John Doerr Q&A at Berkeley (2015)
Source. - youtu.be/4xWGSUZmkIc?t=634 invest in batteries
Prototype: github.com/cirosantilli/Urho3D-cheat
Top Down 2D Continuous Game with Urho3D C++ SDL and Box2D for Reinforcement learning by Ciro Santilli (2018)
Source. Source code at: github.com/cirosantilli/Urho3D-cheat.Screenshot of the basketball stage of Ciro's 2D continuous game
. Source code at: github.com/cirosantilli/rl-game-2d-grid. Big kudos to game-icons.net for the sprites.Less good discrete prototype: github.com/cirosantilli/rl-game-2d-grid YouTube demo: Video 1. "Top Down 2D Continuous Game with Urho3D C++ SDL and Box2D for Reinforcement learning by Ciro Santilli (2018)".
Top Down 2D Discrete Tile Based Game with C++ SDL and Boost R-Tree for Reinforcement Learning by Ciro Santilli (2017)
Source. The goal of this project is to reach artificial general intelligence.
A few initiatives have created reasonable sets of robotics-like games for the purposes of AI development, most notably: OpenAI and DeepMind.
However, all projects so far have only created sets of unrelated games, or worse: focused on closed games designed for humans!
What is really needed is to create a single cohesive game world, designed specifically for this purpose, and with a very large number of game mechanics.
Notably, by "game mechanic" is meant "a magic aspect of the game world, which cannot be explained by object's location and inertia alone" in order to test the the missing link between continuous and discrete AI.
The question then becomes: do we have enough computational power to simulation a game worlds that is analogous enough to the real world, so that our AI algorithms will also apply to the real world?
To reduce computation requirements, it is better to focus on a 2D world at first. Such world with the right mechanics can break any AI, while still being faster to simulate than a 3D world.
The initial prototype uses the Urho3D open source game engine, and that is a reasonable project, but a raw Simple DirectMedia Layer + Box2D + OpenGL solution from scratch would be faster to develop for this use case, since Urho3D has a lot of human-gaming features that are not needed, and because 2019 Urho3D lead developers disagree with the China censored keyword attack.
Simulations such as these can be viewed as a form of synthetic data generation procedure, where the goal is to use computer worlds to reduce the costs of experiments and to improve reproducibility.
Ciro has always had a feeling that AI research in the 2020's is too unambitious. How many teams are actually aiming for AGI? When he then read Superintelligence by Nick Bostrom (2014) it said the same. AGI research has become a taboo in the early 21st century.
Related projects:
- github.com/deepmind/lab2d: 2D gridworld games, C++ with Lua bindings
Related ideas:
- www.youtube.com/watch?v=MHFrhIAj0ME?t=4183 Can't get you out of my head by Adam Curtis (2021) Part 1: Bloodshed on Wolf Mountain :)
- www.youtube.com/watch?v=EUjc1WuyPT8 AI alignment: Why It's Hard, and Where to Start by Eliezer Yudkowsky (2016)
Bibliograpy:
- agents.inf.ed.ac.uk/blog/multiagent-learning-environments/ Multi-Agent Learning Environments (2021) by Lukas Schäfer from the Autonomous agents research group of the University of Edinburgh. One of their games actually uses apples as visual represntation of rewards, exactly like Ciro's game. So funny. They also have a 2d continuous game: agents.inf.ed.ac.uk/blog/multiagent-learning-environments/#mpe
- humanoid robot simulation
- Section "AI training game"
- Section "Software-based artificial life"
OpenAI Plays Hide and Seek... and Breaks The Game! by Two Minute Papers (2019)
Source. Commentary of OpenAi's 2019 hide and seek paper. OpenAI does some similar simulations to what Ciro wants, but TODO do they publish source code for all of them? If not Ciro calls bullshit on non-reproducible research, and even worse due to the fake "Open" in the name. Does this repo contain everything?Much bigger simulation, AIs learn Phalanx by Pezzza's Work (2022)
Source. 2d agents with vision. Simple prey/predator scenario.A keygen, short for "key generator," is a type of software used to generate product keys or license keys for software applications. These keys are often required for activating legitimate software or games, allowing users to access full features and functionalities. Keygens are typically associated with software piracy, as they can be used to bypass the legal purchase process of software. Using keygens is illegal and unethical, as they infringe on copyright laws and the rights of software developers.
As of v7:
- ~9M images
- 600 object classes
- bounding boxes
- visual relatoinships are really hard: storage.googleapis.com/openimages/web/factsfigures_v7.html#visual-relationships e.g. "person kicking ball": storage.googleapis.com/openimages/web/visualizer/index.html?type=relationships&set=train&c=kick
- google.github.io/localized-narratives/ localized narratives is ludicrous, you can actually hear the (Indian women mostly) annotators describing the image while hovering their mouses to point what they are talking about). They are clearly bored out of their minds the poor people!
It good to think about how Euclid's postulates look like in the real projective plane:
- Since there is one point of infinity for each direction, there is one such point for every direction the two parallel lines might be at. The parallel postulate does not hold, and is replaced with a simpler more elegant version: every two lines meet at exactly one point.One thing to note however is that ther real projective plane does not have angles defined on it by definition. Those can be defined, forming elliptic geometry through the projective model of elliptic geometry, but we can interpret the "parallel lines" as "two lines that meet at a point at infinity"
- points in the real projective plane are lines in
- lines in the real projective plane are planes in .For every two projective points there is a single projective line that passes through them.Note however that not all lines in the real plane correspond to a projective line: only lines tangent to a circle at zero do.
Unlike the real projective line which is homotopic to the circle, the real projective plane is not homotopic to the sphere.
The topological difference bewteen the sphere and the real projective space is that for the sphere all those points in the x-y circle are identified to a single point.
One more generalized argument of this is the classification of closed surfaces, in which the real projective plane is a sphere with a hole cut and one Möbius strip glued in.
Ciro Santilli's preferred visualization of the real projective plane is a small variant of the standard "lines through origin in ".
For those sphere points in the circle on the x-y plane, you should think of them as magic poins that are identified with the corresponding antipodal point, also on the x-y, but on the other side of the origin. So basically you you can teleport from one of those to the other side, and you are still in the same point.
Ciro likes this model because then all the magic is confined just to the part of the model, and everything else looks exactly like the sphere.
It is useful to contrast this with the sphere itself. In the sphere, all points in the circle are the same point. But this is not the case for the projective plane. You cannot instantly go to any other point on the by just moving a little bit, you have to walk around that circle.
Spherical cap model of the real projective plane
. On the x-y plane, you can magically travel immediately between antipodal points such as A/A', B/B' and C/C'. Or equivalently, those pairs are the same point. Every other point outside the x-y plane is just a regular point like a normal sphere.Robert d'Escourt Atkinson (1900–1960) was a prominent American psychologist known for his work in the field of educational psychology and his contributions to the development of several psychological theories and models. He is perhaps most recognized for his role in developing the "Atkinson-Shiffrin model" of memory, along with Richard Shiffrin.
Werner Brandt refers to a former prominent German businessman known for his role in the corporate world, particularly in technology and automotive sectors. Notably, he served as the Chief Financial Officer (CFO) of the multinational company SAP SE from 2008 until 2014. Brandt was involved in several strategic developments and financial operations during his tenure at SAP, which is recognized as one of the largest software companies globally, specializing in enterprise software.
Zhong Lin Wang is a prominent scientist and researcher known for his work in the areas of nanotechnology, materials science, and energy harvesting. He has made significant contributions to the development of nanogenerators and triboelectric devices, which convert mechanical energy into electrical energy using the triboelectric effect. His research has applications in various fields, including renewable energy, flexible electronics, and sensors.
"Comet Man" is a superhero character from American comic books, primarily published by the now-defunct publisher Atlas Comics in the 1970s. Created by writer Roy Thomas and artist Frank Brunner, Comet Man first appeared in "Comet Man #1" in 1976. The character, whose real name is John Ray, gains superhuman abilities after exposure to a comet's radiation. These powers often include flight, energy manipulation, and enhanced strength.
Functional analysis is a branch of mathematical analysis that deals with function spaces and the study of linear operators acting on these spaces. It is a subfield of both mathematics and applied mathematics and is particularly important in areas such as differential equations, quantum mechanics, and optimization.
Pinned article: Introduction to the OurBigBook Project
Welcome to the OurBigBook Project! Our goal is to create the perfect publishing platform for STEM subjects, and get university-level students to write the best free STEM tutorials ever.
Everyone is welcome to create an account and play with the site: ourbigbook.com/go/register. We belive that students themselves can write amazing tutorials, but teachers are welcome too. You can write about anything you want, it doesn't have to be STEM or even educational. Silly test content is very welcome and you won't be penalized in any way. Just keep it legal!
Intro to OurBigBook
. Source. We have two killer features:
- topics: topics group articles by different users with the same title, e.g. here is the topic for the "Fundamental Theorem of Calculus" ourbigbook.com/go/topic/fundamental-theorem-of-calculusArticles of different users are sorted by upvote within each article page. This feature is a bit like:
- a Wikipedia where each user can have their own version of each article
- a Q&A website like Stack Overflow, where multiple people can give their views on a given topic, and the best ones are sorted by upvote. Except you don't need to wait for someone to ask first, and any topic goes, no matter how narrow or broad
This feature makes it possible for readers to find better explanations of any topic created by other writers. And it allows writers to create an explanation in a place that readers might actually find it.Figure 1. Screenshot of the "Derivative" topic page. View it live at: ourbigbook.com/go/topic/derivativeVideo 2. OurBigBook Web topics demo. Source. - local editing: you can store all your personal knowledge base content locally in a plaintext markup format that can be edited locally and published either:This way you can be sure that even if OurBigBook.com were to go down one day (which we have no plans to do as it is quite cheap to host!), your content will still be perfectly readable as a static site.
- to OurBigBook.com to get awesome multi-user features like topics and likes
- as HTML files to a static website, which you can host yourself for free on many external providers like GitHub Pages, and remain in full control
Figure 2. You can publish local OurBigBook lightweight markup files to either OurBigBook.com or as a static website.Figure 3. Visual Studio Code extension installation.Figure 5. . You can also edit articles on the Web editor without installing anything locally. Video 3. Edit locally and publish demo. Source. This shows editing OurBigBook Markup and publishing it using the Visual Studio Code extension. - Infinitely deep tables of contents:
All our software is open source and hosted at: github.com/ourbigbook/ourbigbook
Further documentation can be found at: docs.ourbigbook.com
Feel free to reach our to us for any help or suggestions: docs.ourbigbook.com/#contact