Scientists have connected 200,000 human neurons to a chip. And he made them play ‘Doom’

If they tell us that human neurons are playing ‘Doom’, the first thing we would think of is science fiction. However, that is exactly what the Australian company Cortical Labs has shown with your CL1 system: about 200,000 live neurons grown on an array of electrodes on a chip, capable of receiving information from the game and responding through electrical patterns. We are not talking about conventional artificial intelligence, but rather biological tissue interacting with software through an interface designed for that purpose. Human neurons and ‘Doom’. The demo isn’t just launching the game and letting something random happen. In the material shared by Cortical Labs, those responsible explain that the system receives signals from the video game environment and generates electrical patterns that translate into the character’s actions. This is a form of learning in which the system modifies its response depending on the result obtained. The key here is not skill, but the ability to adapt, which, according to the company, they are managing to train and mold in real time. How the interaction loop is established. For the experiment to work, it is not enough to display images on a screen. According to CTO David Hogan, an independent developer managed to convert the game’s visual signal into “electrical stimulation patterns” that are applied directly to the cell culture. These stimuli provoke electrical responses in neurons, and certain firing patterns translate into specific actions within ‘Doom’. In this way, the system creates a closed loop in real time in which each decision has an immediate effect on the virtual environment. look back. In 2021, the same company managed to make a system based on more than 800,000 neurons play ‘Pong’an experiment that required years of scientific work and specific training. That precedent laid the foundations for what would later become the CL1, the equipment presented at the Mobile World Congress in 2025 as the world’s first commercial biological computer. As we explained at the time, the system combines neurons grown on silicon with software called biOS, responsible for exchanging electrical information with living tissue. It is advisable to adjust expectations. The system, it should be noted, falls far short of advanced human performance. Brett Kagan of Cortical Labs emphasizes that the experiment is not intended to replicate a miniature brain, and rejects the direct comparison: “Yes, it is alive, and yes, it is biological, but it is actually used as a material that can process information in very special ways that we cannot recreate in silicon.” The emphasis, therefore, is not on skill, but on the type of processing that this biological substrate allows. Starting point. In the video, the team encourages researchers and developers to interact with the CL1 open API. Cortical Labs hopes to address progressively more demanding tasks than a classic video game, although the video itself also recognizes that there is room to fine-tune the feedback of successes and errors. For now, what we have is a proof of concept that shows potential, but whose path will depend on what others manage to build on this platform. Images | Cortical Labs In Xataka | Sam Altman has spent his entire life saying one thing and doing exactly the opposite. And this time it didn’t even take 48 hours.

We thought we’d seen ‘Doom’ running on all types of devices. Until someone tried it with a ticket printer

We’d seen ‘Doom’ run on almost every device imaginable: from a Texas Instruments calculator until a modified pregnancy test, passing through the Touch Bar of a MacBook. The community has been proving for years that if something has a screen and some kind of processor, someone will try to run Doom. We thought the bar couldn’t be raised any higher, until someone decided to do it in an unexpected place even for this challenge: a ticket printer. Beyond the technical, this challenge has something almost philosophical: it is not about seeing if ‘Doom’ works, because we know that the game can run on very limited hardware. The question is whether we can do it on devices that, in theory, were not designed for that. Closed devices, with a very specific function, that suddenly become small gaming platforms. This transformation of the everyday into something unexpected is what keeps alive the question “what if you can also execute it?” A printer with the soul of a computer. The device chosen by the channel Bringus Studios It is not a conventional ticket printer. It is a solution created for small businesses, capable of printing receipts and running typical point-of-sale terminal applications from the same computer. That integration explains why it includes an embedded operating system, USB ports, its own connectivity and even an original Windows 7 Pro Embedded sticker. For those who used it back in the day, it was simply a point of sale terminal. For those who find it today, it is much more than that. When the creator decides to open the machine, the exterior appearance gives way to a metal structure more typical of an industrial computer than a receipt printer. Under the cover appear screws, SATA cables, internal USB ports, a motherboard and even a small integrated speaker. There are hardly any concessions to the design, everything is ready to function for hours in a commercial environment. Instead of a peripheral accessory, what you find is a complete computer, hidden under a functional and robust chassis. Play Doom on a paper screen. Once it was discovered that the machine could behave like a complete computer, the next step was inevitable: running ‘Doom’. The content creator turned to software rendering, adjusted the brightness and contrast to suit thermal printing, and turned the paper into the game’s visual output. Each frame was printed as a monochrome image, creating a sort of roll-up screen at its feet. The result was neither comfortable nor efficient, but it was extraordinarily ingenious. Too hot for a normal game. The system was capable of printing ‘Doom’, but was not prepared to do so for minutes at a time. Many scenes generated a lot of black, causing the thermal head to get hotter than intended. There came a point where the printer would pause printing or output messy and unintelligible sequences. The author used an external fan to prolong the session, while the paper piled up on the floor and the behavior of the game became so unpredictable that one almost had to play by pure intuition. The experiment did not end with Doom. When testing ‘Half-Life,’ the result was different: the game’s visual style seemed to fit better on thermal paper and produced clearer images. The author began to print scenes that did allow hallways, doors or characters to be distinguished with a certain clarity, to the point of wanting to save them. He even replicated one of the classic moments of the game, the microwave in the laboratory, and confirmed on paper that the pot ended up exploding. Despite the lag of several seconds between what was happening in the game and what appeared on paper, the scenes were still legible enough that I wanted to keep them. It was no longer just playing, it was documenting it. What started as a simple printer ended up being a reminder of why this challenge continues to fascinate so many people. It doesn’t matter if the result is impractical, illegible or full of paper: the important thing is that it worked. The game was run, the printer printed the images and it was demonstrated that even a routine device, designed to work silently behind a counter, can end up becoming an experiment worth telling. Images | Bringus Studios In Xataka | The Internet has been filled with videos with the new trailer for ‘GTA VI’. The only problem is they have all been made with AI

The main work of the creator of ‘Doom’ remains to explain how demons exist ‘doom’

John Romero’s enthusiasm is contagious: we agree that his main work, although he continues to devote himself to programming, is essentially to explain the ‘Doom‘. And it does it great. Romero is not only very aware of the essentials for the history of the piece he created with the rest of Software idbut he knows perfectly why, today, he is still the favorite video game of many fans. And he told us with hairs and signs in the Comic-with Malagawhere he came to explain what, in his opinion, the essential bases of the DNA of the FPS genre were. The original ‘doom’ is considered today a technical feat for many reasons that Romero himself was in charge of getting ourselves meticulously, but from the first minute, he made it clear what in ID knew that he had to have the game to shine above his competitors and his venerable predecessors: an infernal speed. He tells us that “we needed to design new techniques to create light and dark in a 3D world. And how to do it with very high frame speeds, which was the biggest obstacle: try to do it very fast” To get at that speed First they had to invent a new way of making 3D: “For a time ‘doom’ looked like what we had done in Wolfenstein 3D, because we mentally still there, doing things as they were done before us.” And how were things done before? “Wolfenstein’s walls were 90 degrees completely illuminated. But in ‘Doom’ there were stairs, dark corridors, immense open spaces, lots of monsters, and nobody had never seen anything like that before. We had no references. So we could only create, test, invent and try to improve it little by little.” Everything points to amounts of demential work, and Romero confirms it: “And the speed was not everything. The sound, the multiplayer (‘doom’ was the first in high speed, and with different ways, cooperative and Deathmatch), allowing people to modify the game and change it. And, well, all these things happened in a single game. And on top of that we wanted to launch it for Christmas. “A real madness, but he does not doubt a second to remember that schedule and design it” was very fun. “ History matters There is a very widespread topic, which is that ‘doom’ has no history, and indeed, the argument is of a minimum density, but That does not mean that he does not strive to convey an atmosphere and a narrative. “There was a general history,” Romero tells us, “for which we inspire ourselves in D&D. I always try to make games different from everything that players have experienced before: with ‘Wolfenstein 3D’, no one had faced Nazis like that. In the ‘Castle Wolfenstein’ ‘on which we rely, 11 years before, you had to camouflage yourself as Nazi. And if not, you were detained without the possibility of response. And we said: ‘Let’s put in this game a frontal confrontation with the Nazis’ “ And that philosophy translates into ‘doom’: “We could not have a science fiction game in which we only kill aliens, because that was what was expected. What could we do to be different? The idea of ​​’Doom’ emerged from the ‘Dungoons & Dragons’ campaign to which we had been playing for years and that ended because the demons multiplied they multiplied with everyone What existed. And they adding elements to the mixture: “We were inspired by the movie ‘Aliens’ in the space marines and Fast action, that tension, suspense and terror of having so many things moving around youwanting to kill you. And then evil for black humor, shotgun, chainsaw and attitude. “Finally, it is time to ask for an impossible. We ask Romero to make a total summary of ‘doom’, of his influence and impact. Why do we keep talking about the game decades later? “We can divide its influence into two branches: technical and cultural,” he says. “Technically, we boost the industry towards the 3D. When things have been successful for a long time, it is not easy to overcome them. And in the eighties, the lateral displacement games had been very popular and a lot of personalized hardware was created to manage this genre, such as the Super Nintendo or the friend.” Thus, “Domestic computers and consoles wore incredible dedicated chips. A lot of work was invested in R&D to manufacture these things. And huge companies, multimillionaire companies, launched these things to the market. But we think: “We are going to go to 3D, people are tired.” But there were no graphics cards, so we had to try to make my best with what we had. Technology at full speed Another important technical aspect in ‘Doom’ is the integration of the multiplayer in the game: “Today the game that does not carry multiplayer is rare, but then the strange was incorporated. Our intention was not only to take it, but to integrate it into everything we had already created for the individual mode. We put that multiplayer mode during the last three months of the game development, when we thought” shit And we schedule it in a hurry. And culturally, how did ‘doom’ mark the environment? Romero lists some details (“Heavy metal had never been heard in a commercial game”), but stays with two aspects that certainly changed everything definitively. On the one hand, ID launched instructions to freely modify the game, which generated a community around it: “We launched the game in 1993, and In 1997 we published all source codesyou could take the game and do everything you would like with him, without consulting us. Moreover, we get involved in the community and that helped it grow out of control. “ And that was from the same concept of the game: “We created it thinking that people could change the game at will, so that it was modifiable, and we published all the data explaining how to modify the levels and others. So, … Read more

‘Ninja Gaiden 4’ and an immersion in the new and brutal ‘DOOM’, highlights of the new Xbox Developer Direct

Xbox has once again given us an approach to four of its studios so that we can access the development of as many of its most anticipated upcoming games, in a Developer Direct which has included a surprise with a game that was not announced until now. At that point and with that expected announcement the event has started. Ninja Gaiden 4 Team Ninja, creators of the franchise, and Platinum Games, responsible for monuments to frenetic action such as ‘Bayonetta’ or ‘NieR:Automata’ have brought back ‘Ninja Gaiden’, giving continuity to the saga with even more style. futuristic. Ten years have passed after the last installment, and we will have a new protagonist, Yakumo, from the Crow Clan, although the legendary Ryu Hayabusa will also make an appearanceamong other unspecified cameos from the franchise. With two combat styles for the hero (Raven and Nué, between which you can switch), we are promised a “dark and hardcore atmosphere” in a world in decay where buildings collapse before us. A reformulated combat where the touch of Platinum is detected is the great attraction of this game that is committed to verticality and executions, and which will arrive in autumn 2025 on Xbox, but also on PC and Playstation 5. As a tip, Team Ninja has said goodbye with a gift for old-school fans of the saga: a remake in Unreal Engine 5 of the 2008 classic ‘Ninja Gaiden II Black’original for Xbox 360. It is now available and free for Game Pass users on both Xbox and PC DOOM: The Dark Ages The legend of first-person action is confirmed as a true brutality capable of continuing with dignity the superb ‘DOOM’ from 2016 and ‘DOOM Eternal’ from 2020. The setting is a refreshing turn for the style of the series, with everything which brings about the reinvention of the arsenal and also the reformulation of the settings and the plot, which tells of a savage medieval war against hell. id Software has decided that this delivery will be a good gateway to the series for new players and has tinkered with the hardcore style of the franchise to make it more accessible: plot that is explained in cinematics, configurable combat to make it simpler if desired (don’t worry the most hardcore slayers) and a control system that reduces the buttons for executions. It has been seen with items such as the saw-shield, which is used to attack, protect and make parriesbut contextually according to the situation and using a single button. We have also seen a preview of game elements such as the Slayer’s 30-story-high mecha or the flying dragon, in a game that promises to be one of the most gargantuan of the year. It will arrive on May 15 on multiplatform. South of Midnight From Montreal, Compulsion Games has presented an immersive and almost poetic third-person adventure gameset in America’s deep, gothic south. It tells the story of a young woman who is separated from her mother in a flood, and on her journey to find her again, she acquires powers that allow her to visualize another reality and detect echoes of the past. As you progress in your quest you will find tools such as hooks or staffs that will allow you to plan, climb or confront enemies. With an interesting catalog of final enemies inspired by southern folklore, a setting of farms, swamps and even the Appalachians, and animation based on the techniques stop motionthis game promises a relaxed and atmospheric adventure. It arrives on Xbox and PC on April 8. Clair Obscur: Expedition 33 We travel to France, where Sandfall Interactive has presented this very careful RPG with turn-based combat, with a fantasy setting but based on the country’s Belle Epoque. It is inevitable to think of games like ‘Final Fantasy’ seeing the group of motley adventurers, each with their own motivations and desires, and all with a common goal: in this case, ending a kind of enchantment that causes everyone to die at the age of 33. Certainly, in these times of accessible mechanics for impatient fans, it is brave to jump into a game whose combat takes place in turns, although Sandfall has polished it so that it is not frustrating, with real-time elements. Although the most attractive thing about the game, without a doubt, is the impressive fauna it exhibits, with creatures like the Gestrals, who understand battle as a form of meditation, or Esquie, a kind of god who moves like a hot air balloon. It will arrive on April 24, and from day one on Game Pass. In Xataka | The best video games of 2025 and the most interesting ones to come

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