Boredom = getting into such states. Avoiding boredom = not getting into such states. Sadly English parses ambiguously!
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Holy s**t this is amazing! When you're so bored, you'd literally stand there and watch noisy TV.pic.twitter.com/caww7QE0ZP
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This is me mindlessly scrolling Twitter instead of reading the book I sat down with.
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Would be interesting to do a reverse study here, are the kinds of games that this algorithm can solve the kinds of games that end up doing well commercially. The point of a game, after all, is to incentivize a player to progress and not bore them!
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I like this!
@maxhkw and I were just talking about doing this using measures of “agenthood” a la https://arxiv.org/abs/1805.12387 - Još 1 odgovor
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So basically you engineered existential ennui which made an agent OCD hyper and then, like a meth tweaker it explored pathologically its surroundings. Art imitating Life

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One thing I didn’t understand in the paper: how does RND not fall victim to the noisy TV problem? Sure, the prediction problem is now deterministic and in model class. But noisy TV still means constant new inputs for that prediction problem. Why should prediction here generalize?
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My understanding is that it *is* subject to the noisy TV problem, but that for mostly-deterministic environments without any noisy TVs, it doesn't impede good performance.
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Čini se da učitavanje traje već neko vrijeme.
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