Human-level performance in 3D multiplayer games with population-based RL
science.sciencemag.org
Human-level performance in 3D multiplayer games with population-based RL
1–10 of 16 posts
Re: Human-level performance in 3D multiplayer games with population-based RL
#2Re: Human-level performance in 3D multiplayer games with population-based RL
#3I feel problem definition is underappreciated in current ml world and the effort is put into the ml methods. People has been able to tackle almost any problem well defined but these are usually simple in comparison to true ai so we still get "stupid" agents. What problem is the test to true ai?
Re: Human-level performance in 3D multiplayer games with population-based RL
#4I feel problem definition is underappreciated in current ml world and the effort is put into the ml methods. People has been able to tackle almost any problem well defined but these are usually simple in comparison to true ai so we still get "stupid" agents. What problem is the test to true ai?
This paper would seem to be a fairly broad based and complex set of capabilities to learn and accomplish, including both collaboration and exceeding the performance of high skill humans at a highly skill based activity. Is there something you feel is missing from the task in this paper?
Stating the critique more directly: in what way does the expertise demonstrated mirror the kind of expertise possessed by a similar level human ELO player?
If would seem a really shallow kind of expertise, if it didn't translate into some competence in very similar games.
Re: Human-level performance in 3D multiplayer games with population-based RL
#5Earlier quoted context omitted.
This paper would seem to be a fairly broad based and complex set of capabilities to learn and accomplish, including both collaboration and exceeding the performance of high skill humans at a highly skill based activity. Is there something you feel is missing from the task in this paper?
How much would the agent's skill level decline, and how much training would be required to recover if, for example, the game were reskinned? How does the skill in this one game mode translate into others? Stating the critique more directly: in what way does the expertise demonstrated mirror the kind of expertise possessed by a similar level human ELO player? If would seem a really shallow kind of expertise, if it did…
Re: Human-level performance in 3D multiplayer games with population-based RL
#6Re: Human-level performance in 3D multiplayer games with population-based RL
#7What is deepmind going to do once they solve all video games? It seems like they are leveraging the massive economic demand for entertaining simulations of the world. But once they hit the limit of that they will have to make their own simulations.
Re: Human-level performance in 3D multiplayer games with population-based RL
#8What is deepmind going to do once they solve all video games? It seems like they are leveraging the massive economic demand for entertaining simulations of the world. But once they hit the limit of that they will have to make their own simulations.
Deepmind can always transfer learning to the robotics industry, if they haven't already. There's bound to be a space they can fill with the progress they've made in these video game reinforcement learning tasks. Maybe aiding in medical discoveries?
Re: Human-level performance in 3D multiplayer games with population-based RL
#93D shooters and Quake in particular are aiming games above. If you aim perfectly, you will always win against humans.
Adding randomness to aiming is the way to provide fair comparison to give any conclusion regarding true AI features.
Re: Human-level performance in 3D multiplayer games with population-based RL
#10What is deepmind going to do once they solve all video games? It seems like they are leveraging the massive economic demand for entertaining simulations of the world. But once they hit the limit of that they will have to make their own simulations.