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by venachescu
3802 days ago
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This is a cute argument, but I think it falls into a trap of following its own thinking. Video games are explicitly designed to test and fit within our bounds of conscious control and processing; particularly the retro games, but essentially all games in general have a very limited input control space (a couple keys or joysticks) and usually very rigorously defined action values. Moreover, these were designed by humans with very explicit successes, losses and easily distinguishable outcomes. None of these descriptions fit the kind of control that an 'intelligent' system needs to handle. Biological systems do not have predefined goal values, very incomplete sensory information and most importantly control spaces that are absolutely enormous compared to anything considered in a video game. At any point in time the human body has ~40 degrees of freedom it is actively controlling - compared to ~5 in a serious video game. I do not doubt that pattern recognition and machine learning techniques can be improved through these kind of competitions. But the problem is in conflating better pattern recognition with general intelligence; implying or assuming any sort of cost, value or goal function in the controlling algorithm hides much of our ignorance about our 'intelligent' behavior. |
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Biological systems do have a primary goal, that of maintaining their own organization and reproducing. From this derives common cost function for a video game, i.e. stay alive. Another, finding new information in the environment, also derives from the staying alive goal.
Degrees of freedom is a interesting example: from the movement sciences we know that while humans have in principle many degrees of freedom, when performing a task, the nervous system plays two roles: 1) highly constrain teh degrees of freedom and 2) act within the unconstrained subspace. The latter is what all the various ungeneralizable AIs are doing. The former, contraction of degrees of freedom, is the part which is difficult and constitutes a general AI, but it's essentially a learning problem, where the subspace of important degrees of freedom must be learned through interaction.