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qsort 3 hours ago

To be fair a lot of the impressive Elo scores models get are simply due to the fact that they're faster: many serious competitive coders could get the same or better results given enough time.

But seeing these results I'd be surprised if by the end of the decade we don't have something that is to these puzzles what Stockfish is to chess. Effectively ground truth and often coming up with solutions that would be absolutely ridiculous for a human to find within a reasonable time limit.

vjerancrnjak 2 hours ago | parent | next [-]

How are they faster? I don’t think any ELO report actually comes from participating at a live coding contest on previously unseen problems.

qsort 2 hours ago | parent [-]

My background is more on math competitions, but all of those things are essentially speed contests. The skill comes from solving hard problems within a strict time limit. If you gave people twice the time, they'd do better, but time is never going to be an issue for a computer.

Comparing raw Elo ratings isn't very indicative IMHO, but I do find it plausible that in closed, game-like environments models could indeed achieve the superhuman performance the Elo comparison implies, see my other comment in this thread.

nerdsniper 3 hours ago | parent | prev [-]

I’d love if anyone could provide examples of such AND(“ground truth”, “absolutely ridiculous”) solutions! Even if they took clever humans a long time to create.

I’m curious to explore such fun programming code. But I’m also curious to explore what knowledgeable humans consider to be both “ground truth” as well as “absolutely ridiculous” to create within the usual time constraints.

qsort 2 hours ago | parent [-]

I'm not explaining myself right.

Stockfish is a superhuman chess program. It's routinely used in chess analysis as "ground truth": if Stockfish says you've made a mistake, it's almost certain you did in fact make a mistake[0]. Also, because it's incomparably stronger than even the very best humans, sometimes the moves it suggests are extremely counterintuitive and it would be unrealistic to expect a human to find them in tournament conditions.

Obviously software development in general is way more open-ended, but if we restrict ourselves to puzzles and competitions, which are closed game-like environments, it seems plausible to me that a similar skill level could be achieved with an agent system that's RL'd to death on that task. If you have base models that can get there, even inconsistently so, and an environment where making a lot of attempts is cheap, that's the kind of setup that RL can optimize to the moon and beyond.

I don't predict the future and I'm very skeptical of anybody who claims to do so, correctly predicting the present is already hard enough, I'm just saying that given the progress we've already made I would find plausible that a system like that could be made in a few years. The details of what it would look like are beyond my pay grade.

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[0] With caveats in endgames, closed positions and whatnot, I'm using it as an example.

pclmulqdq 2 hours ago | parent [-]

Yeah, it is often pointed out as a brilliance in game analysis if a GM makes a move that an engine says is bad and turns out to be good. However, it only happens in very specific positions.

emodendroket 2 hours ago | parent [-]

Does that happen because the player understands some tendency of their opponent that will cause them to not play optimally? Or is it genuinely some flaw in the machine’s analysis?

thomasahle 29 minutes ago | parent | next [-]

It's only the later if it's a weak browser engine, and it's early enough in the game that the player had studied the position with a cloud engine.

pclmulqdq 2 hours ago | parent | prev [-]

It can be either one. In closed positions, it is often the latter.