Backgammon - AI usually beats the best humans
Ms. Pac Man - AI loses to almost any human
Backgammon - AI usually beats the best humans
Ms. Pac Man - AI loses to almost any human
A game like go is hard because there are many possible moves every turn. But the games themselves are not very many turns, so it is easier to find the important moves, because in some sense all the moves were more important. A game like Ms. Pac Man is hard because, while you only have 5 moves each turn, the games themselves are many, many turns, and it is very difficult for the NNs to learn these long-term dependencies.
Otherwise we need 4 orders of magnitude more compute, and it's just hard to believe their is no better way.
Handling random ghost movements is only trivially confounding for AI learning. Low value, low yield.
I agree with the parent comment that some sort of new approach is probably needed. The main issue with reinforcement learning is just that the algorithm gets too little feedback. This ends up discarding an enormous amount of data on each run (or, more accurately, learning from that data extremely inefficiently). There's a huge amount of data present, but the learning from that data has to be unsupervised. A child can do it easily --- they only have to play Ms. Pac-Man once or twice to get the hang of it. Computers currently cannot. Getting them to do that will definitely require something different, but no one is quite sure what.
Not true. Many people have also tried handcrafting as well and only scored around 30,000 which is a low score.
https://deepmind.com/research/dqn/
edit: Checking wikipedia looks like it isn't playing all games it can play at superhuman levels
> For most games (Space Invaders, Ms Pacman, Q*Bert for example), DeepMind plays below the current World Record
https://en.wikipedia.org/wiki/DeepMind#Deep_reinforcement_le...
DM scored less than 30,000. Human record is over 900,000.
Multiple papers have been written on failed attempts. Dozens of other developers have tried.
It's an open problem.
"Learning" AI requires the broadest feasible search space for any solution and successful designs require clusters of machines. Clusters of machines have network latency and coordination overhead.
This is the same latency vs throughput design decision that every system must make, and its not impressive when a throughout oriented system struggles with being latency sensitive.
You are wrong to separate video games from generalized AI. If you read the paper I posted above it explains part of this active area of research,
http://gameinternals.com/post/2072558330/understanding-pac-m...
Many other attempts has been made targeted specifically against Ms. Pac Man and none have come anywhere near beating an average human player.
One could conceivably perform a depth-limited search on the actual game state if it were available and then use an AlphaGo-like DNN to predict what a deeper search would find, no?
This paper gives an overview of the background: http://www.cse.unsw.edu.au/~mit/Papers/AAAI10a.pdf