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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