Herefortheride said:
Actually, that's just not true.
Alpha Go wasn't programmed with any strategy to play Go (unlike many former game-playing engines). It was given 72 hours to play against itself and is currently the strongest force in the world and even the top humans are given a four dan (move) head start to keep it even remotely close.
https://deepmind.com/blog/alphago-zero-learning-scratch/
Again, completely irrelevant. The
problem domain is simple and well-understood and easy to write code for. The fact that they used a combination of neural nets and a self-populating expert system to determine the best strategies by having it learn good/bad moves by playing against itself rather than pre-filling the data doesn't make the slightest bit of difference. It's still a simple problem domain that can be broken down to simple instructions which can be easily coded.
As you expand the problem domain, AI performance gets worse. The more complex the game, the worse the performance. This is a big reason why people prefer to play against human rather than computer opponents in complex games - the AI tends to be too predictable and easy to beat, even with modern computers that are orders of magnitude more powerful than were available even a few years ago. For simple, easily-defined tasks they work great. When you start asking them to do more complex things they aren't nearly as good.
And what you're describing with the car has a lot more to do with engineering than AI. It's fairly trivial to program what you're describing. It's a much, much, much more difficult task to engineer the
physical systems which function reliably enough to make the car do what the computer is telling it to do well enough so that the passenger arrives in one piece. You're conflating the physical engineering with the AI running the systems. That engineering is orders of magnitude harder.
I'll repeat - in order to program a computer to do something, you have to completely understand the problem domain involved and you have to be able to reduce that problem domain into something that your programmers can actually work with. That's not hard to do with games like chess and go which have extremely limited rules, or with something that's fundamentally pathfinding and basic physics like moving a car from point A to point B. A single (decent) programmer who knows the fundamentals can put together a basic simulation for either of those in a couple of days. Won't be complete by any means, but good enough for a basic game or proof of concept.
There's a rather big difference between those things and doing something as nebulous and incredibly complex as writing a novel which has to tell a good story and convey human emotions in a way that will satisfy readers. Computers are good at moving things from point A to point B. But they don't have imagination and they can't do anything that they're not programmed to do. How do you program a computer to understand nuances of dialog? How are you going to program a computer that it needs to insert a bit of humor into the story at a certain point because by alleviating the tension just a bit there it will make the Big Problem about to hit in the next chapter appear even more appalling? Or know when not to do that because it will absolutely ruin the pacing? And that's just mechanics - it doesn't even get into how you're going to tell the stupid thing how to choose the best characters to fit the story, or how to come up with a story idea in the first place.
Computers don't have imagination. They cannot do anything that they're not programmed to do. If the computer doesn't know what a beach is, it can't start a story with a woman walking down the beach remembering that last day spent with her husband on the beach before he died in a tragic elevator accident. (The computer would also have to understand what a woman is, what memories are and how they work, what emotions are, what a day is, the concept of time, what a husband is, what death is and why it matters, what an elevator is, and what an accident is. All for just that one concept for one isolated scene that isn't even a story, but just a fragment.
That's the kind of problem domain involved here. It isn't an 8x8 grid with 2 players pushing around 32 game pieces with only 6 piece types. The first fully-automated chess program was written in 1958. It took FORTY YEARS before a computer chess program good enough to beat the very best human players came along, despite all of the major advances in computer technology and AI that occurred in the intervening time. And that's just for a fairly simple game you can teach a child to play in a few hours. Writing a novel is infinitely more complex, and not trivially capable of being reduced to a simple set of rules that you can program into a computer. The problem domain is for all practical intents and purposes infinite.