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US military starts using human gamers brainwaves to train killer robot swarms

Human gamers have to be able to think on their feet to overcome the odds, and now the US military is using that for their own advantage.

Key takeaways

  • In the 1984 movie The Last Starfighter tells the story of a teenager whose calling in life seems to be nothing more than to play arcade games.
  • The game he’s best at is a video game called, as the movie’s title would have it, Starfighter.
  • In it, the player must defend their homestead, The Frontier, from the perils of Xur and the Ko-Dan Armada by way of a series of wireframe laser battles.
Cite or link to this article

Griffin, M. (2020) 'US military starts using human gamers brainwaves to train killer robot swarms', 311 Institute, 3 November. Available at: https://www.311institute.com/darpa-trials-using-human-gamers-brainwaves-to-train-swarms-of-killer-robots/ (Accessed: 8 October 2026).

Recently I discussed how researchers were training robots using telepathy, and now researchers elsewhere in the US have kicked that idea up a notch, several notches in fact.

In the 1984 movie The Last Starfighter tells the story of a teenager whose calling in life seems to be nothing more than to play arcade games. Fortunately, he’s spectacularly good at it. The game he’s best at is a video game called, as the movie’s title would have it, Starfighter. In it, the player must defend their homestead, The Frontier, from the perils of Xur and the Ko-Dan Armada by way of a series of wireframe laser battles.

But there’s a twist. It turns out that Starfighter isn’t simply a game; it’s actually a kind of test. The war with Xur and the Ko-Dan Armada is real, and the arcade game, with its demands on rapid-fire reaction times on the part of players, is a stealth recruiting tool, intended to seek out the best of the best to become genuine starfighters.

More than 35 years after The Last Starfighter hit theaters, engineers from the University at Buffalo, New York, Artificial Intelligence Institute have received funding from DARPA, the US Defense Advanced Research Projects Agency, to carry out research that’s… well, let’s just say that it’s extremely similar. They have built a real-time strategy game, currently unnamed, that’s reminiscent of existing games like StarCraft or Stellaris in style. In this game, players must use resources to build units and defeat enemies; manipulating large numbers of agents on-screen to complete their mission objectives.

But this isn’t any ordinary gaming experience. When people play the University at Buffalo’s new strategy game, they first have to agree to be hooked up to Electroencephalogram (EEG) technology so that the game’s designers can record their brain activity. As they play, their eye movements are also tracked by way of special ultra high speed cameras to see exactly how they respond to what they’re doing. This information, which can be teased out using machine learning algorithms, will then be used to develop new algorithms that can help train large numbers of future robots. In particular, the hope is that these insights into complex decision-making can improve coordination between large teams of autonomous air and ground robots in battle, you know, should the game be “brought to life.”

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For anyone who grew up on movies like The Last Starfighter, this will seem strangely familiar. Although there’s a twist here, too. In The Last Starfighter the goal is to train humans to have the kind of lightning fast reflexes that would normally be found in a machine. In this case, it’s different. The purpose of the University at Buffalo’s new gaming project isn’t to make players more machine-like. Just the opposite, in fact. It’s all about trying to make machines that think more like humans.

“We’re trying to recruit [participants] who have strong gaming experience,” said Souma Chowdhury, assistant professor of mechanical and aerospace engineering in the School of Engineering and Applied Sciences.

Chowdhury is one of the lead investigators on the project.

“I myself do not have gaming experience,” he said. “I’m not a computer gamer at all. But many of our students are into games like crazy.”

Chowdhury’s own area of interest is swarm intelligence, a branch of computer science dating back to the late 1980s. Swarm intelligence is all about the collective behaviour of decentralized, self-organized systems, both virtual and robotic, and it’s an area that’s heating up with multiple breakthroughs recently.

“It’s a real hot topic,” he said. “It’s becoming known that there are a lot of different applications which could be done by not using a single $1 million robot, but rather a large swarm of simpler, cheaper robots. These could be ground-based, air-based, or a combination of those two approaches.”

Some researchers in swarm robotics try and create swarms that can carry out complex procedures by hand-crafting the actions of every agent involved; the way you might coach each member of a dance troop so they can master a complex routine. Put them all together and you’ll get something that looks like emergent collaboration, although it’s actually a collection of individuals doing their own thing. The idea of using modern machine learning artificial intelligence is that it could give robot swarms the ability to more autonomously function as a meaningful collective.

But that’s easier said than done. Training one robot to do something requires a significant amount of training. Training a swarm, potentially with varying abilities, to complete tasks in complex, uncertain environments is a whole lot trickier. It means running tens of thousands of simulations, making the process extremely time-consuming and expensive. The idea driving this new project is that watching humans play the game will make it easier for machines to learn.

“Imagine walking into a classroom where there’s no teacher, and saying ‘let’s learn algebra,’” Chowdhury said. “You can learn just using exercises and textbooks. But it’s going to take a lot more time. If you have a teacher you can follow it’ll make it faster. In this case, we want to see how humans play this game and then use that to significantly speed up the AI in learning the behaviour. Before it would be necessary to run 10,000 simulations to learn. Now we only need to run perhaps 1,000 simulations and augment this with data from humans.”

The researchers believe that, by observing the type of tactical or strategic decisions humans take when they play a strategy game, it will be possible to work out which features and events motivate these actions.

“The project is ongoing, at a pretty aggressive pace,” Chowdhury said. “We are around the halfway mark.”

At present, they’ve yet to start the data-gathering phase of the project, although Chowdhury has a good idea of the format that it will take. The plan is to carry out experiments with around 25 participants. Each participant will play between six and seven games with different randomised settings and levels of complexity. Unlike games such as StarCraft, which can last for hours, in this case each game will go on for only last only between five and ten minutes. That will be sufficient to measure decision-making strategies, and for these features of interest to be extracted using algorithms and scripts developed by the team.

“At this point, it is difficult to comment on the amount or size of data that will be eventually collected,” Chowdhury said. However, the aim is reportedly to eventually scale up to 250 aerial and ground robots, working in highly complex situations. One example might be dealing with sudden loss of visibility due to smoke. The team plans to develop algorithms, modelled on human behaviour, that will allow them to adapt to challenges such as this.

“Humans can come up with very unique strategies that an AI might not ever learn,” he continued, and vice versa. “A lot of the hype we see in AI are in applications that are relatively deterministic environments. But in terms of contextual reasoning in a real environment to get stuff done? That’s still at a nascent stage.”

In Daniel Kahneman’s 2011 book Thinking, Fast and Slow, the Nobel-winning economist and psychologist describes two different modes of thought. The first system is fast and instinctive, the kind of thing we might call intuition. That might be locating the source of a specific sound, completing the phrase “war and…” or, yes, blasting Ko-Dan ships out of the air (or lack thereof) in Starfighter. The second system is slower, more deliberate, more logical. It’s centered on conscious thinking, which in this case might very well refer to forming strategies.

Chowdhury doesn’t cite Kahneman’s work when he discusses the project. But it’s hard not to be reminded of it. As he points out, machines are already capable of an impressive number of autonomous features. A $10,000 drone possesses some impressive smarts when it comes to navigating between locations. The same is true with agents in a strategy game. Units are often governed by low level rules which allow them to react to their surroundings. That could mean attacking or defending if they are confronted by an enemy. It might also mean being able to maintain formations as they move around the map. But in both cases what’s missing is the overarching strategy needed to execute tasks.

“You don’t need a human to do low level control, controlling each agent,” Chowdhury said. “That’s not what we’re interested in. They’re not controlling every single robot and where they’re going. The human role is more that of a supervisor or a tactician. A good analogy would be that, in a disaster response environment, you have a supervisor. They might have a team of 100 rescuers working under them. There’s a hierarchy, but the supervisor does not tell each of those team members exactly what they should do. The rescuers make a lot of independent decisions, but the supervisor creates the overall tactics. That’s what we want to build.”

If Chowdhury and his team get their way, the killer robot swarms of tomorrow will be a whole lot smarter, and they’ll have gamers and their brainwaves to thank for it.

Source: University of Buffalo

311 Intelligence

What this means for your organisation

Human insight cuts training cost.

Training a swarm to work in complex, uncertain places means tens of thousands of simulations. That is slow and expensive. The Buffalo team says human play data could bring 10,000 simulations down to perhaps 1,000, so any firm that trains autonomous systems should ask where human expert data could save it time and money.

Humans move up to supervisor.

The researchers do not want people steering each robot. They want people acting as supervisors and tacticians, much like a leader of 100 rescuers who sets the overall plan but lets the team make its own choices. Managers who will direct mixed teams of people and machines can start to plan for that role.

Swarm skills are still early.

The project is about halfway through and has not yet begun gathering data, with around 25 players planned. The stated aim is to scale to 250 aerial and ground robots. Our data puts swarm robotics at a readiness level of 7 and wide use around 2037, so this is a field to watch and to test in small steps, with clear rules on oversight.

Three questions for your next leadership meeting

  1. Where could expert human behaviour shorten our own costly training or simulation work?
  2. Which decisions should a person supervise, and which can machines make alone?
  3. Who owns and governs the behavioural data we collect from staff or customers?

The trends and technologies behind this story

From the 311 Starburst, the 311 Strategic Intelligence Unit’s map of the technologies and trends shaping the next 50 years.

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Analysis by the 311 Strategic Intelligence Unit, from Matthew Griffin’s article and 311 data. First published on Fanatical Futurist.

FAQ

Why does this matter?

Human gamers have to be able to think on their feet to overcome the odds, and now the US military is using that for their own advantage.

Matthew Griffin

About the author

Matthew Griffin Founder, 311 Institute

Matthew Griffin is a multi-award winning Futurist and expert in Disruption and Innovation, Geopolitics, Leadership, and Technology, who NASA have described as a "walking encyclopaedia of the future" and a "futurist Polymath."

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Matthew Griffin is a multi-award winning Futurist and expert in Disruption and Innovation, Geopolitics, Leadership, and Technology, who NASA have described as a "walking encyclopaedia of the future" and a "futurist Polymath." 17-time best selling author of the "Codex of the Future" series, Matthew is the Founder and Futurist in Chief of the 311 Institute, a global Futures and Deep Futures advisory firm working with royal households, world leaders, G7, G20, and G77 governments, NGOs, and multi-national mid and mega cap firms to help them explore, shape, and lead the next 50 years of business and society.

An award-winning YouTube creator with over a million followers, with an unrivalled global reach and impact, Matthew is a highly sought-after international keynote speaker, lecturer, and mentor who collaborates with global leaders through the United Nations Alliance of Civilizations (UNAOC) and United Nations General Assembly (UNGA) to shape pivotal initiatives such as the UN’s AI for Humanity program, the United Nations Conference of the Parties (UN COP), and the World Economic Forum in Davos.

As the former Global Head of Cloud, National Security, and Enterprise Sales for companies including Atos, Dell-EMC, and IBM, Matthew has a proven track record of building multi-billion dollar business units and turning failing divisions into market leaders. His ability to identify, analyse, and communicate the implications of hundreds of emerging technologies and trends is unparalleled, and his insights are trusted by many of the world’s most respected organisations, including ABB, Accenture, Adidas, AON, ARM, BCG, Centrica, Citi, Coca-Cola, Dentons, Deloitte, Dow Jones, EY, Google, KPMG, Lego, Legal & General, LinkedIn, Microsoft, PepsiCo, Qualcomm, RWE, Samsung, Siemens AG and Siemens Energy, T-Mobile, UBS, VISA, Walmart, Workday, Worldpay and many others.

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Sources and further reading

  1. The Last Starfighter imdb.com
  2. S chowdhury engineering.buffalo.edu
  3. Thinking, Fast and Slow en.wikipedia.org
  4. University of Buffalo buffalo.edu

Source: first published by the 311 Institute on 3 November 2020. Cite as: Griffin, M. (2020). US military starts using human gamers brainwaves to train killer robot swarms. 311 Institute. https://www.311institute.com/darpa-trials-using-human-gamers-brainwaves-to-train-swarms-of-killer-robots/

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