An even more difficult question is how to measure AGI?
Much attention has been recently focused on such AGI development metrics as the Universal Measure of Intelligence. Researchers Shane Legg, Marcus Hutter, Jose Hernandez-Orallo and others have contributed greatly to its development.
This metric is based on the following unofficial definition of intelligence: "Intelligence measures an agent's ability to achieve goals in a wide range of environments".
This theoretical measure of Intelligence has a number of positive qualities to it. It can evaluate both simple and universal agents, intelligently organize agents. It is also a continuous measure of intelligence, and is not anthropocentric. But there is also a big problem - it is just a theoretical definition and is not suitable for direct evaluation of real agents. Nowadays, we have test systems based on an extended version of the Universal Measure of Intelligence, but there is still a lot of work to be done.
Still, how is it possible to connect video games and virtual reality with the task of creating AGI?
Video game worlds are mini copies of our world with some changes and simplifications. Characters, who are actually agents, can solve various tasks in them. Moreoverб video games computing resources and amounts of knowledge are very tightly limited.
As you can see, all of this comply with the AGI definition that I`ve mentioned.
AGI and games can enrich each other. On the one hand, a game is an environment for the development of AGI. On the other hand, with the help of AGI, you can bring to life so-called open worlds that try to give freedom of choice to the player. Such games are very difficult and expensive to create, because both freedom and non-linearity require a huge amount of resources to develop additional content, that some players may not even see.
In these games, doing side quests might lead to a gradual loss of interest if players do not know how to entertain themselves. After all, the world is essentially dead, and game characters use only pre-written lines.
This is what it looks like. The yellow line is the main plot, and the gray one is just some extra information . We can't ask our own questions or talk to the characters. To start a dialogue with most characters is not even an option.
When the main quest ends, everything stops moving and becomes just a set. However players love to impact the fate of the world or charachters, which makes non-linearity very important. Video game developers know that.
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“The player wants to affect the world, and what happens in the story. Many games strive to find ways to give this power to the player, but the fact is that we just can’t afford to do it on a huge scale, in most cases, while still having anything resembling a crafted story. The cost of developing entire game areas, missions, characters, and so on, which most players will never see because they took a different path through the story, is just too prohibitive.”
Evan Skolnick. Scriptwriter of Dying Light и Mafia III