2,004 karma · joined March 17, 2010
Then I joined Harmonix Music Systems, where I did code and game design on a bunch of music games, including Guitar Hero and Rock Band.
Most recently I did machine learning research in the Algorithmic Systems Group at Analog Garage, a division of Analog Devices.
1) People have learned a lot from new engines: joseki (corner patterns), general strategy (e.g., moves on the side are now considered less valuable, making large moyos (largely empty space loosely surrounded by your stones) is less attractive because AIs have demonstrated that they're more invadable than previously thought) and are able to actually explain the new principles in human terms.
2) All go professionals now play in the new style, to some degree; ones who tried to continue in the old pre-AI style performed badly.
So I am comfortable claiming that human play has improved by learning from the new engines.
(I worked on all three projects.)
It was a really vibrant place for a while, and is still the first place I go when I want to look something up that's Go-related, but it's pretty static at this point. I'm glad that it's still maintained; a lot of resources like that tend to wither and die once their usage starts to fade.
The multi-height thing was a real annoyance, by the way. For example, my path-finding code really wanted to be 2D (and of course it was mostly expressed in 2D) but had to understand that you could do things like take a bridge over (or even jump over) a gully and then walk around and cross under your original path.
https://dfan.org/blog/2011/02/20/the-dangers-of-self-modifyi...
https://dfan.org/blog/2011/02/21/ultima-underworld-bugs/
https://dfan.org/blog/2011/03/17/one-more-ultima-underworld-...
Ignore the fact that the "Training Days" axis is drawn diagonally. The system is creating about 40 agents per day; by the end of day 14 it's made 610 or so. The graph shows, for any given time of training (vertical axis, going down), what is the distribution of trained agents that it's chosen in order to be unexploitable (you wouldn't want to choose rock all the time in rock-paper-scissors, for example). So, for example, at the end of day 14, it's using a selection of agents with numbers 595 through 610 or so, which means they've all been created within the last day.
Pros:
- It's an MIT graduate class (this could be a con if you are a beginner in other areas and not just in quantum computation).
- It's taught by Isaac Chuang (of Nielsen & Chuang, the leading textbook on quantum computing) and Peter Shor (of the Shor factoring algorithm, the most famous quantum algorithm).
Cons:
- Shor does 90% of the lectures, and he is... not a good teacher.
- When I took it, there was almost zero support (e.g., when there were bugs in the problem sets).
I'm glad I took it, because it induced me to learn a bunch of material I had been wanting to learn for a while, but compared to what it could have been it was pretty disappointing.
It was not an auspicious start to my career in computer science.
I have read about Nigel Richards, the New Zealander French Scrabble champion who doesn't speak French, and I think that the game he is the champion of is "regular" Scrabble (with French vocabulary). For example the Guardian article https://www.theguardian.com/lifeandstyle/2015/jul/21/new-fre... talks about his "pretty rotten draw of letters".
Edited: Ah, I see from his Wikipedia page (https://en.wikipedia.org/wiki/Nigel_Richards_(Scrabble_playe...) that he has won both Classique and Duplicate titles.
I am definitely talking about non-tonal music in general, yes. Elliott Carter is a good example of a composer where I feel that absolute pitch helps me understand what is going on more than I would otherwise. But again I'm not going to dig out some particular measure of music that perfectly proves my point.
If this reply was insufficient for your needs (I fear it is) I apologize. I'm not trying to win some debate, just to elucidate a little how I feel that absolute pitch aids my music appreciation.