Guardado en:
Detalles Bibliográficos
Autores principales: Samothrakis, Spyridon, Soemers, Dennis J. N. J., Machlanski, Damian
Formato: Preprint
Publicado: 2024
Materias:
Acceso en línea:https://arxiv.org/abs/2406.18178
Etiquetas: Agregar Etiqueta
Sin Etiquetas, Sea el primero en etiquetar este registro!
_version_ 1866914849815003136
author Samothrakis, Spyridon
Soemers, Dennis J. N. J.
Machlanski, Damian
author_facet Samothrakis, Spyridon
Soemers, Dennis J. N. J.
Machlanski, Damian
contents Arguably, for the latter part of the late 20th and early 21st centuries, games have been seen as the drosophila of AI. Games are a set of exciting testbeds, whose solutions (in terms of identifying optimal players) would lead to machines that would possess some form of general intelligence, or at the very least help us gain insights toward building intelligent machines. Following impressive successes in traditional board games like Go, Chess, and Poker, but also video games like the Atari 2600 collection, it is clear that this is not the case. Games have been attacked successfully, but we are nowhere near AGI developments (or, as harsher critics might say, useful AI developments!). In this short vision paper, we argue that for game research to become again relevant to the AGI pathway, we need to be able to address \textit{Knightian uncertainty} in the context of games, i.e. agents need to be able to adapt to rapid changes in game rules on the fly with no warning, no previous data, and no model access.
format Preprint
id arxiv_https___arxiv_org_abs_2406_18178
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Games of Knightian Uncertainty as AGI testbeds
Samothrakis, Spyridon
Soemers, Dennis J. N. J.
Machlanski, Damian
Artificial Intelligence
Arguably, for the latter part of the late 20th and early 21st centuries, games have been seen as the drosophila of AI. Games are a set of exciting testbeds, whose solutions (in terms of identifying optimal players) would lead to machines that would possess some form of general intelligence, or at the very least help us gain insights toward building intelligent machines. Following impressive successes in traditional board games like Go, Chess, and Poker, but also video games like the Atari 2600 collection, it is clear that this is not the case. Games have been attacked successfully, but we are nowhere near AGI developments (or, as harsher critics might say, useful AI developments!). In this short vision paper, we argue that for game research to become again relevant to the AGI pathway, we need to be able to address \textit{Knightian uncertainty} in the context of games, i.e. agents need to be able to adapt to rapid changes in game rules on the fly with no warning, no previous data, and no model access.
title Games of Knightian Uncertainty as AGI testbeds
topic Artificial Intelligence
url https://arxiv.org/abs/2406.18178