"They wanted something lighter and more portable," said Meir Shabtai, general manager of IAI's robotics systems operations, which is responsible for the project. Shabtai noted that the drivers wanted the ability to bring the controller into their lap, for instance, instead of using fixed, mounted controls. "From teenagers up to pre-military guys, and guys who are after their service, we let each one play with the [Carmel simulation] and define what kind of skills and what kind of accessories we should use, and according to that we developed the whole system."
"I don't want to say it took them four minutes, but maximum it took them four hours," Tzur said. "They are far more willing to experiment, they are much less afraid of technology … it comes to them naturally. It's not exactly like playing 'Fortnite,' but something like that, and amazingly they bring their skills to operational effectiveness in no time. I'll tell you the truth, I didn't think it could be reached so quickly."
Shabtai believes there's a simple explanation.
"They know exactly the position of those buttons, and they can reach much better performances with that system," he said. "The controller is just the interface, the whole idea is to present a sophisticated technology in a way they can deal with."
About the AI system:
The AI system for Carmel was reinforced and trained using thousands of scenarios that the technology generates, according to Moshe Beutel, 44, who leads the algorithm group. One of the ways the team developed this technology was by grinding "StarCraft II," mixed in with a few other games such as "Doom," to teach the AI different strategies for navigation, target detection, weapon selection and other autonomous capabilities. He and his team also wrote what he called "reinforcement agents," but which gamers call "bots," to beat the games.
After only two weeks, Beutel said that his bots performed 20 to 30 percent better than humans in figuring out how to get from point A to point B while fighting several enemies. He defined "better" as "getting to the end point without getting hurt." The algorithm for the armored vehicle lives on the Unity software engine, an engine that also powers games like "Hearthstone," "Monument Valley" and "Cuphead."
Build a settlement in occupied Palestinian territory and retaliate with tank power once the locals start protesting if old