Measuring Intelligence through Games
Tom Schaul, Julian Togelius, J\"urgen Schmidhuber

TL;DR
This paper explores how games can serve as practical benchmarks for measuring artificial general intelligence by extending the concept of universal intelligence to finite time and sampling game spaces.
Contribution
It proposes a method to evaluate general intelligence through game sampling and extends the universal intelligence framework for practical, finite-time testing.
Findings
Games share properties useful for testing AI
Proposes a sampling-based approach for practical testing
Extends universal intelligence to finite time
Abstract
Artificial general intelligence (AGI) refers to research aimed at tackling the full problem of artificial intelligence, that is, create truly intelligent agents. This sets it apart from most AI research which aims at solving relatively narrow domains, such as character recognition, motion planning, or increasing player satisfaction in games. But how do we know when an agent is truly intelligent? A common point of reference in the AGI community is Legg and Hutter's formal definition of universal intelligence, which has the appeal of simplicity and generality but is unfortunately incomputable. Games of various kinds are commonly used as benchmarks for "narrow" AI research, as they are considered to have many important properties. We argue that many of these properties carry over to the testing of general intelligence as well. We then sketch how such testing could practically be carried…
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Taxonomy
TopicsArtificial Intelligence in Games · Computability, Logic, AI Algorithms · Evolutionary Algorithms and Applications
