one of the things that bothers me about AI art is how it's always 'random portraits of girls looking into camera'.
There's a really good reason for this.
To simplify, AIs learn from what is the best sources. So, there's movies for the way human bodies moves, photography for the global anatomy of a human body, and portraits for the details of a human face.
Portraits... That particular kind of photography where people will be face to the camera, looking straight in front of them.
And of course, even photography that aren't portraits still depict humans looking more or less in front on them. Your friend take a photo of you, you'll look at the camera. A group photo from a family dinner, people will look at the camera. Holidays photos, still looking at the camera. Browse the photos you have, at least half of them have the person(s) you wanted to photography look at the camera.
So, while they know how to represent human heads and faces from all the angles when it's necessary, what AIs learned is that humans look at the camera. And like they learned how to represent details from portraits, the eyes will also looks straight in front of them. There's what, something like ~75% of the photos they learned from that represent humans that way, what are they, simple AIs, to think that it's not how humans should be represented ?
It's one of the limitations I was pointing previously. Like they know, but don't understand, they aren't in a position to get rid of that posture for the faces. They can, if prompted otherwise, but when it's them that have to decide, it's what they'll use.
I can't really speak to this as I am far from an expert on AI. [...] But it would seem to me that the further we push the hardware the software will follow. Innovation is key sure but faster processing power will assist with that.
It don't need to be an expert. Having some knowledge about codding is enough to know that it don't works that way.
Take FPS by example.
Late 1991, id Software released
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. The concept was basic, take pixels, and give them a third dimension as well as a texture, you then get a cube that make it looks like you were immersed in a labyrinth. You can see it if you play the game, or its few brothers, all face of the cube have the exact same texture. Before this, all games in 3D, even from id Software, used wire frame, therefore lines representing the borders of any surface. Then, two years later, the same guys released the first
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, for the same computers...
Why did they pass by that intermediary hybrid, while it was possible to already have something way better, that use raytrace-like mechanism to represent the world in third dimension ? They knew how to represent more realistic 3D environment since there were the 3D wire frame games, and raytracing was already something a those times. But the fact is that, to represent what was just an instant in DOOM, and to do it on domestic computers, raytracing algorithms needed something like a full hour.
And it's the reason for that intermediary step. Not that it was needed to learn how to do DOOM, but it was all they could do at this time, by lack of algorithms that permit them to do better.
It even goes further, because what Wolfenstein 3D was doing don't needed all the power of those times domestic computers. Therefore it would have been possible to do it before. The visual would have been more limited, but computers like the Amstrad CPC or the Commodore C64 could have done the same, just with plain colored faces due to their RAM limitations. And of course, arcade cabinet could have done it too, this time with fully textured faces.
Both could, but haven't. Not because it wasn't technically possible, or because the public wasn't there. Imagine an arcade game with a 3D labyrinth... teenager me would have lost a fortune playing this. But like no one came with the algorithms for this, no one did it, because no one knew how to do it.
And it's the same for AIs. Especially since they rely on black boxes, meaning that people who develop them know "more or less" what is happening;
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. On this, AIs don't really differ from human brains, we have a good knowledge regarding how our brain works technically (neurons, synapse, etc), and we more or less know what part of the brain is responsible for what. But how our brain pass to "I want to express my thoughts regarding AIs" to typing lots of words that have a meaning and are actually the said thoughts, it's a big mystery.
And, yes, it's the same for AIs. Why an AI think that "this image" is an orange ? Because it's what it think... There's no switch telling it that it's one, there's no decision tree starting by "it's round shaped" and ending by "it's an orange". It's a magic process that works but no one can really explain why exempt than by saying "it's what the AI learned".
What, for a coder is both marvelous and terrifying. We can design algorithms that will give the correct result, but we have globally no idea how they really works...
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... Wait...
Yeah that's standard old people talk. There are tons of things that were important for people to know in the past that just don't matter now. I tried to learn how to drive a stick shift when I was a kid but then I said fuck it and never looked back. I'm not even sure how many manual transmission cars are left these days.
It's an estimate, but in Europe they probably still represent between 70% and 80% of the cars...
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. So, if just five years ago you had to travel to Europe and rent a car, your chance for one with an automatic transmission to be available would have been low, and you would have been doomed.
It's the problem with lost knowledge, they doesn't matters... as long as things goes well. But things don't always goes well. Take flooding, big fires, and all natural disasters. Your region is hit by one, there's power outage for two days... And if you only know how to put meal in the microwave, for two days you'll eat what ? Cereals ?
And it goes like this for everything and every fields. The day you can't anymore count on the technology, whatever the reason, you need to go see one of the elder, because he learned before that technology appeared and know how to do without it. But when all the elders will be retired, or dead, there will be no one to remember how to do without technology, and you'll just tell everyone that "it can't be done". Not because it really can't be done, but because no one know how to do it.
I remember, it was something like 10 years ago, I was at a convention, and a child, around 10-12yo, asked what was probably an artist he was a real fan, a drawing with his autograph. The guy answered that he was sorry, but he only know how to draw on a computer. I don't remember how the kid reacted, but personally I was amazed, because the guy use a tactile tablet to draw... and not a second it crossed his mind that if he can use a fake pencil over a tactile surface, he can also use a real pencil over a piece of paper.
Partly. The general idea of NNs and many of the algorithms that are nowadays used to train NNs like "gradient descent" and "backpropagation" were already known in the last century.
Like ray tracing exist since 1968, yet it needed around 15 years before it starts to be used for creation, 25 years before it starts to be used in games, and like nowadays algorithms have nothing in common with the first one.
Everything isn't just a question of raw computing power, but also a question of efficiency; something that I never cease to repeat to junior that interne at works. When, around mid 90's, John Carmack had the idea for his
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, he didn't invented the wheel. The algorithm was known since (from memory) two decades. But no one before him found, or at least used/released an implementation that was efficient. And by "efficient" I don't mean that it need less computing power, but that it need less convolutions.
It's like for drawing a line on a computer. Bresenham's algorithm date from 1962 and is still the base algorithm used by everyone for this. But nowadays implementation use tricks to make it more efficient, and therefore smaller, as well as less prone to bugs.
There's no interest in implementing what McCulloch and Pitts theorized in A logical calculus of the ideas immanent in nervous activity (1943) then
What the frog’s eye tells the frog’s brain (late 50's), that are the base of AI researches, if you aren't sure that the result will be correct. And if one look at the draft they theorized, they would more than surely wonder how it led to nowadays algorithm. There's a logic of course, but it was just the base, and it's the lack of efficiency, more than the lack of power, that prevented to goes further right from those times.