4 ms·
To be fair a lot of the impressive Elo scores models get are simply due to the fact that they're faster: many serious competitive coders could get the same or b
by qsort 11mo ago
To be fair a lot of the impressive Elo scores models get are simply due to the fact that they're faster: many serious competitive coders could get the same or better results given enough time.
But seeing these results I'd be surprised if by the end of the decade we don't have something that is to these puzzles what Stockfish is to chess. Effectively ground truth and often coming up with solutions that would be absolutely ridiculous for a human to find within a reasonable time limit.
- nerdsniper 11mo agoI’d love if anyone could provide examples of such AND(“ground truth”, “absolutely ridiculous”) solutions! Even if they took clever humans a long time to create. I’m curious to explore such fun programming code. But I’m also curious to explore what knowledgeable humans consider to be both “ground truth” as well as “absolutely ridiculous” to create within the usual time constraints.
- qsort 11mo agoI'm not explaining myself right. Stockfish is a superhuman chess program. It's routinely used in chess analysis as "ground truth": if Stockfish says you've made a mistake, it's almost certain you did in fact make a mistake[0]. Also, because it's incomparably stronger than even the very best humans, sometimes the moves it suggests are extremely counterintuitive and it would be unrealistic to expect a human to find them in tournament conditions. Obviously software development in general is way more open-ended, but if we restrict ourselves to puzzles and competitions, which are closed game-like environments, it seems plausible to me that a similar skill level could be achieved with an agent system that's RL'd to death on that task. If you have base models that can get there, even inconsistently so, and an environment where making a lot of attempts is cheap, that's the kind of setup that RL can optimize to the moon and beyond. I don't predict the future and I'm very skeptical of anybody who claims to do so, correctly predicting the present is already hard enough, I'm just saying that given the progress we've already made I would find plausible that a system like that could be made in a few years. The details of what it would look like are beyond my pay grade. --- [0] With caveats in endgames, closed positions and whatnot, I'm using it as an example.
- pclmulqdq 11mo agoYeah, it is often pointed out as a brilliance in game analysis if a GM makes a move that an engine says is bad and turns out to be good. However, it only happens in very specific positions.
- emodendroket 11mo agoDoes that happen because the player understands some tendency of their opponent that will cause them to not play optimally? Or is it genuinely some flaw in the machine’s analysis?
- pclmulqdq 11mo agoIt can be either one. In closed positions, it is often the latter.
- thomasahle 11mo agoIt's only the later if it's a weak browser engine, and it's early enough in the game that the player had studied the position with a cloud engine.
- nerdsniper 11mo agoBoth, but perhaps more often neither. From what I've seen, sometimes the computer correctly assesses that the "bad" move opens up some kind of "checkmate in 45 moves" that could technically happen, but requires the opponent to see it 45 moves ahead of time and play something that would otherwise appear to be completely sub-optimal until something like 35 moves in, at which point normal peak grandmasters would finally go "oh okay now I get the point of all of that confusing behavior, and I can now see that I'm going to get mated in 10 moves". So, the computer is "right" - that move is worse if you're playing a supercomputer. But it's "wrong" because that same move is better as long as you're playing a human, who will never be able to see an absurd thread-the-needle forced play 45-75 moves ahead. That said, this probably isn't what GP was referring to, as it wouldn't lead to an assignment of a "brilliant" move simply for failing to see the impossible-to-actually-play line.
- vjerancrnjak 11mo agoHow are they faster? I don’t think any ELO report actually comes from participating at a live coding contest on previously unseen problems.
- qsort 11mo agoMy background is more on math competitions, but all of those things are essentially speed contests. The skill comes from solving hard problems within a strict time limit. If you gave people twice the time, they'd do better, but time is never going to be an issue for a computer. Comparing raw Elo ratings isn't very indicative IMHO, but I do find it plausible that in closed, game-like environments models could indeed achieve the superhuman performance the Elo comparison implies, see my other comment in this thread.