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Starcraft was solved in the sense that the winrate against top players was high, but the production model often found itself in pathological absorbing states th
by hntrader 6y ago
Starcraft was solved in the sense that the winrate against top players was high, but the production model often found itself in pathological absorbing states that it couldn't escape from, which no human would ever get itself into.
That's important, since if we are using it as an analogy for driving, it's not just the win rate we're interested in, it's the ability to consistently avoid pathological states when presented with edge cases (e.g. not braking when there's a strange looking object in front). Some would call this "common sense".
Also, games like SC2 are distinct from the driving problem as far as RL goes, since you have unlimited training data which allows you to explore all edge cases given enough compute. In self-driving, the data is scarce and you can't explore all edge cases by just throwing compute at the problem.
- treis 6y ago>avoid pathological states These just need to be relatively rare and not dangerous when they happen. If my car slams on its brakes every 100,000 miles for no good reason that's not really a big deal. At least it's not big enough to stop them from being used. >unlimited training data Unlimited is not possible, but we can get tens of millions of miles pretty easily. Then many many more as they roll out into production.