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Originally Posted by bochen2 Are there any computer games out there that can transcend the sum of its total programming and can patch and mod itself and reaching omega point and singularity to develop self consciousness? |
To the best of my knowledge – which is not specialized in game programming – no. Self-modifying code is not unheard of – many people familiar with fairly commonly taught techniques as genetic programming have at least with “blurring the boundaries” by having the problem being selected for being the genome (usually termed a individual’s “vector”) changer itself – but in my experience the state of the art of such code is toy-like and little used in production code. Personally, I’ve found it useful mostly in writing automations of turn-based games where the games rules explicitly involve changing the game’s rules, such as the puzzle game “Where Are the Cows”. Self-modifying code that plays this game, along with a very simple self-modifying code example, can be found in the 2-year old hypography post
“Self modifying code in an interpreted language”.
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Originally Posted by bochen2 As far as true interpersonal AI and sentience goes we are still at the ENIAC / DOS stage. |
I’d say this analogy, if anything, overstates the state of the art of game adversary programming. Even under early APIs like
BIOS/DOS, computers were still general purpose computers. The use of the term “AI” to describe video game adversary programs is more of an advertising gimmick than of serious computer science.
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Originally Posted by bochen2 Why have we made so much progress on bronze and ZERO on brains? |
This question can be translated into more or less “why has the computer industry for the past half century been what is has been?”, a pretty deep and controversial question, but I’ll go with a short answer with two parts: “because the problem of AI is hard”; and “because that has been what the market has demanded/accepted”.
I believe I’m somewhat typical of programmers of my are group (born 1960), in that I expected Turing-test successful AI to be commonplace by at latest the mid 1990s. In retrospect, I’ve come to believe that futurists and technologist like me, and like famous one such as the late
Arthur Clarke from who’s work so many of us formed our expectations, were badly ignorant of and failed to account for the importance and workings of social/commercial markets. For reasons too involved to broach in this post, there are strong long-term financial reasons for commercial enterprise not to develop AI.
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Originally Posted by bochen2 Characters in games are getting more and more prettier and their intelligence levels stays the same, making them effectively appear dumber and dumber... |
An interesting point – though it would be difficult to make an adversary program appear dumber than many of those in some of the arguably best video games ever made. I’ve recently acquired an old N64 and in the course of replaying an old classic, 007GoldenEye, find myself stuck on a level, a situation that draws attention to the adversaries’ stupidity. The 12-year-old N64 is a startling sophisticated machine (one of its processors actually has game cartridge-loadable microcode!), which even at a mere 94 MHz on its general-purpose CPU, could manage a lot more “smarts” in its adversary programs. Nonetheless, due to superbly designed levels and trigger conditions, GoldenEye remains an enjoyable game.
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Originally Posted by bochen2 Why can we have a natural language interpreter with software simulated neural network personalities capable of carrying a real conversation ? |
I assume bochen means “why
can’t …”
This question appears to be a simple restatement of the
Turing test question, another old, deep question. Suffice it to say that there’s far from a consensus that a real or simulate neural net is a good approach to this problem.
Of course, the generic answer to “why can’t a computer do X” is another question: “why don’t you quit your complaining and code it?”
Seriously, I think the most promising communities for working on true AI programming are academics and hobbyists. Professional programming - business, scientific, game, and combinations – largely lacks the ability to delay return on investment long enough for such work. In addition, there’re those “strong long-term financial reasons” to avoid bringing true AI software to market I alluded to earlier.
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Originally Posted by bochen2 Why is every PC game so damn stupid and the characters so "dumb"? Why can't we create a game that is actually compelling and interactive/dynamic? |
One reason, I think, is that, given the popularity of multiplayer games, there’s arguably not much
need for an AI, when there’s a word full of human intelligence who, will pay to fill the role of an AI program.
Another – though I’m not certain about this, having only personal and anecdotal evidence to support it – is, I think, that the majority of gamers who prefer single player games don’t
like the novelty and unpredictability that sophisticated adversary programming provides. Like all commercial software, to be successful, video games must be liked enough to be purchased in large quantities and/or high prices, ideally while being developed with the low cost/effort.
Last – again, guessing, as I’m not well acquainted with recent examples the type – I suspect that the place to look for the most sophisticated adversary programming is not in graphically-intense games like
1st/3rd person shooters, but rather in graphically trivial, turn-based
RPGs. After all, the classical Turing test is turn-based.
A final point of accuracy re:
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Originally Posted by bochen2 …reaching omega point and singularity to develop self consciousness? |
Chardinian or Tiplarian
omega points,
Vingian singularities, and computer self consciousness are distinct concept. A self aware computer program might be run without resulting in an immediate or eventual in Vingian singularity, and neither are the omega point, an event by definition of universe-wide scope.
The three concept do have at least one attribute in common: in varying degrees, many experts thing them impossible, others inevitable.
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