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So... I’m curious how long this will be before we can apply this to real life? At this point it seems like it’d be fairly complicated, but you could build a so
by lettergram 8y ago
So... I’m curious how long this will be before we can apply this to real life?
At this point it seems like it’d be fairly complicated, but you could build a solid simulator for battles. Then direct humans and / or robots around the battle field as nessecary to win a battle.
Upload a virtual map utilizing some point clouds, estimate densities, start with estimating enemy combatants, add some scoring metrics negatively impacting civilian deaths and probably a lot of other stuff. Run real life scenarios in training environments, and bam.
The premise seems there.
- civilian 8y agoThere are a lot more variables that need to be added to for an "AI general". - There needs to be a system for simulating real-world battles. (Since we need to iterate the AI, afterall.) In WW2 the WATU was a good simulation of German submarine vs. Allied Convoy battles, but I imagine that ground battles are messier. Link for background: https://www.youtube.com/watch?v=fVet82IUAqQ https://www.youtube.com/watch?v=fVet82IUAqQ - Autonomous directions. If a unit loses contact with the AI, what orders should they follow? - Need to react quickly to changes in the effectiveness of weapons. If army-B has a Surface-to-air missile that has a 80% hit rate, rather than the estimated 40% hit rate, the AI needs to adapt. - Different armies have different tolerances for causalities, both military and civilian. I suspect you're getting downvoted because people don't like the idea of military-general AI. I don't really love it either, but it's going to happen. Hopefully we can encourage its programmers to include the Geneva convention rules for war.