As for goals, they are indeed better defined in games. But we can create artificial goals attached to the real life: - goal: GPS sensor reports specific position - goal: the camera reports a recognised object in a specific position - goal: a button was pressed (signal reaching the AI e.g. through the cloud)
Reinforcement learning turns out to be fantastically clever at finding really stupid solutions if you give it the tiniest opening to do so. You put a camera in a room to provide feedback for an agent to learn to move an object closer to the camera, and it will happily learn to knock the camera over.
Between these two, some self serving bias and delusion, mission statements etc.. what is real?!
So we can say that's a bad spec if we like, but what's the answer that leads to? I don't need an AI if I can just declare all users must be really good programmers spending their days writing unambiguous specs. That wasn't really the goal of the AI though.
So, the complexities of how the AI is taught to interact ultimately don't matter. It may have a lot of effort to parse the visual of the board to get the perfect information, but the game is defined as one of perfect information.
Wikipedia calls out that there does not seem to be consensus on what this term means for games with chance or concurrent play. https://en.wikipedia.org/wiki/Perfect_information
And yes, we can do our best to turn real life in to a game, but all such models leak pretty badly, and the leaks tend to cause much more fundamental instability.
In the game, you can easily let the AI play against itself countless times. Much, much slower in real life.
Until we have good enough simulators/approximators of reality, AI can't learn fast. However, they can already learn driving in GTA, so who knows?
Yeah, that sounds like it'll end well.
I prefer "maximise happiness" if only because the Repugnant Conclusion is more interesting than the VHEMT.
https://en.wikipedia.org/wiki/Mere_addition_paradox https://en.wikipedia.org/wiki/Voluntary_Human_Extinction_Mov...
Maybe mean/median/minimum happiness? They don't intuitively appeal to me, but I'd like to hear an argument for them from someone who believes in them (as well as arguments for systems I haven't considered.)
Of course there are plenty of non-utilitarian systems to choose from, but I'm sure few their proponents would like to describe as maximising happiness :-)
Most commonly, maximin is extended to leximin i. e. Looking at the next least welloff. There are traditions of critique both from communitarianism (Sandel et al.) and libertarianism (Nozick et al.), both worth looking into.
In terms of happiness, it makes sure that no one is left behind, and tends to produce a more homogeneous society than optimizing for the average.
Also, [1].
Well, aside from the imperative to euthanise the least happy regardless of their absolute happiness, I guess :-).
And making most individual actions normally called moral or immoral difficult to justify or condemn except that they might indirectly affect the least happy person.
And then there's the weird idea that my local actions may have moral weight depending on the arbitrary existence of an unhappy person in a distant country.
All seems pretty bizarre to me.
"Hello, Joshua."
"A strange game. The only winning move is not to play. How about a nice game of chess?"
Closed systems don't have Black Swan possibilities. Black swans are sometimes super-linear, jolting results in directions and scale unimagined.
To answer briefly (and respectfully): because an MMORPG is a different type of system than reality. Comparing cars to buses.
The real world is not a finite problem with explicit rules, obvious boundaries, well-known start conditions, or any way to judge a specific situation as "win", "lose", or "draw". But, even if you want to argue that specific tasks can be broken down this way, you still have to be able to represent this subset of reality in the computer, before AI magic can even begin to work on the problem.