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Bend – a language that blocks AI mistakes via proof and runs on GPUs

616 points · 327 comments · nicolas-siplis

  1. jwpapi · · focus · HN ↗
    I’m missing an actual explanation of how that works.

    I feel like we all had the idea, but how is all possible move sequences proven ?

    What if the possible scenarios are too big to proof or test.

    Like on a 2 dimensional game it’s easy, but you could make it multidimensional and introduce an unlimited amount of special rules, (if on a prime number dimension on 3 but not more prime numbers you are allowed to jump to another prime numbers with 3 but not less coordinates)

    How is bend protecting it? I was checkin github and the paper, but I was not motivated enough. I feel like an actual explanation of how proofing works is missing.

    For Lean I understand how it works, here not.

    1. developedby · · focus · HN ↗
      If your game is big, then your proof will need to be huge. It works basically the same as Lean.
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