This is encouraging. If you're going to work on artificial general intelligence, a reasonable context in which to work on it is game NPCs. They have to operate in a world, interact with others, survive, and accomplish goals. Simulator technology is now good enough that you can do quite realistic worlds. Imagine The Sims, with a lot more internal smarts and real physics, as a base for work. Robotics has the same issue…
> This is encouraging. If you're going to work on artificial general intelligence, a reasonable context in which to work on it is game NPCs. I don't think so. Game NPCs don't need AI, which would be way overkill; they just need to provide the illusion of agency. I think for general AI you need a field where any other option else would be suboptimal or inadequate, but in videogames general AI is the suboptimal option.…
I struggle to see the distinction. Isn't the turing test defined as 'faking humans (or human's intelligence) convincingly enough'?
There is a saying: The benefit to be smart is that you can pretend to be stupid. The opposite is more difficult.