jmchambers | 5 months ago | on: Fred Dibnah shows how to erect a chimney scaffold at 200 feet (1982) [video]
jmchambers's comments
jmchambers | 1 year ago | on: Inferring neural activity before plasticity for learning beyond backpropagation
Funny enough, I actually worked with Rafal Bogacz, the last-named author of the paper we’re discussing, during his Basal Ganglia (BG) phase. He’s an incredibly sharp guy and made a pretty compelling argument that the BG implement the multihypothesis sequential probability ratio test (MSPRT) to decide between competing action plans in an optimal way.
Back then, there was another popular theory that the BG used an actor-critic learning model—also quite convincing.
But here’s the rub: in CN, the trend is to take algorithms from computer science and statistics and map them onto biology. What’s far rarer is extracting new ML algorithms from the biology itself.
I got into CN because I thought the only way we’d ever crack AGI was by unlocking the secrets of the best example we’ve got—the mammalian brain. Unfortunately, I ended up frustrated with the biology-led approach. In ten years in the field, I didn’t see anything that really felt like progress toward AGI. CN just moves so much slower than mainstream ML!
Still, I hope Rafal’s onto something with this latest idea. Fingers crossed it gives ML researchers a shiny new algorithm to play with.
jmchambers | 1 year ago | on: Diffusion for World Modeling
Ah, okay, so the work is done at a different level of abstraction, didn't know that. But I guess it's still a pixel-related abstraction, and it is converted back to pixels to generate the final image?
I suppose in my proposed (and probably implausible) algorithm, that different level of abstraction might be loosely analogous to collections of related game engine assets that are often used together, so that the denoising algorithm might be effectively saying things like "we'll put some building-related assets here-ish, and some park-related flora assets over here...", and then that gets crystallised in to actual placement of individual assets in the post-processing step.
jmchambers | 1 year ago | on: Diffusion for World Modeling
I was suggesting a more modest approach, I guess, one where the reverse-denoising process involves picking and placing existing 3D assets, e.g., those in GTA 5, so that the process is actually building a plausible map, using those 3D assets, but on the fly...
Turn your car right and a plausible street decorated with buildings, trees and people is dreamt up by the algorithm. All the lighting and physics would still be done in-engine, with stable diffusion acting as a dynamic map creator, with an inherent knowledge of how to decorate a street with a plausible mix of assets.
I suppose it could form the basis of a procedurally generated game world where, given the same random seed, it could generate whole cities or landscapes that would be the same on each player's machine. Just an idea...
jmchambers | 1 year ago | on: Diffusion for World Modeling
jmchambers | 1 year ago | on: Free Starship Booster catching arcade game