On Mon, Feb 27, 2017 at 8:05 AM, Erik van der Werf <erikvanderw...@gmail.com
> wrote:

> On Mon, Feb 27, 2017 at 4:30 PM, Darren Cook <dar...@dcook.org> wrote:
>
>> > But those video games have a very simple optimal policy. Consider Super
>> Mario:
>> > if you see an enemy, step on it; if you see a whole, jump over it; if
>> you see a
>> > pipe sticking up, also jump over it; etc.
>>
>> A bit like go? If you see an unsettled group, make it live. If you have
>> a ko, play a ko threat. If you see have two 1-eye groups near each
>> other, join them together. :-)
>>
>> Okay, those could be considered higher-level concepts, but I still
>> thought it was impressive to learn to play arcade games with no hints at
>> all.
>>
>
>
> The impressive part is hidden in what most humans consider trivial; to
> make the programs 'see'
>
> Erik
>
>
Which is what (at least in part) Terry McIntyre was pointing at when he
wrote:

> "seeing" is complex when the input is just a bunch of pixels.
>
> Terry McIntyre
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