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Morf Media’s Playbook Offers Gamified Compliance Training

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Gamifying Compliance Training for Corporate Employees with Morf Media

The subject of compliance with government regulations and ethics is a serious one for businesses. The consequences of being caught violating the law, even inadvertently, are more severe than ever. The Food and Drug Administration, the Federal Trade Commission, the Securities and Exchange Commission and other federal agencies are waiting to catch rule-breakers. Thanks to the Internet and social media, the news of violations spreads around the world immediately. One misstep wipes out years of patiently building a great reputation with consumers.

However, the law, applicable federal regulations and how the history of how courts have ruled are dry subjects and often little-understood by most employees. In general, they hate compliance training even though they recognize its necessity. That makes compliance training a great example for applying gamification.

In May 2016, Morf Media USA announced it had formed partnerships with leading compliance training providers to use Morf’s Playbook smart phone platform to provide corporate training on compliance. Partners include:

  • ComplianceOnline
  • World Compliance Seminars
  • The Growth Company
  • Strategic Compliance Partners
  • America’s Mortgage Institute

Morf is now offering smart phone enabled, gamified courses on HIPAA, Workplace Harassment, Food, the Mortgage Industry, Data Protection, FDA Inspections, Medical Services and Bio/Pharma.

In an article for eLearning Industry, Asha Pandey describes the time she created a course for a business to training employees in risk management compliance using gamification.

She describes the content as “dry,” and though the enterprise sanctioned the gamification approach, they didn’t want it to become frivolous. She and her team worked hard to come up with an approach that would be challenging and yet reward learning the material. The structure and the underlying story had to remain true to the actual content. It also had to relate to the real-life work experiences of the employees so they could relate to the material and actually apply it on the job. The learning had to proceed in increments.

They completed a full game environment with quality graphics and a console to guide the students and give them realistic yet fun situations to evaluate.

In another article for eLearning Industry, Melissa Dougherty describes how she made compliance training fun and effective. In the first instance, she had employees complete an investigation into a security breach. They had to figure out how the act occurred and how to prevent such future security problems. In the second, she designed a board game.

Employees do not want to watch dull and boring talking heads. To gamify employee training can make even compliance training fun and interesting.

Image credit: flickr

Improving Fleet Management Efficiency with Telogis Coach

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Fleet Management Software Telogis Coach Curbs Engine Idling Through Gamification

In the transportation business, you’re only making money when you’re moving something, either products or people. But transportation companies know all too well that for much of the time, engines are running when vehicles aren’t moving, either because the vehicle is stuck in traffic or it’s left on while parked. Traffic congestion is inevitable. But idling during delivery stops should not be. Telogis Coach turns engine idling management into a game.

Idling here and there may seem inconsequential, but it adds up. Running the engine when a vehicle isn’t moving wastes fuel and adds to engine wear and tear. Companies can employ policies and training employees on ways to reduce idling. But Telogis Coach saves on fuel and engine wear by gamifying these employee training efforts. The software encourages drivers to switch engines off when appropriate by scoring them based on how much idling they do, according to Fleet Equipment magazine. The game can also be configured to evaluate drivers on other metrics, such as overall miles-per-gallon driving, or on-time starts. Drivers can view their scores, as well as well as their position relative to other drivers, which encourages drivers to improve their position on the leader board.

The rankings aren’t about shaming. In some cases, a small number of drivers might be the source of the problem. But gamification works by motivating all workers to improve, and it shows them where and how to improve, Fleet Equipment magazine explains. These kinds of programs produce real results. Atkinson Construction, for example, tells the magazine that its use of the Telogis software cut idling of its fleet by 50 percent.

Telogis has since caught the eye of much larger companies. Apple reached a deal with Telogis that will allow fleets to use the Telogis software on Apple’s iPads, iPhones, and Apple Watches. The deal could be a winner for fleet companies because it means that fleets will no longer have to rely on expensive, dedicated hardware that is associated with older fleet management systems, Computerworld explains. That means that more fleets will be able to bring these idling reduction strategies to their drives, saving on fuel and maintenance costs in the process.

Image Credit: Wikimedia

Gamifying Asthma Inhalers For Kids with Gecko Health

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Gecko Health Delivers Asthma Medication for Kids with Double Dose of Smart and Fun

As the delivery of health care becomes more digitized, it’s no surprise that medical devices that historically had no electronic components are now available with digital capabilities. An attachment to an inhaler, for example, brings the ability to track doses. But the challenge for any medication continues to be getting patients, particularly children, to use these products when they’re supposed to and just as they’re prescribed. One medical device developer is overcoming that problem by bringing games into the delivery of health care.

Health IT startup Gecko Health got into gamified smart inhalers at the Massachusetts Institute of Technology. The company’s first product, aimed at kids, was a souped-up device that made taking asthma medication fun. Affixed to a conventional inhaler, the Gecko Health product’s LED lights light up when it’s time to use the inhaler. The Bluetooth-enabled device sends data of how much medication a child takes, information that can be viewed by a parent, caregiver, or doctor.

The concept of using bright lights to prompt a child to pick up the inhaler and use it is simple enough. But Gecko Health also wanted to make the entire process fun for kids. Data from each dose synchs with an app, which translates the medication dosages into points that kids can accumulate, MIT News explains. Points for good behaviors can earn badges. And this app is smart. If the inhaler is used more often than usual, the app asks if it was due to weather, increased pollen, or pet dander. That helps the child engage with their medication regimen, and if necessary, make any adjustments to how and when they use their inhalers.

Gecko Health’s approach of turning asthma medication dosing into a fun activity caught the eye of a big pharmaceutical company. Teva Pharmaceuticals acquired Gecko Health in 2015, adding the startup’s smart inhaler to its portfolio of medical products. Now, with the resources of a larger company, Gecko Health’s team is working on adding even more capabilities to its inhaler technology, which would make its device even smarter. Yechiel Engelhard, Gecko Health’s co-founder and CEO, tells MIT News that by adding analysis of pollution and weather conditions, combined with new predictive analytics capabilities in the device, the technology could predict for patients – and also notify them – when poor air conditions mean that they should stay at home. Those new capabilities should help kids breathe a little easier, and also have some fun along the way.

Image credit: flickr

EGC’s 2015 Analysis of The Gamification Industry

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The Gamification Industry is Growing and Headed Towards Consolidation

Enterprise Gamification Consultancy has released its latest report on companies that offer enterprise-grade gamification, engagement, and behavior modification platforms. The report offers insight into the gamification industry through data driven analyses across 100 data points. In addition, it provides a comprehensive overlook at the major players in the market, ranking each through an overall gamification platform score.

After researching twelve different companies that use gamification solutions, Enterprise Gamification Consultancy has concluded the following:

  • There are four gamification leaders in the space — GamEffective, Bunchball, Badgeville, and Infosys.
  • There is a shift from short-term gamification solutions to mid to long-term employee applications.
  • The gamification industry market is expected to double by the end of 2016.
  • The gamification industry is expected to consolidate by the beginning of 2017.

2015 was a landmark year for the gamification industry, as SAP became the first large business software vendor to enter the gamification market with its own solution. SAP’s arrival demonstrates a shift for gamification from a niche technology to a mainstream application, one that is expected to lead additional software vendors to the gamification market.

To succeed in the gamification industry, organizations need more than a platform — they need strategy, training, and support. Out of the four leaders in the gamification market, GamEffective’s approach to gamification makes it the overall leader. Its focus on enterprise pain points, range of solutions, and seamless integrations put it ahead of the competition despite that it’s the smallest organization among the market leaders. Enterprise Gamification Consultancy suggests that to have a successful gamification solution, organizations should employ engagement sustainability, data based analyses, and clear, defined objectives.

For more detail on these findings and for all of their conclusions, you can purchase the full report that includes a 10% discount right right here.

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MOBA’s Promote Teamwork While Disparaging Negativity

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Boosting Teamwork in MOBA’s with Positive In-Game Mechanics

For those unfamiliar with the term”MOBA”, it may be time to take notice of one of the fastest growing phenomenon within the gaming industry. MOBA’s, or Massively Online Battle Arenas, have greatly surpassed other popular gaming genres to become the most played games on the PC platform. This shift in the trends of PC players began in 2012 with the game title League of Legends, which has retained its throne ever since; with other MOBA’s such as DotA 2 and Smite creeping into the top ten as well. These types of games have become so popular that they are selling out seats at large venues as well as being covered by major sports networks like ESPN.

Yet the most fascinating aspect of the MOBA game is how players interact with each other. Team work is paramount within a MOBA. The basic premise of any match (which generally take anywhere from 15 to 45 minutes) is the players choose their “heroes” or avatars to battle as, each one with drastically varying powers and skills, and two teams must fight to conquer the enemy teams home base. Various roles must be filled by each player to achieve victory. As in most environments, positivity and teamwork trump negativity and anger, yet emotions can be tough to control while in the heat of a difficult crisis. MOBA’s like League of Legends have implemented systems to improve relations among players as well as weed out poor attitudes. These systems incorporated within the game have shown a stark reality: Constant encouragement and restraining frustration in the face of adversity drastically improves winning percentage.

Riot games, the developer for League of Legends, posted a video in 2013 regarding the statistics of teams who worked together against teams which suffered internal strife. A match in which all players rallied together despite early setbacks had a 54% win rate. A match populated with three angered teammates resulted in a 46% chance of winning, with the number dropping with each subsequent frustrated player. Using player history, Riot games also discovered that individuals that demonstrated positive behavior would win an average 10% more games. Conversely, players with negative report histories averaged to win 35% fewer games. The big statistic Riot games claims is that players who behave in a sportsmanlike manner win 1.7 million more games than the average player on a daily basis.

MOBA’s are now going out of their way to encourage this sportsmanlike behavior.  League of Legends in particular has developed an honor system to promote positive behaviors among gamers. Aspects of this honor system include: acknowledgment of a friendly player, letting a player know their advice was helpful and even an option to let an enemy player know that their attitude was appreciated. These accolades of honor were developed by cognitive psychologist Jeffery Lin, who heads design of the social systems within League of Legends. Other MOBA’s are beginning to follow suit, offering encouraging words on loading screens regarding teamwork and understanding. While not as nuanced as the honor system, it is clear that developers and players are recognizing the correlation between working together through issues and success.

In a world where anger oftentimes results in the ruination of the best intentions, it is admirable that game developers as well as gamers themselves are taking note that to achieve victory in the virtual space, a positive attitude is integral. As the most played PC game in the world, consumer engagement in these team support exercises will undoubtedly have an impact on its players outside of the game. An encouraging word can go a long way in shifting attitude.

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The Current Market of Gamification Sales Platform

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The Gamification Sales Platform Industry is Nascent and Growing According to EGC Analysts

Enterprise Gamification Consultancy has released its latest report on the state of sales platforms that offer gamification solutions. The report offers detailed, data driven insights for any organization looking to gamify its sales solutions or to enhance its existing sales solutions with gamification. In addition, it provides a picture of the current landscape, with company profiles, market breakdowns, and industry predictions.

After researching twenty-four different companies that use gamification solutions, Enterprise Gamification Consultancy has concluded the following:

  • The sales gamification space is nascent, growing, and in demand
  • Most vendors are less than four years old
  • The number of vendors that offer pure sales gamification platforms is expected to double by 2017
  • The number of customers looking to gamify their sales is expected to triple by 2017

According to the report, a major reason for this strong demand is that millennials are entering the sales force. Millennials have shown distinctly different behaviors, expectations, and motivations compared to past generations, and Enterprise Gamification Consultancy expects their preferences to drive companies to adapt their sales processes and tools. Gamification is a solid, strategic offering to improve employee engagement, productivity, and performance processes, and the data created through gamification activities will enable companies to monitor and improve their processes to better fit the next generation of sales representatives.

For more detail on these findings and conclusions, you can purchase the full report that includes a 10% discount right here.

Image credit: Wikimedia

Code On The Road: Uber’s Secret Coder Recruitment Game

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How Uber Uses Code On The Road Hidden Game to Find Coding Candidates

People who coordinate trips using the ride-hailing app Uber have the reasonable expectation of a convenient journey at an affordable price. But for a select group of riders in a certain markets, Uber offers something more. The company gives some of these riders a recruiting message to work at Uber, a pitch that becomes visible only after the rider completes a game. Many companies are employing technology as a way to gamify employee training. But Uber’s example shows another facet of gamification: a way to first get promising candidates in the door.

Uber isn’t using its game, Code on the Road, to recruit drivers. The game is designed to identify candidates with real computer coding chops who can work on the app itself. The prompt to play comes as a notification on the Uber rider’s smartphone. Those who accept the test are presented three coding challenges to solve, Business Insider explains. In addition to being timed – each challenge comes with a 60-second countdown – players are also scored according to their answers. Those who pass the tests receive a prompt to click a button to get more information about what it’s like working at Uber.

Uber acknowledges the game, but isn’t saying much publicly about it. In a statement sent to Slate, the company said that Code on the Road gives riders “the opportunity to show us their skills in a fun and different way – whether they code on the side or are pursuing a career as a developer.” Those concerned about privacy shouldn’t have too much to worry about. Uber says that it’s not targeting individual Uber riders based on a corporate e-mail address or other identifying information. Instead, the company says that it is offering its game in cities that are technology hubs. According to Business Insider, Uber has been running these coding challenges in Seattle, Austin, Boston, Denver, and Portland, all cities teeming with tech workers.

It’s unclear how successful Code on the Road has been in recruiting coders. Uber isn’t saying whether it has actually hired anyone who first connected with the company through the game. The fact of the matter is that though many companies are inundated with job applications, companies have a harder time finding the right people to apply for their job openings. Offering a game to Uber riders gives the company a way to connect with potential candidates who are both familiar with the service, and also more likely to have the computing background to contribute to Uber’s software.

Image Credit: Pixabay

Study Reveals Game Based Training Impact on Weight Loss

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Time to start that diet

Promising Research Shows Potential Weight Loss Influenced by Game Based Training

Anyone with a sweet tooth knows exactly how difficult it is to resist unhealthy foods that taste great. Countless diet programs have been established over the years to try to train people to choose healthier foods and avoid empty calories that pack on the pounds. However, the secret ingredient diet plans may be missing is game based training that has shown promising real-world results that lead to additional weight loss.

A study completed by researchers at the University of Exeter and Cardiff University had participants play a video game where the goal of the game was to avoid images of snack foods and desserts that weren’t healthy. Participants played the game four times a week, in 10-minute sessions.

According to the Telegraph, “When the experiment was over, the scientists found that the participants lost an average of 0.7kg and consumed 220 calories less a day whilst playing the game. People also reported “liking” snack foods less after participating.”

Studies like this show that video games can help train the brain to make healthier choices. Participants in the study were also highly favorable about the experience, with the vast majority saying that they would be glad to continue to play a video game in order to increase their motivation for weight loss in real life.

The game in this particular study was fairly simple. A more complex game paired with incentives and other gamification strategies could revolutionize the way companies approach weight loss.

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Shifting Commuting Habits with BART’s Experimental Loyalty Program

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BART Transit System Tries Customer Loyalty to Ease Commuting Crunch

Anyone who takes the subway on a daily rush hour commute understands the experience of being jostled on crowded platforms and crushed inside packed trains. Now one transit system is trying a novel approach to easing the commuting crunch. The San Francisco Bay Area’s BART system is rolling out an experimental customer loyalty program that aims to entice riders to shift their travel outside of peak commute times.

The trial BART Perks program, offered by BART and the San Francisco County Transportation Authority, will recruit 25,000 people who will use automatic payment cards that allow transit officials to monitor their travel patterns, according to the San Francisco Chronicle. But more than gathering travel data, the program will encourage off-peak travel by offering points. With BART’s peak times running between 7 a.m. and 8:30 a.m., points would be awarded by shifting commutes by an hour earlier or later than the peak travel period. Riders could redeem the points for rebates, or they could use the points to play games that offer the chance to win cash prizes.

BART’s attempt to shift commuting habits takes a different approach than some other transit systems. Washington, D.C.’s Metro, for example, charges higher rates during rush hour lower rates in off-peak periods. That congestion pricing approach punishes riders for peak travel. But the Bay Area’s experiment takes its inspiration from successful rewards-based programs in Singapore and India, the Chronicle reports. Those programs, as well as BART Perks, were developed by Silicon Valley startup Urban Engines.

The BART system averages 430,000 trips per weekday, up more than 100,000 daily trips in five years, according to the Chronicle. But if the experimental BART program succeeds in shifting the commutes of a small fraction of those daily travelers, it will have a big impact. Transit officials tell the Chronicle that shifting the commutes of just 1,250 people is the equivalent capacity of a 10-car train – enough to significantly reduce train and platform crowding. In the battle that is the daily commute, that counts for a win.

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Teaching Kids About Asthama and Allergies with Wizdy Pets

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New gamification startups are helping kids enjoy and improve their academic studies. Now, A new startup has created Wizdy Pets, an app that goes further in education. The app aims to teach children between the ages of 6 to 11 how to care for their asthma and allergies.

The venture’s new app is a virtual pet dragon that has asthma. This is not your everyday, happy, fire-breathing dragon because the Wizdy Pets dragon can only breathe fire if it keeps its asthma under control. With the help of the young users, the dragon can breathe fire again, and in return, the dragon teaches them how to care for their asthma and allergies.

The app features two mini-games along with the virtual pet that address the different asthma triggers and the two inhaler-centric technique that was taught to the co-founders by their advisers at the Harvard Medical School and Boston Children’s Hospital. An important feature of the virtual pet is showing kids the steps to take when an attack begins and what to do to stop it. This important step can save lives, and they are learning it through gamification.

The American Academy of Allergy, Asthma, & Immunology reports that knowledge is the most important part of managing asthma and allergies. When children understand their conditions and what triggers the attacks, they will experience fewer attacks.

With regards to future plans, co-founder and CEO of Wizdy, Nikita Virani, explains that the company is already developing a second app to teach children about food allergies that should be available to the public as early as this spring.

Credit image: Wikipedia

My Health, My Choice: Enlightening The Impact of Healthcare Cost

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Pharmaceutical Company Turns Healthcare Cost Management Into a Simulation Game

It’s hard to go a day without hearing news about the rising cost of healthcare. Prescription drugs are getting more expensive and health insurance rates are on an annual march upward. By and large, patients have little understanding about the financial pressures that are behind those costs. One company is taking a new approach to try to improve the public’s understanding of health care costs. Astellas Pharmaceuticals has turned the delicate balance of cost management into a game called My Health, My Choice.

The game, which can be played on PCs and mobile devices, puts the player in control of four variables: the number of beds, nurses, general practitioners, and specialists in an entire country. By adjusting each of these variables, players gain an understanding of the interplay between care and cost. Decisions that the player makes in the game impact health care budgets and patient wait times.

The game was developed by Dr. Mauro Laudicella, a senior lecturer in health economics at City University London. In order to ensure that the game offered as close a representation of actual healthcare costs as possible, Laudicella incorporated financial data from the Organization for Economic Cooperation and Development.

“Instead of reading a technical publication about the impact of healthcare expenditure, the public can simulate this game to understand the consequence of their choices,” Laudicella told New Scientist magazine.

Astellas’ European division conducted a survey that found that only 24 percent of people think that the British Government spends enough on health care, according to MedicalXpress. The survey also found that waiting times and access to medicines are the two areas that people believe need the most improvement. Through the simulated game, players can gain a better understanding of how the changes they want would impact the cost of their care.

My Health, My Choice offers healthcare cost simulations for Italy, the Netherlands, and the United Kingdom. There are no plans, so far, to offer a United States version, though the differences in cost and reimbursement across hundreds of different health insurers in the United States would make a U.S. version of My Health, My Choice exceedingly complex. But with health costs continuing their upward trajectory, the Astellas game offers a novel way to give patients a better understanding about the factors driving those changes.

Credit image: flickr

EteRNA: Unraveling The Mysteries of RNA Molecules

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EteRNA Leads Crowdsourcing Efforts To Help Scientist Better Understand RNA Molecules

A game called EteRNA is being used to further research into how RNA folds itself into particular shapes. The game is a way of crowdsourcing the modeling to free biomedical scientists to use the shapes for their research.

Recently medical researchers have become interested in the role that RNA has in the human body and the management of diseases. RNA molecules start out as single chains of subunits that quickly form into a stable shape. The shape, determined by the sequence of the subunits, controls how the RNA molecule interacts with the cells of the human body. If medical science were to acquire a better understanding of these shapes, a whole new host of targeted therapies could be developed that will treat cancer and other diseases.

However the shapes RNA resolves itself into can be complicated and are governed by rules that are not well understood. Medical researchers do not have the time or the training to create RNA shapes. Computer modeling has proven to be inadequate as well.

The beauty of EteRNA is that one does not have to have any biological training to play. All one has to have is the ability to solve complex problems, which a lot of gamers have in abundance. The top designs to come out of the game have been used at Stanford University to synthesize RNA molecules where they could be evaluated at that institution’s biochemistry lab.

The game has resulted in a number of scientific papers, the most recent one written by three of the gamers. The paper, published in the Journal of Molecular Biology, discusses how most RNA molecules created in the game are symmetrical.

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Teaching House Fire Fighting Skills with NYU Tandon’s ALIVE

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Using Game Based Simulation ALIVE to Teach Fighting House Fires

Can game based training help fire fighters deal with house fires? Yes. At least this is the answer being put forward by a team of engineers at New York University Tandon School of Engineering. They have developed and deployed a residential firefighting module with the help of five urban fire departments.

This residential firefighting module is the latest training module in an existing simulation tool called ALIVE (Advanced Learning through Integrated Virtual Environments), a training program that has been used by over 50,000 firefighters in all 50 states.

The NYU Tandon Fire Research Group also developed and released previous ALIVE modules. All of the modules teach firefighting skills through game-like simulations of what the individual firefighter might have to do in various scenarios. The modules that concern firefighting scenarios is particularly valuable because extensive training with real fires is too expensive.

The Fire Research Group is developing the residential fire module with help from firefighters in New York, Chicago, Los Angeles, Houston, and Bloomington, Minnesota. The Tandon engineering team is also working with Underwriters Laboratory.

A $1.5 million Assistance to Firefighters Grant award from the Department of Homeland Security is funding ALIVE development and testing. In addition to game development, that grant money will also finance a mobile game app and a training module that helps firefighters avoid the top cause of death on the job – cardiovascular events. The project team is working with experts at Skidmore College and the Illinois Fire Service to develop the cardiac health module. Click here to learn more about gamification in government.

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AlphaGo Makes Artificial Intelligence a “Go”

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Using Gamified Software to Make Artificial Intelligence a Reality

Software that incorporates game-based training has made great strides in helping people improve their performance. It turns out that software can learn, too. A novel software program developed by a division of Google has finally beaten a human at a board game, which marks a breakthrough that carries implications far beyond gaming. Researchers say this gaming victory marks a promising beginning for artificial intelligence.

Details of the computer program’s victory in the ancient Chinese game Go were published in the scientific journal Nature. To play, players move black and white stones on a grid with the objective of securing territory. Surrounding an opponent’s stone leads to its removal. To win, a player must secure half of the board. While Go’s objective is straightforward, the board presents hundreds of options, each of them leading to a complex combination of strategies and moves. “There are more Go board configurations than atoms in the universe,” Cosmos magazine says. “Computer processors are nowhere near powerful enough to run through them all.”

Google’s artificial intelligence unit, DeepMind, developed a software program to take on a human challenger in Go. Called AlphaGo, the program doesn’t try to process all of the possible Go moves. Instead, Cosmos explains, the program uses a Monte Carlo tree search, which involves sampling the most promising moves and running through different scenarios.

Beyond the Monte Carlo search, AlphaGo also uses what’s called deep learning to assess the quality of its board positions. From there, the software can discover and develop new strategies, an approach that DeepMind scientists compare to human imagination, according to Cosmos.

While these artificial intelligence capabilities sound promising, they do raise potential pitfalls. Human intuition can be wrong, notes The Guardian. Conclusions reached by artificial intelligence software could lead to incorrect answers, just as humans process information and sometimes reach incorrect conclusions. After all, when two humans play a game against each other, the reasoning of one wins out over the other.

But researchers express confidence that AlphaGo’s ability to independently strategize could lead to new problem-solving capabilities in the real world. Demis Hassabis, co-founder of DeepMind, says in a blog post that the potential applications of this artificial intelligence technology spans far and wide – limited, perhaps, only by human imagination.

“Because the methods we’ve used are general-purpose, our hope is that one day they could be extended to help us address some of society’s toughest and most pressing problems, from climate modelling to complex disease analysis,” Hassabis wrote. “We’re excited to see what we can use this technology to tackle next!”

Image Credit: flickr