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  1. Newcomb’s problem and two principles of choice.Robert Nozick - 1970 - In Carl G. Hempel, Donald Davidson & Nicholas Rescher (eds.), Essays in honor of Carl G. Hempel. Dordrecht,: D. Reidel. pp. 114–46.
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  • Universal intelligence: A definition of machine intelligence.Shane Legg & Marcus Hutter - 2007 - Minds and Machines 17 (4):391-444.
    A fundamental problem in artificial intelligence is that nobody really knows what intelligence is. The problem is especially acute when we need to consider artificial systems which are significantly different to humans. In this paper we approach this problem in the following way: we take a number of well known informal definitions of human intelligence that have been given by experts, and extract their essential features. These are then mathematically formalised to produce a general measure of intelligence for arbitrary machines. (...)
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  • Intelligence via ultrafilters: structural properties of some intelligence comparators of deterministic Legg-Hutter agents.Samuel Alexander - 2019 - Journal of Artificial General Intelligence 10 (1):24-45.
    Legg and Hutter, as well as subsequent authors, considered intelligent agents through the lens of interaction with reward-giving environments, attempting to assign numeric intelligence measures to such agents, with the guiding principle that a more intelligent agent should gain higher rewards from environments in some aggregate sense. In this paper, we consider a related question: rather than measure numeric intelligence of one Legg- Hutter agent, how can we compare the relative intelligence of two Legg-Hutter agents? We propose an elegant answer (...)
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  • Pseudo-visibility: A Game Mechanic Involving Willful Ignorance.Samuel Allen Alexander & Arthur Paul Pedersen - 2022 - FLAIRS-35.
    We present a game mechanic called pseudo-visibility for games inhabited by non-player characters (NPCs) driven by reinforcement learning (RL). NPCs are incentivized to pretend they cannot see pseudo-visible players: the training environment simulates an NPC to determine how the NPC would act if the pseudo-visible player were invisible, and penalizes the NPC for acting differently. NPCs are thereby trained to selectively ignore pseudo-visible players, except when they judge that the reaction penalty is an acceptable tradeoff (e.g., a guard might accept (...)
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  • Measuring universal intelligence: Towards an anytime intelligence test.José Hernández-Orallo & David L. Dowe - 2010 - Artificial Intelligence 174 (18):1508-1539.
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