7 ms·
> It's a lie to say the "data" is the moves, the data is the full outcome space: ({legal moves}, {illegal moves}) There is nothing about illegal moves provided
by IanCal 3y ago
> It's a lie to say the "data" is the moves, the data is the full outcome space: ({legal moves}, {illegal moves})
There is nothing about illegal moves provided to othellogpt as far as I'm aware.
> Complete information about the game is provided to the NN.
That is not true. Where is the information that there are two players provided? Or that there are two colours? Or how the colours change? Where is the information about invalid moves provided?
> But let's be clear, the othellogpt still generates illegal moves -- showing that it does not learn the binary conditional structure of the actual game.
Not perfectly, no. But that's not at all required for my point, though is relevant if you try and use the fact it learns to play the game as proof that moves provide all information about legal board states.
- mjburgess 3y agoHow do you think the moves are represented? All abstract games of this sort are just sequences of bit patterns, each pattern related to the full legal space by a conditional probability structure (or, equivalently, as set ratios). Strip away all the NN b/s and anthropomorphic language and just represent it to yourself using bit sets. Then ask: how hard is it to approximate the space from which these bit sets are drawn using arbitrarily deep conditional probability structures? it's trivial the problem the author sets up about causal structures in the world cannot be represented as a finite sample of bit set sequences -- and even if it could, that isnt the data being used the author hasn't understood the basics of what the 'world model' problem even is