The Mother Brain

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In the first article of this series, we’ve tackled some definitions, illustrated what we consider AI and how we’re going about in making the EHE -our technology and soon middleware- learn and evolve. 

In the second article, we’ve illustrated how personality and emotions could be used to color perceptions of the world as well as the reactions we have to various situations. By including that in our technology, we’re making entities that are much more believable and much more human. 


It becomes a problem when, for some freak reason, the AI starts to learn the “wrong” thing. It happens a lot, and we usually blame the human player for that. 


Because we, humans, play games for various reasons, not all of them logical. Sometimes, we just want to see what will happen if we try to do something crazy like that. Sometimes we want to unlock a specific goody, cinematic, prize, etc. Sometimes we’re just finding a specific animation funny and want to see it again and again. Also, a human player can suck at the game, especially at first. What happens then? How is the AI supposed to learn and adapt based on the reality of the world under which it’s thrown when the parameters of that reality are not realistic themselves? 


The memory hub (or Borg) comes in to help alleviate these situations. Let’s look at it, using again traditional human psychology. 

The human race is a social one, and it’s one of the reasons explaining our success. We work together, learn from one another, and pass on that knowledge from generation to generation. That way, we don’t always reset knowledge with each new generation, and become more and more advanced as time passes. We also use these social interactions to validate each other to conform into a specific “mold” that varies from society to society and evolves with time. A specific behavior that was perfectly fine a generation ago could get you in trouble today, and vice-versa. That “mold” is how we define normalcy – the further you are from the center, the “weirder” you become. If some weirdness in you makes you dangerous to yourself (if you like to eat chairs, for example) or to others (you like to eat other people), then society as a whole intervenes to either bring you back towards the center (“stop doing that”) or, in cases where it’s too dangerous, to cut you away from society. The goal is always the same, even if we celebrate each other’s individuality and quirky specifics. We still need to be consistent with what is considered “acceptable behavior”. 


The memory hub thus serves as a sort of aggregate of the conditions of what works for every EHE entity. Imagine a game coming out powered by the EHE. That game would be connected to the memory hub and remain connected to be validated and updated based on the shared knowledge of thousands of other players around the world. 

The hub would be used to do multiple things: 

  • Upon initial boot, and periodically after that, the AI would be updated with the latest logic, solutions and strategies to better “win”, based on the experience of everyone else who has played so far.
  • Your EHE learns individually based on your reality, but it always checks in to validate that its memory matrix isn’t too far off course. When the particular cases of a player (like the nuking players mentioned above) mean that their EHE becomes confused, it can reassure itself with the mother ship and disregard knowledge that would have been proven “wrong”.

So, while the game learns by playing against you, and adapts to your style of playing, it also shares the knowledge of thousands of other players around the world. This knowledge means that an EHE-powered game connected to the hub would have tremendous replay value, as the game’s AI is continually evolving and adapting to the game’s circumstances and experience of play. 




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