On Sun, Mar 31, 2013 at 4:32 PM, Bruno Marchal <[email protected]> wrote:

>
> On 30 Mar 2013, at 13:58, Telmo Menezes wrote:
>
>
>
>
> On Thu, Mar 28, 2013 at 1:23 PM, Craig Weinberg <[email protected]>wrote:
>
>>
>>
>> On Thursday, March 28, 2013 5:52:04 AM UTC-4, telmo_menezes wrote:
>>
>>>
>>>
>>>
>>> On Wed, Mar 27, 2013 at 6:29 PM, Craig Weinberg <[email protected]>wrote:
>>>
>>>>
>>>>
>>>> On Wednesday, March 27, 2013 1:03:27 PM UTC-4, telmo_menezes wrote:
>>>>
>>>>> Hi Craig,
>>>>>
>>>>>
>>>>> On Wed, Mar 27, 2013 at 4:03 PM, Craig Weinberg <[email protected]>wrote:
>>>>>
>>>>>> From the Quora http://www.quora.com/Board-**Gam**
>>>>>> es/What-are-some-fun-games-**to-**play-on-an-8x8-**Checkerboard-**
>>>>>> besides-chess-**checkers<http://www.quora.com/Board-Games/What-are-some-fun-games-to-play-on-an-8x8-Checkerboard-besides-chess-checkers>
>>>>>>
>>>>>> This is interesting because I think it shows the weakness of the
>>>>>> one-dimensional view of intelligence as computation. Whether a program 
>>>>>> can
>>>>>> be designed to win or not is beside the point,
>>>>>
>>>>>
>>>>> That's not really fair, is it?
>>>>>
>>>>
>>>> Why not?
>>>>
>>>
>>> How else can I counter your argument against intelligence as computation
>>> if I am not allowed to use computation? My example would not prove that
>>> it's what the brain does, but it would prove that it can be. You are
>>> arguing that it cannot be.
>>>
>>
>> I'm arguing that a screw is not the same thing as a nail because when you
>> hammer a screw it doesn't go in as easily as a nail and when you use a
>> screwdriver on a nail it doesn't go in at all.
>>
>
> Ok.
>
>
>> Sometimes the hammer is a better tool and sometimes the driver is. As
>> humans, we have a great hammer and a decent screwdriver. A computer can't
>> hammer anything, but it has a power screwdriver with a potentially infinite
>> set of tips.
>>
>
> Ok, but if I understand your ideas, you're claiming that the hammer is
> also the fundamental stuff that reality is made of. Sorry if I'm
> misrepresenting what you're saying. If I'm not, I don't understand why
> computers can't have the hammer.
>
>
>>
>>
>>>
>>>
>>>>
>>>>
>>>>>
>>>>>
>>>>>> as it is the difference between this game and chess which hints at
>>>>>> the differences between bottom-up mechanism and top-down intentionality
>>>>>
>>>>>
>>>>> I see what you're saying but I disagree. It just highlights the weak
>>>>> points of tree-search approaches like min-max. What I gather from what
>>>>> happens when one plays Arimaa (or Go): due to combinatorial explosion,
>>>>> players (even human) play quite far away from the perfect game(s). The way
>>>>> we deal with combinatorial explosion is by mapping the game into something
>>>>> more abstract.
>>>>>
>>>>
>>>> How do you know that any such mapping is going on? It seems like
>>>> begging the question.
>>>>
>>>
>>> I don't know. I have a strong intuition in it's favor for a few reasons,
>>> scientific and otherwise.
>>>
>>
>> Have you tried thinking about it another way? Where does 'mapping' come
>> from? Can you begin mapping without already having a map?
>>
>
> Yes, I think I begin with a map based on previous experiences and then
> improve it as I discover it's weaknesses. I think the original map came
> from brute-force experimentation while my brain was developing in my early
> months of live. But this is just wild guessing, of course.
>
>
>>
>>
>>>  The non-scientific one is introspection. I try to observe my own
>>> thought process and I think I use such mappings.
>>>
>>
>> Maybe you do. Maybe a lot of people do. I don't think that I do though. I
>> think that a game can be played directly without abstracting it into
>> another game.
>>
>
> Ok, I believe you but I don't have the same experience. My wife does. She
> works in a creative field and she is very intuitive, with the typical
> aversion for math. She can beat me at chess quite easily, without appearing
> to resort to conscious strategic thinking. She describes it as doing what
> "feels right".
>
>
>>
>> The scientific reason is that this type of approach has been
>>> used successfully to tackle AI problems that could not be solved with
>>> classical search algorithms.
>>>
>>
>> I don't doubt that this game is likely to be solved eventually, maybe
>> even soon, but the fact remains that it exposes some fundamentally
>> different aesthetics between computation and intelligence. This is
>> impressive to me because any game is already hugely biased in favor of
>> computation. A game is ideal to be reduced to a set of logical rules, it's
>> turn play is already a recursive enumeration. A game is already a computer
>> program. Even so, we can see that it is possible to use a game to bypass
>> computational values - of generic, unconscious repetition, and hint at
>> something completely different and opposite.
>>
>>
>>>
>>>
>>>> Put another way, if there were top-down non-computational effort going
>>>> into the game play, why would it look any different than what we see?
>>>>
>>>>
>>>>> Our brain seems to be quite good at generating such mappings. We do it
>>>>> with chess too, I'm sure. Notice that, when two humans play Arimaa, both
>>>>> can count on each other's inabilities to play close to the perfect game. 
>>>>> As
>>>>> with games with incomplete information, like Poker, part of it is 
>>>>> modelling
>>>>> the opponent. Perhaps not surprisingly, artificial neural networks are
>>>>> quite good at producing useful mappings of this sort, and on predicting
>>>>> behaviours with incomplete information. Great progress has been achieved
>>>>> lately with deep learning. All this fits bottom-up mechanism and
>>>>> intelligence as computation. It doesn't prove anything because I can't
>>>>> attach the code for an excellent Arimaa player but, on the other hand, if 
>>>>> I
>>>>> did I'm sure you'd come up with something else. :)
>>>>>
>>>>
>>>> Except that playing Arimaa is not particularly taxing on the human
>>>> player. There is no suggestion of any complex algorithms and mappings,
>>>> rather it seems to me, there is simplicity.
>>>>
>>>
>>> The mappings don't have to be complex at all (in terms of leading to
>>> heavy computations). That's precisely their point.
>>>
>>
>> Then shouldn't a powerful computer be able to quickly deduce the winning
>> Arimaa mappings?
>>
>
> You're making the same mistake as John Clark, confusing the physical
> computer with the algorithm. Powerful computers don't help us if we don't
> have the right algorithm. The central mystery of AI, in my opinion, is why
> on earth haven't we found a general learning algorithm yet.
>
>
>
> Let us say that a program learn a function when it generates, from the
> input-output description of a function, an infinite sequence of programs
> eventually computing that function. They are looking to growing sequence of
> input-output of the presented function. Then it has already been proved by
> Putnam, by a diagonalization argument, that such a universal learner does
> not exist.
>
> Now, you can weakened the identification criterion, by allowing that the
> produced program makes an arbitrary big number of mistakes, and by allowing
> the learner machine to change its mind (change the program she guessed),
> even when the program she guessed provide a correct solution. Amazingly
> enough this leads to universal learning algorithm, but they are impossible
> to be used in practice (for theoretical reason).
>

Thanks Bruno!


>
> This is not a problem for strong AI, nor for comp, as universal human
> learner does not seem to exist too.
>

We are talking about different things though. I don't mean general learner
as in universal learner. I realize the latter is not possible. It's my
fault, because I'm using a concept which is ill-defined. What I mean is
essentially human-level learning abilities.

Cheers,
Telmo.


> Learning competence is not scalable on a linear order ladder, but on
> infinite lattice with a lot of incomparable degree. It can be shown in
> general that machines making mistakes, and working in team, are far more
> better learner than any individual machines, especially if they never make
> mistakes.
>
> See:
>
> PUTNAM, H., 1965, Trial and error predicates and a solution to a problem
> of Mostowski,
> Journal of Symbolic Logic, 30, 1, pp. 49-57.
>
> GOLD, E. M., 1965, Limiting recursion, Journal of Symbolic Logic, 30, 1,
> pp. 27-48.
>
> BLUM L. & BLUM M., 1975, Toward a Mathematical Theory of Inductive
> Inference.
> Information and Control 28,.pp. 125-155.
>
> CASE J. & SMITH C., 1983, Comparison of Identification Criteria for
> Machine Inductive
> Inference. In Theoretical Computer Science 25,.pp 193-220.
>
>
> Bruno
>
>
>
> Either it's too complex for our monkey brains, or you're right that
> computation is not the whole story. I believe in the former, but not I'm
> not sure, of course. Notice that I'm talking about generic intelligence,
> not consciousness, which I strongly believe to be two distinct phenomena.
>
>
>>
>>
>>>
>>>
>>>> The human finds no fundamental difference between the difficulty
>>>> between Arimaa and Chess, yet there is a clear difference for the computer.
>>>>
>>>
>>> Yes, the classical chess algorithms are clearly not how we do it. I
>>> agree with you there.
>>>
>>>
>>>> Again, if this does not indicate that there the model of intelligence
>>>> as purely an assembly of logical parts, what actually would? In what way is
>>>> the Strong AI position falsifiable?
>>>>
>>>
>>> I agree, I don't think it's falsifiable and thus not a scientific
>>> hypothesis in the Popperian sense. I see it more as an ambitious goal that
>>> nobody even knows if it's achievable. You might be right, even if we manage
>>> to create an AI that is undistinguishable from human intelligence. I prefer
>>> to believe in Strong AI because I'm interested in it's consequences and in
>>> the intellectual challenge of achieving it. That's all, to be honest.
>>>
>>> On the other hand, your hypothesis is also not falsifiable.
>>>
>>
>> Sure, but mine doesn't pretend to be as it calls the whole notion of
>> falsifiability as a criteria for addressing awareness into question. Strong
>> AI though is a bet that awareness can be constructed through logic, and
>> logic, especially digital logic, is all about the exclusive supremacy of
>> true/false positions. I don't think that Strong AI is a bad goal if it
>> drives curiosity and development - my beef with AI is completely
>> incidental, I generally am happy with computer science and consider it one
>> of the few healthy parts of civilization that remains.
>>
>
> I think there's a very simple reason for that. Nobody can prevent me from
> experimenting with my computer right now. I can try a new algorithm without
> any paper work, permission from some regulatory body or even money. It's
> free as in beer and free as in speech. People can replicate my results with
> similar ease. So it's the only pure science left. It's also why I love
> computers so much.
>
>
>> I only argue against Strong AI because when I argue for this new picture
>> of mind-matter-information unification, the argument that fights back is
>> rooted in these assumptions about information states being concretely
>> real...information states which we have knowingly contrived for the purpose
>> of developing technology. We invented the Gigabyte and now we worship it as
>> a mechanical anti-God. It's more of a public service than anything else to
>> try to point out why that may actually prevent us or side track us from
>> understanding consciousness. Strong AI may not really want to understand
>> consciousness, and that's fine, but for those who do want to understand the
>> physical phenomenon of awareness, they are being led down a dead end path
>> by some very smart, very enthusiastic minds.
>>
>
> I completely agree with you when it comes to consciousness.
>
> Best,
> Telmo.
>
>
>>
>> Thanks,
>> Craig
>>
>>
>>>
>>>>
>>>>
>>>>>
>>>>> A lot of progress has been made in Poker, both in mapping the game to
>>>>> something more abstract and modelling opponents:
>>>>> http://poker.cs.ualberta.ca/
>>>>>
>>>>> Cheers,
>>>>> Telmo.
>>>>>
>>>>> PS: The expression "brute force" annoys me a bit. It implies that
>>>>> traditional chess algorithms blindly search the entire space. That's just
>>>>> not true, they do clever tree-pruning and use heuristics. Still, they are
>>>>> indeed defeated by combinatorial explosion.
>>>>>
>>>>
>>>> It was a generalization, but I understood what they meant. The
>>>> important thing is that the approach of computation is fundamentally
>>>> passive and eliminative. Games which do not hinge on human intolerance for
>>>> tedious recursive processes are going to be easier for computers because
>>>> machines have no capacity for intolerance. The more tedious the better.
>>>> Games which de-emphasize this as a criteria for success are less vulnerable
>>>> to any recursive elimination. The more a game can reward spontaneous
>>>> creativity, versatility, style, grace, broadminded eclectic
>>>> interpretations, the more a computer will fail to duplicate a person's
>>>> success.
>>>>
>>>> Craig
>>>>
>>>>
>>>>>
>>>>>> .
>>>>>>
>>>>>> In Arimaa, the rules invite personal preference as a spontaneous
>>>>>> initiative from the start - thus it does not make the reductionist
>>>>>> assumption of intelligence as a statistical extraction or 'best choice'.
>>>>>> Game play here begins intuitively and strategy is more 
>>>>>> proprietary-private
>>>>>> than generic-public. In addition the interaction of the pieces and
>>>>>> inclusion of the four trap squares suggests a game geography which is
>>>>>> rooted more in space-time sensibilities than in pure arithmetic like 
>>>>>> chess.
>>>>>> I'm not sure which aspects are the most relevant in the difference 
>>>>>> between
>>>>>> how a computer performs, but it seems likely to me that the difference is
>>>>>> specifically *not* related to computing "power". To wit:
>>>>>>
>>>>>> "There are tens of thousands of possibilities in each turn in
>>>>>> Arimaa. The 'brute force approach' to programming Arimaa fails miserably.
>>>>>> Any human who has played a bit of Arimaa can beat a computer hands down."
>>>>>>
>>>>>> This to me suggests that Arimaa does a good job of sniffing out the
>>>>>> general area where top-down consciousness differs fundamentally from 
>>>>>> bottom
>>>>>> up simulated intelligence.
>>>>>>
>>>>>> ------------------------------****------------------------------****
>>>>>> ------------------------------****------------------------------****
>>>>>> --------------
>>>>>>
>>>>>> *Arimaa, the strategy game that confounds computers! *
>>>>>> It can be played, not only on an 8x8 chess board, but with the same
>>>>>> chess pieces as well!
>>>>>> The pieces are :
>>>>>>
>>>>>>    1. 8 Rabbits (Pawns)
>>>>>>    2. 1 Elephant (King)
>>>>>>    3. 1 Camel (Queen)
>>>>>>    4. 2 Horses (Rooks)
>>>>>>    5. 2 Dogs (Bishops)
>>>>>>    6. 2 Cats (Knights)
>>>>>>
>>>>>>
>>>>>> It doesn't matter in what way you want the 2 horses/dogs/cats to be
>>>>>> designated by the 2 bishops/knights/rooks.
>>>>>>
>>>>>> *What sets apart Arimaa from Chess?*
>>>>>>
>>>>>>    - There is no draw in Arimaa. Good news for elimination
>>>>>>    tournaments.
>>>>>>    - In Arimaa, a player has 64,864,400 choices for the first turn.
>>>>>>    Thus unlike chess, memorizing openings is not gonna help you.
>>>>>>    - There are tens of thousands of possibilities in each turn in
>>>>>>    Arimaa. The 'brute force approach' to programming Arimaa fails 
>>>>>> miserably.
>>>>>>    Any human who has played a bit of Arimaa can beat a computer hands 
>>>>>> down.
>>>>>>    - It places less emphasis on tactics.
>>>>>>
>>>>>>
>>>>>> I believe Arimaa is *way* better than chess in terms of abstract
>>>>>> strategical thinking. It needs a higher level of intuition and
>>>>>> understanding, discourages memorization and is simple to learn and play. 
>>>>>> It
>>>>>> took me some time to play good chess, but it took me a small fraction of
>>>>>> that time to learn and play good Arimaa.
>>>>>>
>>>>>> The Arimaa community is offering $10,000 for anyone who can come up
>>>>>> with a program able to beat a top-level human Arimaa player, by 2020 : 
>>>>>> The
>>>>>> Arimaa Challenge <http://arimaa.com/arimaa/challenge/>
>>>>>> This will help us to attain the next pinnacle in Artificial
>>>>>> Intelligence Programming.
>>>>>>
>>>>>> *Rules :*
>>>>>> In the starting, both players arrange the pieces in whatever way they
>>>>>> fashion in their first two rows, something like this :
>>>>>>
>>>>>> The pieces can move only one square horizontally or vertically. In
>>>>>> case of rabbits, you can only move upwards or sideways. You have four 
>>>>>> moves
>>>>>> to play in each turn.
>>>>>>
>>>>>> In order of their power, the *pieces can either **'push'** or **
>>>>>> 'pull'** other pieces of the opponent*. In addition to this, if a
>>>>>> less powerful piece of yours is adjacent to a more powerful piece of the
>>>>>> opponent's, then your piece will be *frozen, **unless your piece is
>>>>>> adjacent to another one of your pieces.*
>>>>>>
>>>>>> The order of power is as follows :
>>>>>> *Elephant > Camel > Horse > Dog > Cat > Rabbit*
>>>>>> That is, your camel will be able to push or pull the opponent's
>>>>>> horse/dog/cat/rabbit. You can freeze the horse/dog/cat/rabbit if it 
>>>>>> doesn't
>>>>>> have any friendly piece adjacent to it.
>>>>>> *Elephants are all-powerful* : they cannot be pushed, pulled or
>>>>>> frozen.
>>>>>>
>>>>>> See those dark squares in the diagram above? They are *'Trap Squares'
>>>>>> *. If any of your piece lands in here and if there is no adjacent
>>>>>> friendly piece to it, your piece will be 'captured'.
>>>>>>
>>>>>> *So, How do you win? *
>>>>>>
>>>>>>    - Your goal is to get one of your rabbits to the last row(or home
>>>>>>    rank). Whoever manages to do this first, wins.
>>>>>>    - If you manage to capture all your opponent's rabbits, you win.
>>>>>>    - If your opponent has no legal move, you win.
>>>>>>
>>>>>>
>>>>>> Since one of the above situations is bound to occur, there is *no* *
>>>>>> draw* in Arimaa. This is unlike chess where there is an unusually
>>>>>> high probability of a draw.
>>>>>>
>>>>>>
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>>>>>
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> http://iridia.ulb.ac.be/~marchal/
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