Watch for a new race super-computers to overtake mankind through Tetris.

October 5, 2001

2 Min Read
Digital Bridges Turns to Artificial Intelligence

Remember earlier this summer when a Muppet-like Haley Joel Osment was the centerpiece of Steven Spielberg’s AI, a searing warning of the dangers of our technology obsessed world. Well now, it seems a small gaming company in Scotland, Digital Bridges Ltd., has brought that day closer to reality by partnering with Purple Software, a British pioneer in the development of Artificial Intelligence gaming and enabling technologies. This evil combination of forces must be stopped before we are overrun by a master race of game based super computers.

Oh, sorry, I thought I was Bill Joy, for a second there.

Digital Bridges did actually partner with Purple, but the whole master race thing—that was just to get you to read on.

Purple will become co-publishers of the ‘Classic’ collection of games on Digital Bridges’ Wirelessgames channel. Purple’s world-leading AI-based engines will be used to ensure that Wirelessgames offers the definitive set of classic games titles for wireless devices.

Brian Greasley, CEO of Digital Bridges said, "Digital Bridges’ goal is to provide an integrated wireless entertainment service, offering the highest quality titles. To do this, we are working with partners who are world leaders in their fields. Purple are without a doubt the most highly respected developer and publisher of intelligent games for mobile devices. Combining their expertise with Digital Bridges unparalleled distribution network and market-leading technology will create an entirely new gaming experience for wireless users.”

Julian Swallow, CEO and co-founder of Purple Software agreed, “This agreement is a major step forward in the development of the mobile gaming marketplace. If mobile games are to truly penetrate the mass-market, players must have access to quality titles. The agreement with Digital Bridges ensures that more people around the world will be able to play the best games through their mobile phones.”

Wireless entertainment is, believe it or not, generating approximately 70% of the revenue in the European and Asian markets. Recent market research by Datamonitor suggests that by 2005, the wireless entertainment market will be worth approximately $17.5 billion, with more than 500 million users accessing wireless entertainment services.

Both companies have agreed to explore the possibility of integrating online multi-player gaming facilities into games embedded onto mobile phone handsets.The first titles from this agreement including titles such as Chess will be released in late 2001 / early 2002.

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