I'm working under conditions you describe, with the added restrictionThe field of AI is vast that cloud computing cannot be utilized—connectivity cannot be assumedthere’s always room for small scale research and inquiry. Utility of AI is key, but the automata have to function regardlesspotential applications are broad, and intelligence is a spectrum.
We're currently using an heuristic approachFundamental Combinatronics, which is not exciting from the context of cutting-edge AI researcha collective with no current funding, but interesting nonetheless because the problem is engaged in a project to develop “adaptive AI” for a set of novel, nonconsumer-trivial games [M] that bridge game theory andoriented, combinatorial game theoryproducts. (It's been suggested that there may be PvNP and other The requirements are distinct from real-world implicationsapplications.
We can’t compete with the major players in terms of resources, but that'sand we’re late to the party in terms of Machine Learning and Neural Networks, and, because the AI is for a little "beyond my pay grade".consumer, mobile game which carries significant restrictions in terms of the bounding rationality (networking cannot be assumed; software volume is measured in megabytes; memory is restricted to lowest-common-denominator consumer-grade devices with non-specialized processors.) For these reasons, we re going the opposite direction of current industry trends--the good-old "boring stuff".
[M] games are highly extensibleBecause the automata only need to outperform the average/above-average human player, essentially an infinite set of finiteold-school, heuristic approach is feasible. (Fun also, because it involves solving non-trivial, partisan Sudoku games as opposed toin a single gameCombinatorial Game Theory sense, where equilibria can be altered without alteringa type of research all on its own. Although the mechanicscontext is ultimately intractable, it is a context automata are well suited for. Humans can play) Old-school is beneficial in that it’s nice to have an app product with a decent AI that is under 7mb. (No barrier to download or strong incentive to delete from the device. While the new iPad has up to 128gb, only a wide arraysmall subset of these games in twoplayers will be willing to devote significant volume for strong AI, and even three dimensionsthese players represent a distinct, although we're also thinking about nsecondary dimensional games for automatamarket segment.) It’s not optimal for an AI take up any more volume than is strictly necessary for a given product.
Because equilibria can be changed without additional mechanicsFuzzy logic should also be useful for its efficiency in terms of applicability under what would today be considered severe computational restrictions.
[M] games are economic so the model is interesting from a Game Theory standpoint in providing a novel, compact, intrinsic and because an arrayhighly mutable mathematical model based positional valuation in n dimensions in conjunction with stability states in a causal/temporal framework. The combinatorial nature of mechanics can be added to extend[M] is ideal for quantitative analysis, and the games, including imperfect information involve blocking factors (sudoku) and randomness,symmetry breaking (even order gameboards). For players > 2 coalitions also become a generalized approach will be necessaryfactor.
The initial, heuristic approach is only partly a function of our lack of resources—mathematical analysisfocus of the gamesprocedural research is interestingcurrently in four main areas and what we’re terming “Adaptive AI” :
Dynamic Strength: Sheer strength is not the goal. We’re working on AI that tailor their strength to their human player’s strength and preferences. For most humans, we don’t want the automata to win more than 2/3 games because they producealways losing is no fun and makes the product less "sticky". Even if the human player desires an array of novel stability statesautomata it cannot beat, the automata should only be sufficiently strong to almost always beat their human. BecauseAI strength can be limited by restricting rationality (time and memory), which carries an added benefit of energy conservation (less bits flipped), but the modelrules-based approach is compactuseful in that rules can be recombined combinatorially to produce automata of different strengths and intrinsicpreferences. Automata play against each other to determine strength hierarchies, there mayand identify poor heuristics to be some interesting mathweeded out of stronger automata.
We've currently been ableGeneral Intelligence: The automata have to craft a setfunction on an array of simple rules-based AIsrelated games, all weakwhere equilibria can be altered in numerous ways without adding mechanics. Additionally, but the strongest of which seems challenging formechanics can be added without altering the average player. (Onenature of the requirements is for weak as wellgames, such as strong AIintroducing Graeco-Latin squares. This presents a problem if each configuration has to be learned through intensive self-play because the game product needs strengths suitable forautomata must be able to play at a wide range of human skillrespectable strengths immediately. A six year old beat our dumbest AIs, Boopsie & Lurch Thus the goal is not sheer strength, but many educated adultsconsistent strength across the widest array of contexts. (“Respectably weak” and “semi-strong” automata have problems with our strongest weak AIs, Amidala & Palpatineutility value in that those categorization may be said to describe the majority of human player base.) The idea is an “axiomatic intelligence” that can be extended to include an ever increasing array of contexts.
Eventually we'll want to plug in some kind of Neural Network, possibly based on Matthew Lai's Giraffe Chess, but initially the goal isCounter-Intuition: The automata should not be prone to produce a strong AIrepetitive play. Initially we’re using only heuristicslimited monte-carlo for positional selection tie-breaking, and see how far wethe scope can take it.
Lackbe extend to larger arrays of resources is just a condition—we havepositions with varying degrees of perceived optimality, up to produce workingrational but “counter-intuitive” decisions, commerciallywhich can be subsequently evaluated. This may be useful in adapting to new, dominant strategies that emerge in allowing the automata regardlessto experiment with less obvious choices.
Because In situations where the modelautomata is radically newconsistently winning, easily the most significant deterministic game since Chessthere is incentive to experiment, with an ultimate complexity"investing in loss" in the sense that will make Go and no-limit poker look trivial, based on Latin squares (Sudoku) whichmistakes are useful from an experience/learning standpoint.
"Genetic" Evolution: The eventual goal is to implement some form of local reinforcement where the automata learn through play against their human, and economicself play in nature (squarely modern as opposed to archaic re: previous deterministic games,) whorestricted contexts, such as between turns when playing against their human. With networking enabled, the automata can say whatplay against such automata, with the workidea of producing strong automata with human play characteristics. (It will yieldbe fun when we eventually put these automata up against pure deep learning algorithms in a wide array of [M] contexts with distinct mathematical properties. My money would be on the ML and NN algorithms in sequential games, but in asynchronous games where there is no turn order, it will be interesting to see if the "axiomatic systems" can produce desirable outcomes by making sound decisions faster than smarter, more complex automata;)