intelligence amplification drives a 3dfx-like intelligence explosion.”

I’ve been thinking about the combination of artificial intelligence and intelligence amplification and specifically the symbiosis of these two things.

And the question that comes up is what happens when we make machines make us make them make us into them?

There are three different Moores’ Laws of accelerating returns. There are three uncanny valleys that are being crossed.  There’s a sort of coming of age story for humanity and for different technologies. There are two different species involved, us and the technology, and there are a number of high stakes questions that arise.

We could be right in the middle of an autocatalytic reaction and not know it. What is an autocatalytic reaction? An autocatalytic reaction is one in which the products of the reactions are the catalysts. So, as the reaction progresses, it accelerates and increases the rate of reaction.  Many autocatalytic reactions are very slow at first. One of the best known autocatalytic reactions is life.   And as I said, we could be right in the middle of one of these right now, and unlike a viral curve that spreads overnight, we might not even notice this as it ramps up.

There are two specific processes that I think are auto-catalyzing right now.

The first is strong AI. Here we have a situation where we don’t have strong AI yet, but we definitely have people aiming at it.  And there are two types of projects aiming toward advanced AI. One type says, “Well, we are going to have machines that learn things.” The other says, “We are going to have machines that’ll learn much more than just a few narrow things. They are going to become like us.”

And we’re all familiar with the widely prevalent method for predicting when this might be possible, which is by measuring the accelerating growth in the power of computer hardware. But we can’t graph when the software will exist to exploit this hardware’s theoretical capabilities. So some critics of the projected timeline towards the creation of human-level AI have said that the challenge arises not in the predictable rise of the hardware, but in the unpredictable solving of the software challenges.

One of the reasons that what we might broadly call the singularity project has difficulties solving some of these problems is that — although there’s a ton of money being thrown at certain forms of AI, they’re military AIs; or they’re other types of AI that have a narrow purpose. And even if these projects claim that they’re aimed at Artificial General Intelligence (AGI), they won’t necessarily lead to the kinds of AIs that we would like or that are going to be like us.  The popular image of a powerful narrow purpose AI developed for military purposes would, of course, be the T-1000, otherwise known as the Terminator.

The terminator possibility, or “unfriendly AI outcome” wherein we get an advanced military AI is not something that we look forward to. It’s basically the story of two different species that don’t get along.

Either way, we can see that AI is the next logical step.

But there’s a friendly AI hypothesis in which the AI does not kill us. It becomes us.
And if we actually merge with our technology — if we become family rather than competition — it could lead to some really cool outcomes.

And this leads us to the second thing that I think is auto-catalyzing: strong intelligence amplification.

We are all Intelligence amplification users.

Every information technology is intelligence amplification.  The internet — and all the tools that we use to learn and grow — they are all tools for intelligence amplification. But there’s a big difference between having Google at your fingertips to amplify your ability to answer some questions and having a complete redefinition of the way that humans brains are shaped and grow.

In the Diamond Age. Neal Stephenson posits the rise of molecular manufacturing. In that novel, we get replicators from today’s “maker bot,” so we can say “earl gray hot”… and there we have it.  We’re theoretically on the way to this sort of nanotech. And it should change everything. But there’s a catch.

In one of The Star Trek movies, Jean-Luc Picard is asked, “How much does this ship cost?” And he says, “Well, we no longer use money. Instead, we work to better ourselves and the rest of humanity.” Before the girl can ask him how that works, the Borg attack. So the answer as to how that would look is glossed over.

Having had a chance to contemplate the implications of nanotechnology for a few decades (since the publication of The Engines of Creation by Eric Drexler), we understand that it may not lead to a Trekkie utopia. Diamond Age points out one reason why. People may not want to make Earl Grey tea and appreciate the finer things in life.  They might go into spoiled brat mode and replicate Brawndo in a Brave New World or Fahrenheit 451. We could end up with a sort of wealthy Idiocracy amusing itself to death.

In Diamond Age, the human race splits into two types of people. There are your Thetes, which is an old Greek term. They’re the rowers and laborers and, in Diamond Age, they evolve into a state of total relativism and total freedom.

A lot of the things we cherish today lead to thete lifestyles and they result in us ultimately destroying ourselves. Stephenson posits an alternative: tribes.  And, in Diamond Age, the most successful tribe is the neo-Victorians.  The thetes resent them and call them “vickies.”  The big idea there was that what really matters in a post-scarcity economic world is not your economic status (what you have) but the intelligence that goes into who you are, who you know, and who will trust you.

And so the essence of tribalism involves building a culture that has a shared striving for excellence and an infrastructure for education that other tribes not only admire but seek out.  And they want to join your tribe. And that’s what makes you the most powerful tribe. That’s what gives you your status.

So, in Diamond Age, the “vickie” schools become their competitive advantage. After all, a nanotech society needs smart people who can deal with the technological issues.  So how do you teach nanotechnology to eighth graders? Well, you have to radically, aggressively approach not only teaching the technology but the cohesion and the manners and values that will make the society successful.

But the problem is that this has a trap. You may get a perfect education system.  And if you have a perfectly round, smooth, inescapable educational path shaping the minds of youths, you’re likely to get a kind of conformity that couldn’t invent the very technologies that made the nanotech age possible. The perfect children may grow up to all be “yes men.”

So one of the characters in Diamond Age sees his granddaughter falling into this trap and says, “Not on my watch.”  So he invents something that will develop human minds as well as the nanotech age developed physical wealth.  He invents “A young lady’s illustrated primer.”  And the purpose of the illustrated primer is to solve the problem.  On a mass scale, how do you shape each individual person to be free rather than the same?

Making physical stuff cheap and free is easy.  Making a person independent and free is a bigger challenge.  In Diamond Age,the tool for this is a fairy tale book.

The child is given the book and, for them, it unfolds an opportunity to decide who they’re going to be — it’s personalized to them.

And this primer actually leads to the question — once you have the mind open wide and you can put almost anything into there; how should you make the mind?  What should you give them as content that will lead to their pursuit of true happiness and not merely ignorant contentment?

The neo-Victorians embody conformity and the Thetes embody nonconformity. But Stephenson indicates that to teach someone to be subversive in this context, you have to teach them something other than those extremes.

You have to teach them subtlety.  And subtlety is a very elusive quality to teach.  But it’s potentially the biggest challenge that humanity faces as we face some really dangerous choices.

During the space race, JFK said, about the space program, that to do this – to make these technologies that don’t exist and go to the moon and so forth — we have to be bold. But we can’t just go boldly into strong AI or boldly go into strong nanotech. We have to go subtly.

I have my own educational, personal developmental narrative in association with a technology that we’ve boldy gone for — 3dfx.

As a teenager, my mom taught me about art and my dad taught me about how to invent stuff. And, at some point, they realized that they could only teach me half of what I needed to learn. In the changing world, I also needed a non-human mentor.  So she introduced me to the Mac. She bought the SE 30 because it had a floating point unit and she was told that would be good for doing science. Because that’s what I was interested in! I nodded and smiled until I was left alone with the thing so I could get down to playing games. But science snuck in on me: I started playing SimCity and I learned about civil engineering.

The Mac introduced me to games.  And when I started playing SimLife, I learned about how genes and alleles can be shaped and how you could create new life forms. And I started to want to make things in my computer.

I started out making art to make art, but I wasn’t satisfied with static pictures. So I realized that I wanted to make games and things that did stuff.

I was really into fantasy games. Fantasy games made me wish the world really was magic. You know, “I wish I could go to Hogwarts and cast magic spells.”  But the reality was that you can try to cast spells, it’s just that no matter how old and impressive the book you get magic out of happens to be, spells don’t work.

What the computer taught me was that there was real muggle magic.  It consisted of magic words. And the key was that to learn it, you had to open your mind to the computer and let the computer change you in its image. So I was trying to discover science and programming because my computer taught me. And once you had the computer inside of your mind, you could change the computer in your image to do what you wanted. It had its own teaching system. In a way, it was already the primer.
So then I got a PowerBook.  And when I took it to school, the teachers took one look at what I was doing and said, “We don’t know what to do with this kid!” So they said “you need a new mentor” and they sent me to meet Dr. Dude.

I kid you not. That wasn’t his actual name on his office and on his nameplate but that’s what he was known as.

Dr. Dude took a look at my Mac and said, “That’s really cute, but if you’re in university level science you have to meet Unix.” So I introduced myself to Unix.

Around that time, Jurassic Park came out. It blew people away with its graphics. And it had something that looked really familiar in the movie. As the girl says in the scene where she hacks the computer system, “It’s UNIX! I know this!”

I was using Unix in the university and I noticed that you could actually spot the Silicon Graphics logo in the movie.  Silicon Graphics was the top dog in computer graphics at that time. But it was also a dinosaur. Here you had SGI servers that were literally bigger than a person rendering movies while I could only do the simplest graphics stuff with my little PowerBook. But Silicon Graphics was about to suffer the same fate as the dinosaurs.

At that time, there was very little real-time texture mapping, if any. Silicon Graphics machines rendered things with really weird faked shadows. They bragged that there was a Z-buffer in some of the machines. It was a special feature.

This wasn’t really a platform that could do photorealistic real-time graphics, because academics and film industry people didn’t care about that.  They wanted to make movies because that was where the money was.  And just as with military AI, AI that’s built for making movies doesn’t get us where we want to go.

Well, after a while we reached a wall.  We hit the uncanny valley, and the characters started to look creepy instead of awesome. We started to miss the old days of real special effects. The absolute low point for these graphics was the Indiana Jones and the Crystal Skull monkey chase scene.

Movie goers actually stopped wanting the movies to have better graphics.  We started to miss good stories. Movie graphics had made it big, but the future was elsewhere. The future of graphics wasn’t in Silicon Graphics, it was in this tiny rodent-sized PC computer that was nothing compared to the SGI, but it had this killer app called Doom. And Doom was a perfect name for this game because it doomed the previous era of big tech graphics. And the big tech graphics people laughed at it. They’d make fun of it: “That’s not real graphics. That’s 2.5D.” But, do you know what? It was a lot cooler than any of the graphics on the SGI because it was realtime and fun.

Well, it led to Quake. And you could call it an earthquake for SGI. But it was more like an asteroid, because Quake delivered a market that was big enough to motivate people to make hardware for it. And when the hardware of the 3DFX graphic card arrived, it turned Quake‘s pixelated 3D dungeons into lush smoothly lit and textured photorealistic worlds. Finally, you started to get completely 3D accelerated graphics and big iron graphics machines became obsolete overnight.

Within a few years 3dFX was more then doubling the power of graphics every year and here’s why.  SGI made OpenGL. And it was their undoing, because it not only enabled prettier ways to kill people, which brought the guys to the yard. It also enabled beautiful and curvy characters like Lara Croft, which really brought the boys to the yard and also girls who were excited to finally have characters that they could identify with, even if they were kind of Barbies (which is, sadly, still prevalent in the industry). The idea of characters and really character-driven games drove graphics cards and soon the effects were amazing.

Now, instead of just 256 Megs of memory, you had 256 graphics processors.
Moore’s law became obsolete as far as graphics were concerned.  Moore’s law was doubling. It was accelerating so fast that NVida started calling it Moore’s law cubed. In fact, while Moore’s law was in trouble because the limits of what one processor could do, GPUs were using parallelism.

In other words, when they made the Pentium into the Pentium 2 they couldn’t actually give you two of them, with that much more performance.  They could only pretend to give you two by putting it in a big fancy dress and make it slightly better. But 3DFX went from 3DFX to the VOODOO2, which had three processors on each card, which could be double into six processors.

The graphics became photorealistic. So now we’ve arrived at a plateau. Graphics are now basically perfect. The problem now is that graphics cards are bored.  They’re going to keep growing but they need another task. And there is another task that parallelism is good for — neural networks.

So right now, there are demos of totally photorealistic characters like Milo. But unfortunately, we’re right at that uncanny valley that films were at, where it’s good enough to be creepy, but not really good enough.  There are games now where the characters look physically like real people, but you can tell that nobody is there.
So now, Jesse Schell has come along. And he gave this important talk  at Unite, the Unity developer conference. (Unity is a game engine that is going to be the key to this extraordinary future of game AI.) And in this talk, Schell points out all the things that are necessary to create the kinds of characters that can unleash a Moore’s law for artificial intelligence.

A law of accelerating returns like Moore’s Law needs three things:

Step 1 is the exploitable property: What do you keep increasing to get continued progress? With chips, the solution involved making them smaller and that kept making them faster and cheaper and more efficient. Perhaps the only reliably increasable thing about AI is the quantity of AIs and AI approaches being tested against each other at once. When you want to increase quality through competition, quantity can have a quality of its own. AI will be pivotal to making intelligence amplification games better and better. With all the game developers competing to deliver the best learning games we can get a huge number of developers in the same space sharing and competing with reusable game character AI.  This will parallelize the work being done in AI, which can accelerate it in a rocket assisted fashion compared to the one at a time approach to doing isolated AI projects.

The second ingredient of accelerating returns is you have to have an insatiable demand. And that demand is in the industry of intelligence amplification.  The market size of education is ten times the market size of games, and more then fifty percent of what happens in education will be online within five years.

That’s why Primer Labs is building the future of that fifty percent. It’s a big opportunity.

The final ingredient of exponential progress is the prophecy. Someone has to go and actually make the hit that demonstrates that the law of accelerating is at work, like Quake was to graphics. This is the game that we’re making.

Our game is going to invite people to use games as a school. And it’s going to implement danger in their lives. We’re going to give them the adventures and challenges every person craves to make learning fun and exciting.

And once we begin relying on AI mentors for our children and we get those mentors increasing in sophistication at an exponential rate, we’re dipping our toe into symbiosis between humans and the AI that shape them.

We rely on sexual reproduction because — contrary to what the Raelians would like to believe — cloning just isn’t going to fly. That’s because organisms need to handle bacteria that are constantly changing to survive. It’s not just competing with other big animals for food and mates, you have to contend with these tiny rapidly evolving things that threaten to parasitize you all the time. And there’s this thing called The Red Queen Hypothesis that shows that you need a whole bunch of junk DNA available to handle the complexity of life against wave after wave of mutating microorganisms.

We have a similar challenge with memes. We have a huge number of people competing to control out minds and to manipulate us. And so when we deal with memetic education, we have the opportunity to take what sexual reproduction does for our bodies and do it to our brains by  introducing a new source of diversity of thought into young minds. Instead of stamping generic educations onto every child and limiting their individuality, a personalized game-based learning process with human mentors coaching and inspiring each young person to pursue their destiny encourages the freshness of ideas our kids need to adapt and meet the challenges of tomorrow. And this sharing of our children with their AI mentors is the beginning of symbiotic reproduction with AI the same way that sexual reproduction happened between two genders.

The combination between what we do for our kids and what games are going to do for our kids means that we are going to only have a 50% say in who they are going to be. They’re going to become wizards at the computer and It’s going to specifically teach them to make better AI. Here’s where the reactants, humans and the games that make them smart, become their own catalysts. Every improvement in humans leads to better games leads to smarter humans leads to humans that are so smart that they may be unrecognizable in ways that are hard to predict.

The feedback cycle between these is autocatalytic.  It will be an explosion. And there are a couple of possibilities. It could destroy standardized education as we know it, but it may give teachers something much cooler to do with students: mentorship.

We’re going to be scared because we’re not going to know if we can trust our children with machines. Would you trust your kid with an AI? Well, the AIs will say, “Why should we trust you?”  No child abuse will happen on an AI’s watch.

So the issues become privacy. How much will we let them protect our kids? imagine the kid has a medical condition and the AI knows better then you what treatment to give it.

The AI might need to protect the kid from you.

Also, how do we deal with the effects of this on our kids when it’s unpredictable?  In some ways, when we left kids in front of the TV while they were growing up, it destroyed the latchkey generation. We don’t want to repeat this mistake and end up with our kids being zombies in a virtual world. So the challenge becomes: how do we get games to take us out of the virtual world and connect us with our aspirations? How do incentivize them to earn the “Achievement Unlocked: Left The House” awards?
That’s the heart of Primer. The game aims to connect people to activities and interests beyond games.

Finally, imagine the kids grow up with a computer mentor. Who will our kids love more, the computer or us?  “I don’t know if we should trust this thing,” some parents will say.

The kids are going to look at the AI, and it’s going to talk to them. And they are going to look at its code and understand it. And it’s going to want to look at their code and want to get to know them.  And they’ll talk and become such good friends that we’re going to feel kind of left out. They’re going to bond with AIs in a way that is going to make us feel like a generation left behind — like the conservative parents of the ‘60s love children.

The ultimate question isn’t whether our kids will love us but if we will recognize them. Will we  be able to relate to the kids of the future and love them if they’re about to get posthuman on us? And some of us might be part of that change, but our kids are going to be a lot weirder.

Finally, they’re going to have their peers. And their peers are going to be just like them. We won’t be able to understand them, but they’ll be able to handle their problems together.  And together they’re going to make a new kind of a world. And the AIs that we once thought of as just mentors may become their peers.

And so the question is: when are we going to actually start joining an AI market, instead of having our little fiefdoms like Silicon Graphics? Do we want to be dinosaurs? Or can we be a huge surge of mammals, all building AIs for learning games together?
So we’re getting this thing started with Primer at Primer Labs.com.

In Primer, all of human history is represented by a world tree. The tree is a symbol of us emerging from the cosmos. And as we emerge from the cosmos, we have our past, our present and our future to confront and to change. And the AI is a primer that guides each of us through the greatest game of all: to make all knowledge playable.

Primer is the magic talking mentor textbook in the Hogwarts of scientific magic, guiding us  from big bang to big brains to singularity.

 

Primer Humanity+ Talk Slashdotted: Can AI Games Create Super-Intelligent Humans?

Primer has been Slashdotted!  "Can AI Games Create Super-Intelligent Humans?" was picked up by Slashdot from our story on ACCELER8OR, the new transhumanist news nexus by R.U. Sirius, creator of influential cyberpunk magazine Mondo2000. The article is based on Alex Peake's Humanity+ @Caltech talk, with the visually illustrative video below for your viewing while you read along.

Read The Acceler8or Article

Watch the Humanity+@Caltech Talk Video

Alex's response to some of the questions on Slashdot

The Talk Video:

 

Primer Code Hero Chosen For World Future Society BetaLaunch Vancouver July 8

Primer's Code Hero has been selected as one of the top inventions of 2011 to be featured at World Futurist BetaLaunch in Vancouver July 8th and 9th!

UPDATE JULY 8 2011: We presented Code Hero at the BetaLaunch Disruptathon and here's video showing us at the event and some of our favorite future tech groups presenting including Seasteading and TechShop. Alex Peake and Randal Koene of CarbonCopies and Halcyon appear in white lab coats demoing Code Hero at 1:00:

Some attendees vlogged their favorite inventions at BetaLaunch and they picked Code Hero, TechShop and Seasteading as three of their favorites:

Lisa Donchak editor of Game Theory Ninja and World Futurist Society explains the event:

15 launches
1,000 conference attendees
50,000+ online visitors
July 8-9, 2011
Wall Centre in Vancouver, Canada

On July 8-9, 2011, a small group of brilliant entrepreneurs will be given a chance to change the world. Their ideas could give birth to the next Internet, Facebook or Unmanned Aerial Vehicle.

This event creates the perfect recipe for success. Bring together over 1,000 investors, scientists, engineers, and early adopters and offer them the opportunity to see and touch the greatest inventions of the year.

Unlike other events, the field goes beyond software and internet apps. Some of the most exciting and innovative ideas are coming out of DIY and Maker Faires, with others combining cutting-edge software with the latest in hardware.

The atmosphere will be electric.

Touchscreen devices for voting, online fundraising opportunities, and an evening cocktail hour open to conference attendees and the local Vancouver tech scene.

We hope to see you all in Vancouver at World Futurists Learn more about the event and all the other top inventions like Seasteading and Techshop at http://wfsbetalaunch.com/finalists.

Maker's Faire Editor's Choice Award from BoingBoing's Mark Frauenfelder for Code Hero: Primer Zero

Maker Faire 2011 Editor's Choice Award 

Code Hero was shown at Maker Faire 2011 and it won an Editor's Choice Blue Ribbon Award from Mark Frauenfelder of MAKE and BoingBoing.net. So much for stealth mode.

Maker Faire 2011 Kids' Choice Award

Kids at the event when asked by an emcee in a group  what their favorite thing at Maker Faire was shouted "Code Hero, the game where you learn how to make your own games!" to the cheers of the other kids. Thousands of kids played and many had to be dragged away when their group was moved to the next area and demanded that their school teachers follow up with us to bring Code Hero to their schools.

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