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Thread: Could we handle an AI?

  1. #1
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    Lightbulb Could we handle an AI?

    Just my thoughts here. Can we create an artificial intelligence that can learn?
    tl;dr: let's make robots that make themselves better!

    There are many crude ways to do a lot of what AI should do, basically currently the best AI that humanity can create is the one that has the fastest computer attached to it, since we have no idea if one way is better than the other... etc.

    So, what should our AI do, if we try for one?
    Say we wanted a creative robot that made contraptions.

    - observe as players create things, how those things are made and what they do.
    - make general rules about how contraptions for various tasks should be made.
    - find out what contraptions players like and what contraptions they don't.
    - try to create some contraption and see if it works well, then make it better.
    - show it to the players, watch their reaction.
    - try to make some other contraption.
    - decide, a device of what purpose would most benefit the players, and build it.

    It should also think in a certain way:
    - make random assumptions.
    - make assumptions based on observations.
    - measure how true are certain assumptions.
    - use them later to gather information.
    - create rewritable algorithms based on previous information and measure their effectiveness.

    hierarchy of motivation:
    - want to learn, i.e. create universal knowledge base that is sufficient to solve any next problem.
    - want to make players happy.
    - randomly choose what to do.

    What else should it do:
    - try not to lag the server.
    - try to use it's memory efficiently.



    Contraption itself I suppose could consist of a moongate chip that provides an extended set of world manipulation functions such as spawning any props, and discovering constraints, along with what ranger and target finder and all other things could do.


    A radically different way to do this:
    Create a hundred E2 gates with "go forward", "turn", "set self color", and "get average surroundings color" physical functions, and persistant "Battery charge". Then create a colored zone that charges batteries, "food zone", and the opposite "poison zone", that discharges them. Every E2 should have random coding. At equal periods of time, All of them are shut down and the ones with highest battery level make children (one with no changes and two with random coding constructs added in random place of their code).
    Thus, we have evolution. I basically stole the idea of those some university guys.


    What's the point of this thread? Nothing, I'm just sharing my thoughts, maybe someone will have a better idea how to build one.
    Don't come here just to say it's impossible.

  2. #2
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    Default Re: Could we handle an AI?

    I've considered a few different AIs based in E2 actually, mostly in the field of pain response.

    The AI detects that, for example, one of it's props has spontaneously caught on fire. It jots down it's GPS location and the time. It then moves away from the prop's location, ostensible moving out of the fire. After that, it tries to stay away from that area (And the immediate vicinity of it) for a set period of time, after which it assumes the fire might have gone out or the danger otherwise eroded (People with guns moving away, for example).

    The trouble being it would need to check through the entire array of positions to determine safe areas for it to travel through.

  3. #3
    goluch
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    Default Re: Could we handle an AI?

    WOW. E2 AI = Posible but i don't think theirs too little processing power in e2. {Data quota exceed}

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    Default Re: Could we handle an AI?

    Unfortunately, much of what you want is not possible in garrysmod, and it'd be terribly hard in real life as well.

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    Default Re: Could we handle an AI?

    Neural nets ARE possible, but (unfortunately) you'd need a MASSIVE amount of them (and an equally MASSIVE amount of learning time) to get even the slightest hint of intelligence or abstraction.

    Not to say it can't be done, or that it hasn't, but E2 isn't what you're looking for. This should either be a Lua addon or be written in a fast, precompiled language (like C++ or Java) and somehow linked to garrysmod. The stress GMod already puts on even decent systems is enormous enough; I doubt this will ever be practical.

    EDIT:

    Quote Originally Posted by Schilcote View Post
    Unfortunately, much of what you want is not possible in garrysmod, and it'd be terribly hard in real life as well.
    Never say never, Schilcote

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    Default Re: Could we handle an AI?

    Oohoohoohooh; idea! An Expression that can take an E2 code string, optimize it/add on to it, and create and wire it! Needs a new addon though.
    Download Link for Night-Hawk's Wired Joystick Module
    Quote Originally Posted by d3cr1pt0r View Post
    finnished

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    Default Re: Could we handle an AI?

    Quote Originally Posted by Nikita View Post
    ...
    - show it to the players, watch their reaction.
    ...
    - want to make players happy.
    Idea for a new feature: owner():isSmiling() - returns 1 or 0 depending on if the owner is amused or not

    I leave it up to you to decide how to implement that.

  8. #8
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    Default Re: Could we handle an AI?

    Code:
    e2function number entity:isSmiling()
        if !this:IsValid() then return 0 end
        return this:GetBone(tobone("mouth")):GetAngle() == Angle(90,0,0):tosmile()
    end
    
    Last edited by Matte; 08-20-2009 at 06:41 AM.
    "If anybody says he can think about quantum physics without getting giddy, that only shows he has not understood the first thing about them."
    -- Niels Bohr


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    Default Re: Could we handle an AI?

    Quote Originally Posted by Matte View Post
    Code:
    e2function number entity:isSmiling()
        if !this:IsValid() then return 0
        return this:GetBone(tobone("mouth")):GetAngle() == Angle(90,0,0):tosmile()
    end
    
    You just won The Game.

  10. #10
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    Default Re: Could we handle an AI?

    Quote Originally Posted by Matte View Post
    Code:
    e2function number entity:isSmiling()
        if !this:IsValid() then return 0
        return this:GetBone(tobone("mouth")):GetAngle() == Angle(90,0,0):tosmile()
    end
    
    haha

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