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togelius

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Game AI researcher. http://julian.togelius.com

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togelius.blogspot.com 11mo ago

Star Trek, The Culture, and the meaning of life

togelius
16pts5
togelius.blogspot.com 11mo ago

AI Allergy

togelius
4pts1
togelius.blogspot.com 11mo ago

What is automatable and who is replaceable? Thoughts from my morning commute

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5pts0
modl.ai 4y ago

We tried learning AI from games. How about learning from players?

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1pts0
podcasts.apple.com 4y ago

MIT Technology Review podcast: How games teach AI to learn for itself

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1pts0
togelius.blogspot.com 5y ago

How to stop worrying about AGI and the singularity

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2pts1
news.ycombinator.com 5y ago

Increasing generality in machine learning through procedural content generation

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7pts2
togelius.blogspot.com 5y ago

A short history of some times we solved AI

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2pts0
school.gameaibook.org 7y ago

Summer school is all about AI and games

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arxiv.org 8y ago

Procedural Level Generation Improves Generality of Deep Reinforcement Learning

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1pts0
arxiv.org 8y ago

New and Surprising Ways to Be Mean: Adversarial NPCs Through Information Theory

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1pts0
arxiv.org 8y ago

Playing Atari with Six Neurons

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169pts30
togelius.blogspot.com 8y ago

Empiricism and the limits of gradient descent

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108pts44
togelius.blogspot.com 8y ago

Some common myths about AI

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gendesignmc.engineering.nyu.edu 8y ago

Build your own AI that creates Minecraft villages

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2pts0
school.gameaibook.org 8y ago

Summer School on Artificial Intelligence and Games

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togelius.blogspot.com 9y ago

Some advice for journalists writing about artificial intelligence

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gameaibook.org 9y ago

First draft of the new Artificial Intelligence and Games textbook available now

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124pts15
arxiv.org 9y ago

Generating Fingerprints with Deep Nets for Presentation Attacks

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togelius.blogspot.com 9y ago

An evolutionary AI for playing StarCraft

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togelius.blogspot.com 9y ago

How Darwin plays StarCraft

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3pts0
venturebeat.com 9y ago

Time to rethink AI – or rather, time to rethink design

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1pts0
www.businessinsider.com 9y ago

When will AI beat humans in different games?

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1pts1
venturebeat.com 9y ago

Why games were designed to not need AI

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1pts0
www.theguardian.com 9y ago

Has a Black Mirror episode predicted the future of video games?

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4pts2
togelius.blogspot.com 9y ago

Algorithms that select which algorithm should play which game

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63pts22
togelius.blogspot.com 9y ago

Algorithms that select which algorithm should play which game

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togelius.blogspot.com 9y ago

Which games are useful for testing artificial general intelligence?

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1pts0
togelius.blogspot.com 10y ago

A comparison of game-based benchmarks for artificial intelligence

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1pts0
togelius.blogspot.com 10y ago

Which games are useful for testing artificial general intelligence?

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1pts0

I had to make a few simplifications to spell out the differences clearly and avoid making the text infinitely long. It's true that most current gradient descent algorithms are stochastic because they are computed in batch mode, and that sophisticated evolution strategies approximate the gradient. I still think the differences are significant, in that evolution updates less often and the direction of the update is much less (if at all) dependent on the feedback.

Now, your point about to what extent this is really about neural networks is a good one. Could a network learn F=ma, even if we could not interpret it? Maybe. With the right data, represented the right way.

Good point, I could have used "hacker" instead, though that's more specific to writing software. I didn't perceive "tinkerer" as a word with negative connotations when I wrote it.

Come to think of it, many outside the hacker community would perceive "hacker" more negatively than "tinkerer", because many people still think of hackers as criminal. At least that's my perception. I guess words have different values in different contexts.

Oh yes, I'm a terrible hacker, I rarely write code anymore. An unfortunate byproduct of academia is that you get "promoted out of the job", and all the hands-on work is done by your lab members.

I didn't mean to imply that tinkering was inferior to research - the whole premise was just to tease out how they're different, with different audiences, as you say. Interestingly, the discussion here has been dominated by people who think that I look down on them. People who've discussed it in other fora have not read the post that way.

"a systematic enterprise that builds and organizes knowledge" That is exactly my point. Doing your scholarship is doing your part to organize knowledge. Systematically building knowledge means building on others, and knowing what you build on.

So the quote (which you don't attribute to anyone other than "wiki" - a citation here would be useful) really proves my point. If you're doing not doing your scholarship, you are not doing science, or research, you are tinkering.

Again, there's nothing wrong with tinkering.

This is all true. However, the large publishers (IEEE, ACM, Springer) these days all allow you to self-archive on your own webpage and typically also on ArXiv. So you can (and should) make your papers freely available. I have done that since the start of my career. It's just a matter of looking.

He mentions NEAT, which is good, but not any of the work on playing Mario, much less any work on evolving neural nets to play Mario. There's quite a few papers on the topic, not just mine.

Note that I don't say that SethBling is wrong. Seen as tinkering, this is perfectly fine, and he did a great job with the video. No hard feelings. I just use it as an example of how it is not research, because of the lack of scholarship.

I am an AI researcher and faculty member at a large and famous university. I probably know less math than that Reddit poster. Math is important if you are specifically interested in the math of AI. If you are interested in inventing algorithms and solutions you mostly don't need the math.

Meta-heuristics as conceptualized by many (most?) does not include selection among algorithms. Hyper-heuristics does. It's fine if some of the algorithms selected among are meta-heuristics. Yes, this is very confusing, and yes, better terminology is needed. In particular, we should probably stop using the term meta-heuristics, because it has too many incompatible meanings.

Thanks, appreciated!

The difference between meta-heuristics and hyper-heuristics is that the former is a much broader concept, including such things as genetic algorithms. Hyper-heuristics is specifically about selecting among heuristics, which excludes e.g. evolutionary algorithms. Graham Kendall, one of the inventors of the concept, explains that they would have called it meta-heuristics if that name was not already taken.

These two are both interesting and important research directions. They are indeed different but have significant overlap. That "game AI can already be easily written to win 100% of games" is plain wrong. It's true for some games, especially if you cheat by giving the AI access to information the human player does not have. But even in those cases it is often impossible. We are very far from playing at high human level in for example Go or StarCraft.

I would say that progress on general AI can solve a lot of the problems we are facing. To take an obvious and down-to-earth example, let's say we "solve" logistics in the sense that we can transport things wherever we want, timely and cheaply. That would help us with a lot of the problems we are facing, such as hunger. And for solving logistics we essentially need the same skills we need as for solving game-playing.