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occono from Ireland. Since: Apr, 2009
#1: Apr 12th 2013 at 4:25:36 PM

The ending makes it.

Dumbo
ShirowShirow Since: Nov, 2009
#2: Apr 12th 2013 at 6:20:36 PM

This is scary mind blowing.

#3: Apr 12th 2013 at 7:03:09 PM

Pft

No need to break out the EMPs yet

<><
Elle Since: Jan, 2001
#4: Apr 12th 2013 at 7:04:41 PM

But think of it this way: It figured out the concept of Rage Quit all on its own.

maxwellelvis Mad Scientist Wannabe from undisclosed location Since: Oct, 2009 Relationship Status: In my bunk
Mad Scientist Wannabe
#5: Apr 12th 2013 at 7:10:34 PM

We can panic when it can beat Battletoads. On one continue.

Of course, don't you know anything about ALCHEMY?!- Twin clones of Ivan the Great
WaxingName from Everywhere Since: Oct, 2010
#6: Apr 13th 2013 at 9:25:04 AM

Hopefully a computer program that can learn like this won't go Maverick.

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Ninety Absolutely no relation to NLK from Land of Quakes and Hills Since: Nov, 2012 Relationship Status: In Spades with myself
Absolutely no relation to NLK
#7: Apr 13th 2013 at 11:37:50 AM

Set it on I Wanna Be The Guy and it'll destroy mankind out of sheer frustration.

Dopants: He meant what he said and he said what he meant, a Ninety is faithful 100%.
Swampertrox Since: Oct, 2010
#8: Apr 13th 2013 at 11:51:30 AM

Okay this is really cool.

ArsThaumaturgis Since: Nov, 2011 Relationship Status: I've been dreaming of True Love's Kiss
#9: Apr 13th 2013 at 1:26:07 PM

That... actually looks kinda impressive, and rather clever. It may not do well on all games, but I do wonder whether it might not be still improved such that it makes better decisions.

A weighting mechanism might get it around the Tetris issue, for example, as long as one had a way to weight the negative result of stacking bricks (perhaps by looking into how Tetris checks for a stack passing the top line, or by looking at the memory that represents the playing field and weighting against whatever corresponds to adding a block above the top-most, or giving higher weight to placing blocks lower, or some such)...

edited 13th Apr '13 1:26:32 PM by ArsThaumaturgis

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Clarste One Winged Egret Since: Jun, 2009 Relationship Status: Non-Canon
One Winged Egret
#10: Apr 13th 2013 at 1:59:31 PM

The whole point of the program is that it's not individually tailored to any particular game. You could certainly make it better at Tetris by telling it what to care about, but that would also defeat the point entirely. He just feeds it some sample gameplay to give it some data to start from and the program decides on its own which values it wants to raise and what inputs it needs to best raise them.

The problem with Tetris is simply that it doesn't look enough steps ahead. Obviously achieving a Tetris (or even just clearing a line) is worth more points than planting a block on top of another, but it can't see any way to reach one of those endpoints from where it is within the scope of its foresight so it chooses the much shorter term benefit.

edited 13th Apr '13 1:59:46 PM by Clarste

ArsThaumaturgis Since: Nov, 2011 Relationship Status: I've been dreaming of True Love's Kiss
#11: Apr 13th 2013 at 2:13:10 PM

Hmm, you're right, I do believe — I'd forgotten or missed the point that, beyond initial training, it shouldn't call for game-specific modifications.

Perhaps then some built-in method of detecting paths that are not game-ending, but which are potentially less desirable than others? I'll confess that I'm no great player of Tetris, so I'm not sure of how good players think about a given level, and I an example from another game isn't occurring to me, so I don't have something from which to attempt to extract an algorithm offhand.

\*shrugs* But then perhaps you're correct in saying that all that's called for is allowing it to look yet farther ahead.

edited 13th Apr '13 2:13:25 PM by ArsThaumaturgis

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Meklar from Milky Way Since: Dec, 2012 Relationship Status: RelationshipOutOfBoundsException: 1
#12: Apr 13th 2013 at 4:24:26 PM

This is pretty cool.

I've done enough programming to have some familiarity with how computers can come up with totally bizarre, yet sometimes relatively effective, solutions to problems they are presented with. For instance, did you know that for any integer x from 0 to 14, x^x (that is, x to the power of itself) expressed in binary has a 1 in at least one of the '2' or '4' positions if and only if x is prime? No? Neither did I, until my C program figured it out.

But then perhaps you're correct in saying that all that's called for is allowing it to look yet farther ahead.
Thinking about the Tetris example in particular, I suspect that a better way to improve its performance would be to allow it to construct its own heuristics. That is to say, instead of only trying to improve actual in-game memory values, let it compute new values based on those in memory and learn which of those are associated with raising the values in memory. This might let it determine, for instance, that packing a high density of Tetris blocks at the bottom of the screen is desirable. It might also be less resource-intensive than simply having a deeper search tree.

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ArsThaumaturgis Since: Nov, 2011 Relationship Status: I've been dreaming of True Love's Kiss
#13: Apr 14th 2013 at 9:50:13 AM

It seems to me that the main problem is rather that it doesn't seem to be aware that stacking blocks has any negative side-effect, only that it gets points for doing so. In other words, it doesn't see the somewhat distant failure state.

Allowing it to construct its own heuristics might help if you allow it to train itself. It might then be able to learn that the failure state comes into play when the memory associated with the stacks reaches this point, and thus that raising stacks is undesirable.

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KarjamP The imaginative Christian Asperger from South Africa Since: Apr, 2011 Relationship Status: [TOP SECRET]
The imaginative Christian Asperger
#14: Apr 26th 2014 at 12:01:22 PM

Video has a sequel!

Yeah, I know I'm necro'ing this thread, but I did so because I think I have something worthwhile to add.

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