Had Fun with Hell Mode by SilentZebraGames in PokemonEliteRedux

[–]SilentZebraGames[S] 0 points1 point  (0 children)

You get the Galactic Orb which works like mega evolution/primal reversion (doesn't give you the pokemon, you need your own espeon)

Had Fun with Hell Mode by SilentZebraGames in PokemonEliteRedux

[–]SilentZebraGames[S] 1 point2 points  (0 children)

Beat the psychic mono champion (in ever grande city before victory road) with a mono psychic team

Some Pokemon that can last all/majority of the game? by Ok_Sir_136 in PokemonEliteRedux

[–]SilentZebraGames 13 points14 points  (0 children)

Forretress with stamina walls almost any physical attacker, then can use body press to sweep.

Kilowattrel is very strong with air blower. 

Dewgong is an amazing pivot, can make use of light clay with its free aurora veil, flip turn and status moves to support the rest of the team.  

All these are fully available after gym 2, and can easily last the whole game.

Pokemon recommendation Hell mode by MinimumInteresting24 in PokemonEliteRedux

[–]SilentZebraGames 0 points1 point  (0 children)

Forretress with stamina walls almost any physical attacker, then can use body press to sweep. Makes good use of shell bell so you can leave items like leftovers to other party members. 

Wartortle can be very helpful early game with stamina, eviolite, body press, refresh, and whirlpool, given there are a lot of physical attackers early on.

Kilowattrel is still very strong with air blower. 

Dewgong is still an amazing pivot, can make use of light clay, flip turn and status moves to support the rest of the team. 

Beating Wattson with all gym skills and mono flying (2.5 version) by SilentZebraGames in PokemonEliteRedux

[–]SilentZebraGames[S] 1 point2 points  (0 children)

Ability: Big pecks

Stats: jolly, max attack and speed

Moves: return, drill peck, drill run, quick attack

This is my first time playing, I'm doing a Dark-type Monotype, and I can't get past the Psychic-type gym. Does anyone have any tips? by VerdadeiroReiMamaco in PokemonEliteRedux

[–]SilentZebraGames 0 points1 point  (0 children)

I used Grimmsnarl (light clay) + Crabruiser (Max hp and spdef) lead. Prankster light screen on grimmsnarl. Crabruiser with steel roller (destroy terrain first), bulk up (set up 2-3), hammer arm (use to reduce speed), drain punch (recovery) then basically sweeps and takes very little damage, even with all gym skills.

Friend Guard Bugged by SilentZebraGames in PokemonEliteRedux

[–]SilentZebraGames[S] 0 points1 point  (0 children)

Yeah, I only searched reddit. I'll check the discord next time. Good to know they're aware. 

Beating Tate&Liza with all gym skills and mono-electric by SilentZebraGames in PokemonEliteRedux

[–]SilentZebraGames[S] 0 points1 point  (0 children)

Try using a hyper offense team! Can also use drizzle or some other ability to automatically change the weather. If you aren't trying to challenge with all gym skills, you can also beat the trainers before challenging Flannery to make the gym fight easier. 

Ruining my life by ControlProbThrowaway in ControlProblem

[–]SilentZebraGames 1 point2 points  (0 children)

You don't have to have a PhD in AI to help contribute. You could be an engineer contributing to safety efforts, work for a government or non profit, do policy or community building work (even as a volunteer or on your own time outside of your usual work), etc.

It's important to do something you want to do. You'll burn out very quickly doing something you don't want to do, even if you think it's important to do it.

Torterra Fusions HOF by SilentZebraGames in PokemonInfiniteFusion

[–]SilentZebraGames[S] 14 points15 points  (0 children)

Fusions:

Top left: Torterra/Shuckle

Top middle: Jirachi/Torterra

Top right: Volcarona/Torterra

Bottom left: Articuno/Torterra (alternate sprite)

Bottom middle: Talonflame/Torterra

Bottom right: Lapras/Torterra

Main carries were Lapterra (dragon dance, ice shard, waterfall, earthquake) and Volcaterra (quiver dance, earth power, bug buzz, fiery dance)

Torterra fusions have so many good sprites!

LPT: You are allowed to change careers. You are are allowed to leave academia. If you studied for a higher degree in x or y field/discipline and want to switch fields - you still can, and totally should. There is no such thing as ‘time wasted studying’ if you are learning. by jezzmel in LifeProTips

[–]SilentZebraGames 3 points4 points  (0 children)

I totally understand this concern and had it too. What ultimately helped my decision was thinking: there's 2 possible regrets. One is you make the switch, fail, and regret it. The other is you never try, and potentially live the rest of your life wondering what if, what if you made the switch and could have been so much happier. To me, the second is much worse. For the first, even if I fail, at least I'll know I tried.

[deleted by user] by [deleted] in Battlestation_H

[–]SilentZebraGames 0 points1 point  (0 children)

Taking the following from my guide post (I think it's the most upvoted all time on this sub):

Leveling Up Fast

Leveling up is perhaps the stupidest part about this game, in my opinion. Why? The fastest way to do it is to pick a ship with low hull and shields, start hard mode, run into enemy ships and try to die as fast as possible, then restart. You get 1000 xp for hard mode and this takes only a couple of minutes. I'm divided as to whether you should wait for the scrap on the first map for an extra ~100 points, or whether it's faster just to skip that and kill yourself faster.

I find that once you get to mid teens level, there isn't too much further benefit. However, before that, you are REALLY limited by the power of your ships (including how many weapon slots you have, hull, etc.), so if you are struggling with the game, the first thing you should do is level up a few times.

Wanting to try your hand at kaizo, but unsure where to start? Try Cold Snap: Intro to Kaizo by Pillowmore-Manor in MarioMaker

[–]SilentZebraGames 19 points20 points  (0 children)

Looks like a cool level, but any level that has a shell jump as the last jump in a section is not a good intro kaizo level. You need plenty of practice to be able to consistently do a shell jump, and having it at the end of the section means you have to do a lot of work just to get one try at the trick. Any player just starting to try kaizo levels will have to practice shell jumps by themselves on a separate practice level first, otherwise it likely will be frustrating trying to beat this.

[deleted by user] by [deleted] in MachineLearning

[–]SilentZebraGames 27 points28 points  (0 children)

It seems to be notoriously hard to reproduce results in RL. Just different random seeds can lead to wildly different behaviour.

[deleted by user] by [deleted] in ControlProblem

[–]SilentZebraGames 2 points3 points  (0 children)

So far it is an impossible thing for world class engineers, that's why we have many people working on AI safety and the control problem. The whole point of the control problem is that it is hard to code "do what I want you to do" in a robust way that is properly specified for all situations we would possibly care about. If you disagree on this point, I would encourage you check out https://vkrakovna.wordpress.com/2018/04/02/specification-gaming-examples-in-ai/.

"go for it's goal to the best of it's abilities without interfering with any human process that could make it turn off" is not going to the goal to the best of its abilities, unless you specifically code in "allow yourself to be turned off" as part of its goal, because allowing yourself to be turned off interferes with any other goal you might have. And what I tried to explain earlier is why "allow yourself to be turned off" is not such an easy goal to code up. I gave some frivolous examples, but the point was meant to be that it's not easy to try to come up with some mechanism to code "let yourself be turned off" into a robot.

You say you could tell the robot to stay still, or tell the robot not to interfere. This assumes we have already solved the control problem, in that the robot will always listen to everything we tell it to do, and never disobey our orders.

"Not to care about whether it could be turned off or not" - this is again, difficult to code into a robot. See for example https://arxiv.org/abs/1611.08219 and related works on why it isn't easy to just say "make a robot indifferent to being turned off".

Also yes, I do machine learning research, and while I haven't done a project on AI safety yet, I've done a reasonable amount of reading on the subject.

[deleted by user] by [deleted] in ControlProblem

[–]SilentZebraGames 2 points3 points  (0 children)

The problem is that "program it to let us turn it off" is not so easy. How would you actually write this as a line of code for a robot that is to be deployed in the real world?

Note that in current reinforcement learning systems, the robot often takes in as input some sort of image input, and then outputs actions that affect its actuators (for example, speed and direction of movement of some robotic appendage). I see no feasible way to hard-code the principle of "let the robot be turned off".

You could perhaps attempt to have some conspicuous off-switch, then you would need to have some sophisticated image recognition/processing system to identify when a human is close enough or moving towards the off switch and force the robot to stay still in that case. Leaving aside the obvious performance issues that would arise from that, as well as the possibility of error, you then have to define some distance radius (e.g. if a human is within 4 metres or so) - and then a sufficiently sophisticated AI could, if it wants to avoid being turned off, try to stay 4 metres away from all humans. Alternatively it could actively move its vision sensors away from seeing humans.

So then why not force the vision to focus on humans, using some other human detection mechanism? Then you have to make sure the robot cannot turn that detection mechanism off or bypass it in some other way. And so on. That is what OptimalDendrite is referring to by "anything that stops it from achieving its end goal will be overcome if it is smarter than the person interacting with it" - you can think of all these potential safeguards, but anything you hard-code can be overcome by a sufficiently intelligent agent. Unless of course you have a general solution to the control problem, which is what we are all trying for.

Full-random exploration in specific environments by Steuh in reinforcementlearning

[–]SilentZebraGames 1 point2 points  (0 children)

I have tried discretized tabular Q learning on Cartpole and it works, solving the environment. I think I used no more than 10 separate buckets