AI Taught How To Play Ms. Pac-Man 167
trogador writes with the news that researchers are working to teach AIs how to play games as an exercise in reinforced learning. Software constructs have been taught to play games like chess and checkers since the 50s, but the Department of Information Systems at Eotvos University in Hungary is working to adapt that thinking to more modern titles. Besides Ms. Pac-Man, game like Tetris and Baldur's Gate assist these programs in mapping different behaviors onto their artificial test subjects. "Szita and Lorincz chose Ms. Pac-Man for their study because the game enabled them to test a variety of teaching methods. In the original Pac-Man, released in 1979, players must eat dots, avoid being eaten by four ghosts, and score big points by eating flashing ghosts. Therefore, a player's movements depend heavily on the movements of ghosts. However, the ghosts' routes are deterministic, enabling players to find patterns and predict future movements. In Ms. Pac-Man, on the other hand, the ghosts' routes are randomized, so that players can't figure out an optimal action sequence in advance."
Not Really (Score:5, Funny)
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Re:Not Really (Score:5, Funny)
What I have learn from PacMan is (Score:3, Funny)
re Now we KNOW! (Score:5, Funny)
I feel I'm beginning to understand ...
Perhaps the greatest achievement of AI would be to understand female behavior
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or even better, recognize lame code.
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yes, but I'm keeping a low profile because I don't want the Terminator to find me.
rd
Not gonna happen (Score:2)
Perhaps the greatest achievement of AI would be to understand female behavior"
Understand that you can never 'understand' female behavior and be done with the entire exercise...
Re:Not gonna happen (Score:5, Funny)
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Of course the range of possible female behaviours approximates infinity and thanks to feminism the range of acceptable female behaviours is perhaps a superset of the possible...
I'm just happy when they stay away from the subset that involves hitting you...
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I'm guessing you're having problems with shit tests. http://www.fastseduction.com/guide/ [fastseduction.com]
Bad idea (Score:5, Funny)
Re:Bad idea - NOT (Score:5, Funny)
Only by teaching them to waste time AI will be become truly human...
Re: Computers wasting time = (Score:2)
Re:Bad idea (Score:5, Insightful)
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*Some* need to re-tune their dotbots.
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This post is generated
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so... (Score:5, Funny)
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"AI"s tend to be overhyped (Score:4, Interesting)
Re:"AI"s tend to be overhyped (Score:5, Interesting)
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Re:"AI"s tend to be overhyped (Score:5, Informative)
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Invented, no — evolved, yes.
Not entirely (Score:2)
Because such programs like this are the ones that for some reason make the headlines they're also the ones that make people think "well, AI is a bit of a let down then really isn't it" but weak AI goes further than just symbo
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I'd argue that. IMHO, it's the heuristics used to evaluate the positions discovered by the search that's the AI part of it.
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AI seems to be nothing more than try random outputs and use feedback to reinforce outputs that resulted in success. It's sort of funny, my first recollection of this was in 1962 when a student in my grade school class performed this exercise for a project. A game was played repeatedly with losing moves recorded, developing a chart. Playing from the chart the game was eventually unbeatable by fellow students. The more things change the more they stay the same.
I wro
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In that case, the future is already here. You should look into the work of John Koza [wikipedia.org] and others. Their work involves generating code, real computer generated programs, not a matrix of lookup tables. I highly recommend his books, they are eye ope
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I think you're referring to strong AI. Note that what you describe is not sufficient for strong AI. Doug Lenat used a technique like what you describe with Automated Mathematician [wikipedia.org] in 1977, but didn't succeed at doing much even in the limited field o
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All machine learning methods can be controlled, that's not the problem. The learning models either have parameters that can be retained or changed at will between runs, or they don't have parameters, which means the conditions are always the same, which saves the same purpose. The outcome ca
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Re:"AI"s tend to be overhyped (Score:4, Informative)
That being said, it is relatively easy to apply these techniques to games such as Ms. Pacman. Much harder problems have already been solved using RL algorithms. What seems missing in the article (though I don't know if this is also the case in the actual research) is comparisons with other RL methods than their own. Though their approach sounds promising and it's nice that they beat some human players, this is not uncommon in games for RL.
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That's the only AI we've ever devel
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That's the only AI we've ever developed. As you point out, it's completely incapable of doing anything original. It's called weak AI, as opposed to strong AI [wikipedia.org], which exhibits general intelligence. Strong AI is strictly limited to science fiction at this point.
All along, we've also seen a shift in specific tasks, where we once thought that they would require strong AI. I would expect machine translation to be one area where larger data sets and only slightly more complex models (which are possible to train, thanks to the larger datasets), might result in the conclusion that good translation actually doesn't require understanding, or that this weak AI, at some level, shows equivalent understanding, even though it still wouldn't be able to practice it generally.
Programmed to play Pacman (Score:2)
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so let's talk about this statement. For the purposes of this little discussion, you can consider me a philosopher. Which is another way of saying I only understand the basic basics of programming. But I can make some relevant points in a discussion about AI...
I am going to stick with my statement. I do not know the jargon, but even AI that 'learns' was still programed to learn in a certain way by a human who had to loo
Humans in no danger yet (Score:2)
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1. you don't necessarily gain anything luring ghosts...
2. or necessarily gain anything timing power pill consumption
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Humans are not in danger until AI can make a site as awesome as the Pactionary [pactionary.com].
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Also check out this video:
http://www.youtube.com/watch?v=cVH1mCc5EvU [youtube.com]
gender-neutral pac-person (Score:3, Funny)
Baldur's Gate!? (Score:1)
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Oblig (Score:5, Funny)
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Much more interesting was the point a few minutes ago, when the researchers watched the AI somehow manage to change the game to Missile Command, at the same time that they noticed outside a massive rocket laun
Sweet. (Score:2)
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One of these things is not like the other... (Score:4, Insightful)
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Whatever passes for "AI" would be better called Artificail Ignorance.
The "strong AI" you mentioned, I would call Artifical Intelligence and until Comp Sci and Biologists get a clue what consciousness is, we'll be forever stuck in the Artificial Ignorance mode.
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Certainly Baldur's Gate, taken as a three-part epic campaign, is an immeasurably harder problem for AI than the other two; you have to be able to understand a whole lot of English dialogue, for a start. But the core game mechanism is very constrained. It's second-edition Dungeons and Dragons, a standardised rule se
Perfect Game? (Score:2, Interesting)
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Second of all, getting a perfect score on Pac-Man without losing a life isn't that impressive to me, considering that by learning a handful of patterns you can play a perfect game (as long as you don't fuck up and mis-time a turn or something).
ghost routes (Score:1)
Other uses (Score:2, Insightful)
Can the AI play Tic Tac Toe? (Score:2)
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The difference between Pac-Man and Ms Pac-Man (Score:2)
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The 1990s called, they want their aimbots back (Score:2)
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some Korean MMOs are almost entirely populated by robots
Keep in mind that MMO "robots" (more typically called "bots"), are mostly automated scripts that utilize very specialized record-and-playback functionality combined with techniques for screen-analysis, such as recognizing the name of a piece of text used as a navigation marker. These bots exploit the predictive and repetitive nature of MMOs, such as the fact that a particular creature will always spawn in the same location, that a vendor will be in the same place all the time, that the same sequence of ac
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My point, which was admittedly very badly made, is that as the environments that real humans actually care about have become more complex, that 'successful' (i.e. extant in the wild) 'AIs' have become more primitive. You could view that as lazy devolution, or as honing away the parts that nobody (in the real, funds-delivering) world actually cares about. I guess your experience indicates that it's the latter case.
Academic AI research still seems to be producing solutions to the problems of the 1980s. T
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When all those Quake bots hit the scene a couple of years later, it was already old hat as far as I was concerned
IIRC, the Quake bots were severely limited by the platform they were running on. In particular, they couldn't "see" the map directly and had to rely on waypoints. These waypoints took up space in the 600/768 entity limit which made the bots fail if you tried using them on large maps.
These bots also need to know how maps work - either by seeing players proceed through the map or by having a developer setup waypoints for the bots. In the first case, bots would be confused by complex map structures beyond
Meat Eating AI (Score:1)
Nope. I don't see any way how this could result in the destruction of the human race!
The key difference... (Score:1)
E.g. They learned to lure ghosts close to Ms Pac-man so they would easuer to catch and eat once they became edible.
I'm sure this tactic could be programmed as a new rule and added to appropriate position on the AI's 'priority' list.
But until this 'cross-entropy' learning method (and any other AI learning technique for that) can truly teach the AI to adapt by itself - from it'
Angband is more complex than Pacman (Score:3, Interesting)
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Good Morning Professor Falkin (Score:1)
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Skynet? (Score:1)
And I always thought... (Score:1)
One of these things just doesn't belong! (Score:2)
Koza? (Score:1)
xscreensaver (Score:2)
*sigh* (Score:2)
Now I've been pwned by a largish calculator.
I wonder ... (Score:2)
> movements. In Ms. Pac-Man, on the other hand, the ghosts' routes are randomized, so that players can't
> figure out an optimal action sequence in advance.
How sure are they that this AI hasn't simply learned how the random number generator works, so it CAN predict the ghost's movement patterns? Unless the random number generator is reseeded at unpredictable and unmanipulable intervals, then
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Hold on a sec... (Score:2)
BALDUR'S GATE?!
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The constructs within the Rubikon Dungeon Research Project are of lawful neutral alignment, although for the purposes of evaluating adventurer responses they are playing a chaotic evil role. Die in the name of the Evil Wizard!