[gurps] AI's in GURPS (was Failing autopilots and RVO)

Hal alaconius at roadrunner.com
Thu Mar 5 12:43:29 CST 2009


> I think you can use both options without excessive suspension 
> of disbelief - that robots get increasingly fast and accurate 
> but lack the 'spark of intelligence', or that robots can 
> easily be as intelligent as the smartest human, or even more 
> intelligent. 

One of the problems involved with GURPS as regards to robots as characters,
is that the player playing the robot is creative, while the robot character
may not be considered in game terms, to be creative.  The question arises at
what point does the behavior of a well written program simulation fail to
include the circumstances being faced by the player character robot run by a
player?

In short?  I can state for example, that the robotic character's programming
is limited because only 1 point was given towards a given character skill,
simulating at most, 1 gig of memory.  On the other hand, a program that
grants 12 points in skill towards a given "skill" might take 12 gigs of
memory (just pulling numbers out of thin air for purposes of illustration).
In theory, the program worth only 1 character point should be very limited
and the player using that character should not be allowed to act as if the
robot were pseudo-creative.  On the other hand, any "creativity" used by the
player for a robotic program with 12 gigs of memory backing it - could
understandably say "I'm not being creative, the program included
instructions on how to do this very thing!"

What is creativity as far as GURPS goes?  By my definition, it is the
ability to do something by default, where the individual in question has
enough "experience" in other areas, that it can extrapolate a new solution
despite a total lack of experience in the situation itself.

GURPS really should NOT allow computers who lack creativity, to do anything
by default value.  If the computer has a skill, then it can be said to be
acting within the skill/program design parameters instead of being creative.
If a computer does not have a skill, it should automatically fail because it
can't extrapolate (ie create) new instructions/guidelines from nothing.

The moment GURPS gives an IQ value to a computer AI, that computer should be
treated as having SOME creativity - even if only minimal.  An IQ 4 computer
with editic memory for example, is counting on the fact that a skill IQ+10
program in piloting permits the computer to achieve the same level of
competence as a skill IQ+3 pilot whose IQ is 10.  The pilot has a baseline
of 10 for his "creativity" and can extrapolate new algorithms as being IQ-5
or 5 on 3d6.  An IQ 4 computer however, attempting to extrapolate new
althorithms from scratch would be at IQ-5, or -1 on 3d6 (which is
impossible).

So, the real argument from my perspective using the GURPS rules here - is
just how high an IQ are these Artificial Intelligences going to be and
remain "reasonable" in game terms?  Even a robotic mind with an IQ of 8 is
going to be badly deficient in being creative when it comes to "new things
outside its programming" because its odds of coming up with something that
will work is only 1 in 216 (ie a 3 on 3d6).  Once a computer's IQ reaches 10
however, then said Artificial Intelligences will match the average man.
Once a Computer's IQ reaches 12+, we're looking at Artificial intelligences
that surpass the average man.

At least, that's how I reason it using the GURPS rules ;)



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