this post was submitted on 11 Sep 2023
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[–] AdmiralShat@programming.dev 22 points 1 year ago (2 children)

I think the waters have been muddied for a long time by referring to NPC behavior trees and state machines in games as AI. You can apply that to just about any software that takes input and makes a decision. Then you have the movie version of AI which is sentient computers. So decades of use without any actual meaning have made the word useless in actually communicating anything

[–] eupraxia@lemmy.blahaj.zone 6 points 1 year ago

I love how divergent those two popular interpretations of AI are, too. One is all Skynet and scary and all-powerful and the other is being refactored for the umpteenth time because navmeshes broke and all the enemies are T-pose floating 10cm in the air.

[–] agent_flounder@lemmy.one 3 points 1 year ago (1 children)

I think there are various categories for types of AI/ML right? Like, neural nets, expert systems, Bayesian systems? Idk. I should really learn more about this topic.

[–] AdmiralShat@programming.dev 1 points 1 year ago* (last edited 1 year ago) (1 children)

"AI" is a vague and all encompassing term used to describe computers making decisions.

Machine learning, yeah, is what you're describing. If you're interested in learning more, look into writing your own neural nets from scratch using any number of programming languages. They're actually a fairly simple concept to both understand and apply in practice, but they can become fairly complex at scale.

[–] msage@programming.dev 1 points 1 year ago (1 children)

Do you happen to have a good guide for writing your own machine learning algo? Ideally not relying on Python libs?

[–] AdmiralShat@programming.dev 1 points 1 year ago

The best thing I can recommend is to just pick your most comfortable language and find guides specific to that.

It's functionally the same regardless of language, however it's much easier to learn as you build it.