4 ms·
> ...by prioritizing the acquisition of reward signals above > other measures of success. This is also true for humans in poorly designed systems. For example
by jayajay 10y ago
> ...by prioritizing the acquisition of reward signals above
> other measures of success.
This is also true for humans in poorly designed systems. For example, kids become experts at passing tests irrespective of mastering the material. In the workplace, employees become skilled at clocking extra time without finishing additional work. It's reasonable to say that this would eventually emerge in systems which approximate human behavior.
The video shown in the article could just as easily have been a human who just discovered the bug, and wants to troll a bit. The key difference is that a human would soon get bored. Our algorithms don't know about boredom outside of the domain of the reward function.
After playing with a bugged state, A human would lose just enough interest so as to keep playing the game, but without any further interest in the "bugged" state. A human is smart enough to know that there are various microstates of such a "bugged" state, and to ignore those instances as well.
The algorithm is smart enough to find the hack, but it's not smart enough to say "Hey, this is a non-solution, and I am not very happy about that". What is it that makes a human decide to lose interest in such a bugged state? Are these factors locally contained or are they due to external influences?
- armada651 10y ago> What is it that makes a human decide to lose interest in such a bugged state? Repetition, the human brain has a reward function that is interested in finding new patterns. Using the same pattern to gain rewards has diminishing returns in the human brain, eventually we don't get enough reward and we try to find a new pattern. When this breaks down and the same pattern continues to get the same reward you can potentially fall into an addiction. So in the case of this AI, simply diminishing its reward if it uses the same route every time to get that reward would prevent it from getting stuck in a loop. If you want it to actually finish the race though, you might want to reward it a little for following the direction of the course. And it would make much more sense if it was rewarded for finishing the race first, humans are also a competitive bunch after all. By not rewarding the AI for those things, they just did a very bad job at explaining the goals of the game.
- Poorboyrise 10y ago(Anecdotic, 2 persons talking) B: "Hm, i have read the postings, and had a game-feature-idea. My girlfriend and me are playing armed and dangerous again. On the xbox - the _first_xbox_ - i bought both for her (xbox game console with the game) for $30 - (shark-gun!!!!^^). She had played this game on a pc years ago, and my thought was to set an old pc-system and make this game running again would been way too...-so therefore the xbox. The game is also for two players but, hey you know during a game you are too often disturbed by something (parents, headroom, friends came, lunch, etc...) The idea: a modern game is sold for about $60 and for that you buy up to 100 (or more) hours in-game-time. What if a "KI", took the role of the player when one player pauses and the second player isn't disturbed and further the "KI" also took both players part when both don't put their "hand-in" the game and in a movie-like style you can watch the game with some (5) gameplay-"free-or own--standing"-endings with another fictional story (downloaded content ?) like a movie on the screen. As a bonus, giveaway, easter-egg, wth, but with the possibility to to enter "the movie" at each time to play further..." A: "Goals of the Game - why you don't say that you want to see streamed 'online' commercials during pause-mode ?" (-;