Ben Goertzel wrote:
> Mike T,
> 
> A fairly decent purely computational AGI test (suggested by Sam Adams
> from IBM) would be the Video Game Test
> 
> --- Learn to play a series of randomly chosen human videogames, based
> only on interaction with the games themselves, and the goal of
> maximizing score (or whatever the goal of each game is)
> 
> Of course, this only works if the AGI designer has looked at, say, 1% or
> fewer of existing videogames when building his system.   It doesn't work
> if the AGI designer has hired 1000000 programmers to write game-playing
> AIs separately for each game, and then wired them together
> 
> This is not a perfect test, but success on it would be rather compelling...
> 
> We briefly discussed this along with the Woz coffee test and others in
> our article on AGI in the recent issue of AI Magazine...

The issue with game tests is that most games require fairly advanced
language understanding to understand the ramifications of a choice, for
example. The game Deus Ex: Human Revolutions, for example, attempts to
model very complex social interactions. The only series that can
probably be played with minimal language understanding is probably the
Legend of Zelda series. There are occasionally a few challenges where
the rules are spelled out verbally, such as take this to location X
within Y minutes without teleporting... But, in general, the game can be
solved because the camera will generally show you where you need to go
next or, failing that, you can just wander around until the plot
advances...

Another game that might be good for AI learning, though not quite
general intelligence, is Katamari Damacy... The game is probably too
simple for real problem-solving though beyond planning and path-finding.

Making any of these games playable by a candidate AI program is an
entirely separate engineering challenge. =\

-- 
E T F
N H E
D E D

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