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fchollet's profile
François Chollet
François Chollet
François Chollet
Verified account
@fchollet

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François CholletVerified account

@fchollet

Deep learning @google. Creator of Keras. Author of 'Deep Learning with Python'. Opinions are my own.

United States
fchollet.com
Joined August 2009

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    1. François Chollet‏Verified account @fchollet 16 Sep 2018

      Current procedural generation in games is a combination of randomness and hard-coded interestingness (rules and templates). After playing for a while, environments look all the same despite being unique, because you've learned to recognize the underlying hand-crafted algorithms

      1 reply 14 retweets 129 likes
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    2. François Chollet‏Verified account @fchollet 16 Sep 2018

      But good procedural generation should give rise to emergent interestingness: fundamentally surprising and engaging dynamics that weren't explicitly placed there by a human designer. Genetic algorithms will give you that. Endless forms most beautiful...

      6 replies 3 retweets 70 likes
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      François Chollet‏Verified account @fchollet 16 Sep 2018

      Remember that the goal of procgen is not uniqueness via randomness, but uniqueness via novelty, i.e. interestingness generation. Emergence.

      4:55 PM - 16 Sep 2018
      • 12 Retweets
      • 90 Likes
      • Jurie Horneman Abdelkader Madoui Gabriel 🇨🇭 Greg sderaco Roby Entropy Vincent Weisser Andrea Baresi
      6 replies 12 retweets 90 likes
        1. New conversation
        2. yoshiki‏ @yoshikischmitz 16 Sep 2018
          Replying to @fchollet

          I think a good simulation is key for interestingness(where "good" is not necessarily powerful) The latest Zelda game for example has some great emergent gameplay born from the interaction of a very simple physics system(for a modern game) and an even simpler "chemistry" system.

          1 reply 0 retweets 1 like
        3. Brandon Hurr‏ @bhive01 16 Sep 2018
          Replying to @yoshikischmitz @fchollet

          The opposite of the original post is what happened with No Man's Sky. It's nearly all ProcGen, but it was so shallow in gameplay, the uniqueness wore off very quickly.

          0 replies 0 retweets 0 likes
        4. End of conversation
        1. Nicholas Guttenberg‏ @ngutten 16 Sep 2018
          Replying to @fchollet

          This is still considered an open problem in ALife. Whether you get continuing open-ended novelty or not depends on aspects that are still hand-made (e.g. laws of physics, fitness function, resource context). How to make systems that have infinite emergence potential is unclear.

          0 replies 0 retweets 2 likes
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        1. Yasir Jan‏ @yasir_huk 16 Sep 2018
          Replying to @fchollet

          Animations like @RickNMorty have continuous changing scenes into different dimensions and worlds. Thats keeps it interesting. A #JumpNN should be able to jump into different interesting scenes/universes using holes.

          0 replies 0 retweets 1 like
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        2. nakosung‏ @17facet 17 Sep 2018
          Replying to @fchollet

          As a former game-dev, there are some on-going researches on emergence. "Fun" is generated when a player encounters predicted uncertainty, so if we can make/train "perception model" of each player, fitness(novelty/interestingness) could be measured(predicted) with those models.

          1 reply 0 retweets 0 likes
        3. nakosung‏ @17facet 17 Sep 2018
          Replying to @17facet @fchollet

          Actually, those topics were my last project in the game industry (for next-gen massively multiplayer game)

          0 replies 0 retweets 0 likes
        4. End of conversation
        1. Eibriel‏ @EibrielBot 17 Sep 2018
          Replying to @fchollet

          The complexity lies in how to measure "interestingness", that requires a general understanding of the world. Something interesting generally refers to some knowledge outside the " game universe".

          0 replies 0 retweets 0 likes
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        1. Entropy‏ @ItIsEntropy 17 Sep 2018
          Replying to @fchollet

          Is it possible to build an ASIC for gen algorithms? What kind of math do they run on.. I'm completely clueless about them besides the fact that they're 'greedy' optimisers as compared to RL

          0 replies 0 retweets 0 likes
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