Is it possible to have an ASI that sucks at a wide range of tasks but is VERY 
good at some?

Is it possible to have an ASI that rocks at a wide range of task but is VERY 
weak at them all?

What about very good at very many?

So you can actually have a brute force algorithm solve all but do VERY poorer 
on Longer problems (harder) due to search depth. While you can solve 1 hard 
problem really good and suck at the rest. And we can already solve many easy 
problems both badly and goodly.

But the main thing to know is this: In general all things about the universe go 
like this: In general most problems are easy, a good batch are medium 
difficulty, and very few are left that are extremely hard. And this is what the 
mechanisms of a brain do, each one solves the many easy ones, adding their 
powers together to do good at most. In general, even with such an ASI, the 
hardest problem still may get solved 1%, and the lower layer of this imagineĀ a 
pyramid of problems (lowest layer has most bricks but are easiest bricks) may 
get the 2 bricks underneath the toppest solved by 4%, and so on. So in general, 
it is a gradual spectrum, by the top you can't do as well.

So when you try to build an intelligent machine, you are aiming for getting as 
many problems as solved as can, i.e. having the bleeding shade go as high as 
can up there pyramid, like 99% for layer 1, 98% L2, 97...10 later......... 
77....44....22..8....3....2....1 %.


Of course for the better evaluation called "looking like a human" and the even 
better evaluation called "how long can you survive in our universe", to score 
better on those just means the same thing still, but notice you can get far 
when you start and get less juice out by the end (rocks easily live long). So 
Dall-e looks pretty human but lacks a few more parts.


Game Engines have Graphics Engines that create unseen scenes. Back in IDK 1980 
you "could" have a game that looked super real life, but it is only a static 
photo for example. To be real life looking, it has to have objects move which 
causes shadows to change location and causes light sources to change and 
reflect off new objects and diffuse through fuzzy glass etc, and morphable mesh 
objects. A Graphics Engine is sort of AI therefore, because it can render New 
Novel scenes! Simple ANI texture generators do a ok job too. A brain can do an 
even better job at predicting the rest of a scene based on the context of 1) 
the previous frames and 2) the Player's controller buttons that were pressed - 
to follow Your command. Now, a Graphics Engine as we know it takes a 3D mesh 
and can get the render from that, whereas a brain need not that mesh - unless 
you want to Control that AI that way. So, you can use a player's commands and 
mesh to control an image-based dream, including rules that control some meshs's 
own actions ex. enemy AI commands. Bonus information: You can safely battle and 
kill AGIs in future video games as long as "they" disappear and don't really 
die/ feel pain.
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Artificial General Intelligence List: AGI
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