I to, Welcome our new Robot Overlords (Yay! for technology)Realitycrash said:I for one welcome our new robot overlords, etc.
I to, Welcome our new Robot Overlords (Yay! for technology)Realitycrash said:I for one welcome our new robot overlords, etc.
Lots and lots of fun [http://dwarffortresswiki.org/index.php/v0.31:Losing].Aethren said:I wonder what'd happen if the contents of Dwarf Fortress were fed into this thing.
In that case true intelligence isn't possible because everything works on pre-defined parameters. That's what science says. Every of our decisions isn't actually our decision since it was set in stone from the beginning of time.Chairman Miaow said:True AI is an impossiblity and will never happen, they always have to work within pre-programmed paramaters.
Pretty much. It's one of the reasons I don't believe in a god, because he couldn't have given us free will, because he would have known the outcome of the way he created us. Not a fun way to see things, but that's how I see them.BiH-Kira said:Am I the only one who already hears "We are all Angelina."?In that case true intelligence isn't possible because everything works on pre-defined parameters. That's what science says. Every of our decisions isn't actually our decision since it was set in stone from the beginning of time.Chairman Miaow said:True AI is an impossiblity and will never happen, they always have to work within pre-programmed paramaters.
You got some Mass Effect in my "AI designs a videogame".freakymojo said:it will kill us all! our only solution is build EVEN bigger AI's and have them destroy us first so "angelina" cant!
My point was that I was wondering if an AI that can create games that are provably completable could also use it's algorithmic powers to create a game that's NP-Hard and then use it to help prove (or disprove) the good old P == NP problem. I mean, it's really just a pipe dream, but the two concepts put together could be pretty interesting. Also it'd mean that in some point in the future I'd get to say O = MARIO.Tanakh said:Ahhh... "hard" there doesn't mean what you think it means mate. Hard in computational complex theory (in lay therms) only means that there's a limit on how fast a computer can solve a given problem regardless of how well it is programmed to find the answer... let's put an example:coldfrog said:I wonder if this can be used to expand on this:
Mario is hard, and that's mathematically official [http://www.newscientist.com/article/mg21328565.100-mario-is-hard-and-thats-mathematically-official.html]
Lets say you want to find a list of prime numbers that multiplied equals 100, you could start checking 99, then 98 and so on, but that seems like a dumb idea because it will take you more time (more time computing those possible answers). You could start dividing by 2, then 3, then 4, that sounds better no? And yeah, it will yeild the answer faster. You could start dividing by 2, then check 2 again till you can't divide anymore, then 3, then skip 4 because it's not prime (and since you can't divide by two, obv you cant by 4), then 5 and so on, that is even better.
IS THERE A LIMIT ON HOW WELL YOU CAN MAKE STEPS TO SOLVE A PROBLEM AND HOW TO FIND GOOD WAYS? That is the question of computational complex theory, a problem NP-Hard is just a label on how good you can solve it.
It means SHIT on how hard is for humans, and i can't emphazise this enough.
Also... no, again the opening article should say "A Genetic Algorithm is trained to produce a simple maze" because that is what happened, and no, it doesn't have close ties with computational complex theory.
If i am being obscure about someting, feel free to ask. Though i only know the surface about coputer sience
I do think that all the game besides the level desing is human made. There are a couple of papers by the guy that did this (http://www.gamesbyangelina.org/?page_id=35), but i am being lazy and avoiding reading themcoldfrog said:After having played the game, I wonder if the sounds were added later or the AI included those too. The reason I say that is because it seems surprising that the AI would have the input to determine that it is better to use a variety of sounds rather than just the same sound repeatedly (IE, with respect to your beaker-throwing ability). Or, for that matter, that the game has sound at all. If the sounds weren't added later, what determined what actions got sounds, and why does shooting have two? Does Angelina know what the sounds ARE, or are they predetermined?