takedown of OpenAI’s apparent success at ‘Dota 2’https://apple.news/A45CaowNkR7GQ8x92qTIbdg …
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Replying to @GaryMarcus
Kinda irked by this post mate. The article doesn't warrant your addition of "takedown" / "apparent success" _and_ doesn't convince me. Nothing here was underhanded - these trade-offs have all been explicitly known and discussed - and even then the article only notes two of these.
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Replying to @Smerity @GaryMarcus
The first, that it should use vision rather than an API, is essentially irrelevant imo. What the API provides could be produced by a vision model, the primary reason to avoid it is that it'd be a waste of training time _plus_ rendering the DotA client would be insane overhead.
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Replying to @Smerity @GaryMarcus
What makes you sure that it'd be so simple?
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Replying to @Zergylord @GaryMarcus
Smerity Retweeted Smerity
For others following, I expand on it from my point of view in your thread :) tldr - the capabilities needed to produce the existing results would be doable in a traditional ML vision pipeline with human annotation and would still be a win.https://twitter.com/Smerity/status/1031297413388988416 …
Smerity added,
Smerity @SmerityReplying to @ZergylordThe way I see it: - End to end for the whole system, uncertain, but would require far more processing power - Two separate components trained in a traditional pipeline (i.e. vision for "if we didn't have the API developed / accessible" then existing system) would be doable1 reply 0 retweets 2 likes -
Replying to @Smerity @Zergylord
I guess I have to ask: what is the question here? Human performance on DOTA doesn’t depend on access to bot buffers or large labeled databases; if we are trying to achieve human level performance with AI, we should try to reach a similar robustness in learning, no?
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Replying to @GaryMarcus @Smerity
It's pure self-play, so no labeled databases, but I think there is real disagreement about how central the role of input representation is to the overall problem. Is learning a complex policy from hand-crafted representations solving 90% of the game, or 10%?
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Also would be interesting to see how well humans would perform via API (no GUI/controls) against "the machine"; that would be less biased, right?
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seeing 20,000 numbers several times per second would be pretty inscrutable. The humans would get crushed and I don't think that'd prove much.
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but i will bet if you made stimuli more visible and more high contrast etc, making human job at segmentation easier, human performance would improve
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Absolutely -- many of things that are considering cheating in tournaments can be seen as players incorporating API information in a human readable way.
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