477 karma · joined August 22, 2011
twitter.com/@jimmfleming
> Supported cards include but are not limited to[...]
EDIT: clarification
For more benchmarks (including updated TensorFlow performance with cudnn v4) see https://github.com/soumith/convnet-benchmarks
While you're getting started with your own hardware I'd love it if you could share any feedback on something we've been building[0] as far as cloud training goes. It's currently in free public beta and works directly with TensorFlow models so there's no lock-in.
[0] https://fomoro.com (jim at fomoro.com)
Right now, Fomoro simplifies training on spot instances, it's a little rough around the edges but try it out and let me know what you think. Thanks!
> We designed a feature vector, directly modelling individual forces and constraints from the Navier-Stokes equations, giving the method strong generalization properties to reliably predict positions and velocities of particles in a large time step setting on yet unseen test videos.
A few of the other posts have videos too: http://pchiusano.github.io/unison/
I'm curious about the goals of the project. If the goal is to replace an existing language and editor pairing then it's going to be an uphill battle (see previously mentioned related projects). If it's to be supplemental with existing development tools then what use cases are you targeting?
Adding this as an optional layer to an existing editor might help work out some of the ergonomics. Performance issues aside, building on top of Atom might be a good choice since it's mostly web based like the current UI in the demos. Similarly, a custom kernel or cell type in ipython might get the ideas into daily use.
Hmm, I'm not sure I understand this line of thinking. Intelligence is complex, soft, and can even conflict with itself. Why do you envision artificial intelligence as if it were a pure optimization algorithm with high-level problem solving abilities? It seems to me that a fuzzy metaheuristic with lots of competing goals would be a better comparison and this does not lend itself to the "paperclip factory" quite as readily.
We're much closer than we were a year ago but not as close as many think we are w.r.t self-driving cars, killer robots or even reliable speech recognition.
Safe-guards are probably a good idea before unleashing an AGI onto the Internet but those working on it are not going to be surprised one morning that their AI project suddenly became sentient or dangerous. It will be a deliberate, massive project with lots of funding and lots of smart people working on it.
Wikipedia seems to confirm this: http://en.wikipedia.org/wiki/Gradient_descent#Limitations
What do you need to do? What do you want to do? What things don't really matter to you?
Organize it on paper or whatever medium makes sense. I like OneNote and Trello. I've found its one of the easiest ways to remove those thoughts from the back of my mind is to put them someplace actionable and consistent. A stream of consciousness todo list isn't very productive.
With regards to instapaper or readability, either:
a) Treat it as a bookmarking service, not a read-later service. Then reference it when a topic comes of importance to what you wrote down above or you're just bored.
b) Clear out all 800 articles and start over, possibly being more selective or auto-clearing them monthly.
These are both things the brain does naturally, pruning through attention and focus and long-term storage for future reference :)
EDIT: Formatting
Many games aren't treated like products but more like hobby or art projects. This isn't a bad thing but it does mean an MVP isn't really necessary or helpful. Many games do things that achieve the same results of an MVP:
1. Screenshot Saturdays. This puts the idea in front of people even if the thing is buggy, broken or just unplayable.
2. Festivals. User testing during festivals was incredibly valuable and helped us determine what attracted players to the booth, what they enjoyed about the game, what was fun, what wasn't, etc. Here the game doesn't need to be finished.
3. Awards. Similar to festivals, an award can indicate that you're on the right track. The inverse isn't necessarily true. Winning an award does not equate to market viability.
4. General social media, spreading the word and press. If someone is willing to talk or write about your game that's a good sign.
5. Steam's Greenlight: Will people vote for this?
6. Steam's Early Access: Will people buy this before its finished?
7. Kickstarter. A very time consuming and potentially expensive endeavor that might work for MVP-like launches. Will people contribute money to the possibility of this game existing?
The point of all of these is to get out there with the game as soon as possible, even if its not ready, to test out the idea. Some require higher levels of investment than others and make sense at different points in the project.
Experience: we launched our first game earlier this year with success and followed these where they made sense.
EDIT: Formatting
Also, how do convolutional neural networks model time? I thought that was one of the benefits of spiking networks and STDP.
[0] https://github.com/millermedeiros/esformatter [1] https://github.com/millermedeiros/esformatter/blob/master/li...
As for the name, we're each named similarly to redis, its bound to happen.
We use real-time to refer to two different things:
If a key is deleted (or any other update is made), the interface reflects that change. Right now we throttle those updates and have some other ideas to limit them so the interface isn't overwhelmed if 1m keys suddenly expire.
We also use real-time to describe the analytics. They're still in development but in their current form are line and pie graphs of user-selected data (optionally over time). There are a number of avenues we could take when it comes to visualizations and user feedback will impact how we proceed after the initial prototype of the visualizations is released.