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"It seems intractably difficult with the tools that we have available to us right now."

I think that's actually the problem rather than the optimization function. There is an vicious circle where lack of tools implies less interest that implies less research than implies lack of tools.

I am very reluctant to think that TAI's optimization function would make a difference in terms of techniques usability in GAI problems. I agree that fun factor is not quantifiable under current knowledge. But that doesn't mean that there is not common ground between them. For example, it is not the first time that path finding is being approached using ML:

http://ieeexplore.ieee.org/xpl/articleDetails.jsp?reload=tru...

http://ieeexplore.ieee.org/xpl/articleDetails.jsp?reload=tru...

On the other hand, most games use finite state machines for decision making which could be approached in many different ways:

http://ccrg.cs.memphis.edu/assets/papers/NNApaper12.pdf



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