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Re: GPT-4 knows Guile! :)


From: James Crake-Merani
Subject: Re: GPT-4 knows Guile! :)
Date: Sat, 18 Mar 2023 07:42:15 +0000
User-agent: Mozilla/5.0 (X11; Linux x86_64; rv:102.0) Gecko/20100101 Thunderbird/102.8.0

Hi,

I think some students think that ChatGPT is this magical AI which can do their work for them, when in reality ChatGPT is really poor at writing code. According to the paper on ChatGPT 4[1], in easy Leetcode challenges, ChatGPT 4 does decently although 3.5 still does poorly with a score of 12/41 compared to 4's 31/41. However, when the difficulty was increased, ChatGPT only got 21/80 on the medium Leetcode, and a measly 4/45 on the hard Leetcode. Results are even worse with ChatGPT 3.5, with it getting 8/80 on the medium challenges, and nothing on the hard challenges.

Anecdotally, one of my friends at university prompted it to write some code in Java. It started to come out with Python code. But that's alright, because the first line had 'import java'. Unfortunately, my friend had cut it off before it got any further so we didn't get to see what it came out with.

I think, at least for now, that our jobs are safe. I suspect potentially, AI like ChatGPT could help automate more trivial tasks so the humans can be left just with the tasks that are done best by humans. But at the moment, while ChatGPT has made improvements in this regard, it is still too erroneous to be used for even that purpose.

James Crake-Merani.

[1]: https://openai.com/research/gpt-4 (click 'read paper' for the actual paper.)

On 17/03/2023 19:28, Damien Mattei wrote:
finally i can reconnect to chatGPT server and here is the result:

(define (min-dnf expr)
   (let* ((vars (variables expr))
          (truth-table (generate-truth-table vars))
          (rows (filter (lambda (row) (eval expr (make-environment vars
row))) truth-table))
          (clauses (map (lambda (row) (create-clause vars row)) rows))
          (dnf (fold-right or #f clauses)))
     (simplify dnf)))

(define (variables expr)
   (let ((vars '()))
     (define (collect-variables exp)
       (cond ((symbol? exp) (unless (memq exp vars) (set! vars (cons exp
vars))))
             ((pair? exp) (map collect-variables exp))))
     (collect-variables expr)
     vars))

(define (generate-truth-table vars)
   (let ((n (length vars)))
     (map (lambda (i) (list->vector (reverse (map (lambda (b) (if b 1 0))
                                                   (reverse (binary i
n)))))) (range (expt 2 n)))))

(define (binary n bits)
   (let loop ((n n) (bits bits) (acc '()))
     (if (zero? bits) acc
         (let ((bit (remainder n 2)))
           (loop (quotient n 2) (- bits 1) (cons bit acc))))))

(define (create-clause vars row)
   (let ((clause '()))
     (define (create-term var value)
       (if value var (cons 'not (list var))))
     (map (lambda (pair) (set! clause (cons (create-term (car pair) (cdr
pair)) clause)))
          (map cons vars row))
     (reverse clause)))

(define (make-environment vars row)
   (let ((env '()))
     (map (lambda (pair) (set! env (cons pair env)))
          (map cons vars row))
     (reverse env)))

(define (simplify expr)
   (let ((simp (simplify-expr expr)))
     (if (eq? expr simp) expr (simplify simp))))

(define (simplify-expr expr)
   (cond ((symbol? expr) expr)
         ((and (pair? expr) (eq? (car expr) 'not) (pair? (cdr expr)))
          (let ((arg (simplify-expr (cadr expr))))
            (cond ((symbol? arg) (list 'not arg))
                  ((and (pair? arg) (eq? (car arg) 'not))
                   (simplify-expr (cadr arg)))
                  (else (list 'not arg))))))
         ((and (pair? expr) (memq (car expr) '(and or)))
          (let ((op (car expr))
                (args (map simplify-expr (cdr expr))))
            (let loop ((args args) (acc '()))
              (if (null? args)
                  (if (eq? op 'and) #t (fold-right or #f acc))
                  (let ((arg (car args)))
                    (if (eq? arg (if (eq? op 'and) #f #t))
                        (if (eq? op 'and) #f (fold-right or #f acc))
                        (loop (cdr args) (cons arg acc)))))))))
         (else expr)))

;;; /Users/mattei/chatGPTminimaldisjunctivenormalform.scm:6:26: source
expression failed to match any pattern in form or
ice-9/boot-9.scm:1685:16: In procedure raise-exception:
Syntax error:
unknown location: source expression failed to match any pattern in form or

Entering a new prompt.  Type `,bt' for a backtrace or `,q' to continue.

and my conclusion is chatGPT is a very bad student that does not know the
difference between a Scheme procedure and a special form :-)

and the 65lines chatGPT code is far from my > 5000 lines code to minimize
in disjunctive normal forms.......

but you will continue to read a lot of newspaper saying AI is able to write
programs....

chatGPT is only a "predictor of the next word" ,okay perheaps a bit more....

On Fri, Mar 17, 2023 at 8:09 PM Damien Mattei <damien.mattei@gmail.com>
wrote:

i understand the fun thing... :-)

and i did not check the program with Guile but asked a Racket version of
the bouncing ball and it is full of errors even if i try to correct them by
hand...

Welcome to DrRacket, version 8.7 [cs].
Language: racket/gui, with debugging; memory limit: 8192 MB.
. . send: no such method
   method name: register-event-callback
   class name: canvas%


after i asked this question to chatGPT:

"Can you write a Guile Scheme program that put a logical expression in
minimal disjunctive normal form?"

i got a truncated program trying to code a QuineMcCluskey algorithm
implementation that i can not redisplay here because i got a connection
error to server and that looked like a bit,but from very very very far away
my own logic code in github that i spend many years to wrote,

and the Chat finished  like this:

"Hmm...something seems to have gone wrong. Maybe try me again in a little
bit"

:-)

Damien

On Fri, Mar 17, 2023 at 6:26 PM Mikael Djurfeldt <mikael@djurfeldt.com>
wrote:

Can you write a Guile Scheme program which displays a bouncing ball?

As an AI language model, I cannot create a full graphical program directly
within this text-based environment. However, I can provide you with an
example of a simple bouncing ball simulation using the Guile Scheme
programming language and the SDL2 (Simple DirectMedia Layer) library,
which
is commonly used for creating graphical applications.

To start, you'll need to have Guile and the Guile-SDL2 bindings installed.
The following instructions are for a Debian-based system:

    1. Install Guile:

csharp

sudo apt-get install guile-2.2


    1. Install SDL2 development libraries:

csharp

sudo apt-get install libsdl2-dev libsdl2-image-dev libsdl2-ttf-dev


    1. Clone and build the Guile-SDL2 library:

bash

git clone https://github.com/davexunit/guile-sdl2.gitcd guile-sdl2
autoreconf -vif
./configure
make
sudo make install

Now you can create the bouncing ball program in a file called
bouncing-ball.scm:

scheme

(use-modules (sdl2)
              (sdl2 video)
              (sdl2 events)
              (sdl2 timer)
              (sdl2 rect))

(define screen-width 640)
(define screen-height 480)
(define ball-size 20)

(define ball-x (make-parameter (/ (- screen-width ball-size) 2)))
(define ball-y (make-parameter (/ (- screen-height ball-size) 2)))
(define ball-x-velocity (make-parameter 4))
(define ball-y-velocity (make-parameter 4))

(define (process-events)
   (let loop ((event (poll-event)))
     (when event
       (case (event-type event)
         ((quit) #f)
         (else (loop (poll-event)))))))

(define (update-ball)
   (parameterize ((x (ball-x))
                  (y (ball-y))
                  (vx (ball-x-velocity))
                  (vy (ball-y-velocity)))
     (ball-x (+ x vx))
     (ball-y (+ y vy))

     (when (or (<= (+ x vx) 0) (>= (+ x vx ball-size) screen-width))
       (ball-x-velocity (- vx)))

     (when (or (<= (+ y vy) 0) (>= (+ y vy ball-size) screen-height))
       (ball-y-velocity (- vy)))))

(define (draw-ball renderer)
   (let ((ball-rect (make-rect (ball-x) (ball-y) ball-size ball-size)))
     (set-render-draw-color renderer 255 0 0 255)
     (render-fill-rect renderer ball-rect)))

(define (main)
   (init! +init-video+)
   (let ((window (create-window "Bouncing Ball" +window-pos-undefined+
+window-pos-undefined+ screen-width screen-height +window-shown+))
         (renderer (create-renderer window -1 +renderer-accelerated+)))
     (set-render-draw-color renderer 0 0 0 255)
     (let loop ()
       (unless (process-events)
         (update-ball)
         (render-clear renderer)
         (draw-ball renderer)
         (render-present renderer)
         (delay 16)
         (loop)))))

(main)

This example sets up a window using SDL2 and creates a simple ball that
bounces off the edges of the window. You can run the program using the
following command:

bash

guile bouncing-ball.scm

Keep in mind that this is a simple example, and there are many ways to
improve or expand upon it, such as using images
[image: mikael@djurfeldt.com]
I get the following error message: ;;; note: auto-compilation is enabled,
set GUILE_AUTO_COMPILE=0 ;;; or pass the --no-auto-compile argument to
disable. ;;; compiling /home/mdj/guile/bouncing-ball.scm ;;;
/home/mdj/guile/bouncing-ball.scm:19:13: warning: possibly unbound
variable
`event-type' ;;; /home/mdj/guile/bouncing-ball.scm:24:18: warning:
possibly
unbound variable `x' ;;; /home/mdj/guile/bouncing-ball.scm:25:18: warning:
possibly unbound variable `y' ;;; /home/mdj/guile/bouncing-ball.scm:26:18:
warning: possibly unbound variable `vx' ;;;
/home/mdj/guile/bouncing-ball.scm:27:18: warning: possibly unbound
variable
`vy' ;;; /home/mdj/guile/bouncing-ball.scm:39:5: warning: possibly unbound
variable `set-render-draw-color' ;;;
/home/mdj/guile/bouncing-ball.scm:40:5: warning: possibly unbound variable
`render-fill-rect' ;;; /home/mdj/guile/bouncing-ball.scm:43:3: warning:
possibly unbound variable `init!' ;;;
/home/mdj/guile/bouncing-ball.scm:43:9: warning: possibly unbound variable
`+init-video+' ;;; /home/mdj/guile/bouncing-ball.scm:44:17: warning:
possibly unbound variable `create-window' ;;;
/home/mdj/guile/bouncing-ball.scm:44:47: warning: possibly unbound
variable
`+window-pos-undefined+' ;;; /home/mdj/guile/bouncing-ball.scm:44:120:
warning: possibly unbound variable `+window-shown+' ;;;
/home/mdj/guile/bouncing-ball.scm:45:19: warning: possibly unbound
variable
`create-renderer' ;;; /home/mdj/guile/bouncing-ball.scm:45:35: warning:
possibly unbound variable `window' ;;;
/home/mdj/guile/bouncing-ball.scm:45:45: warning: possibly unbound
variable
`+renderer-accelerated+' ;;; /home/mdj/guile/bouncing-ball.scm:50:9:
warning: possibly unbound variable `render-clear' ;;;
/home/mdj/guile/bouncing-ball.scm:52:9: warning: possibly unbound variable
`render-present' ;;; compiled

/home/mdj/.cache/guile/ccache/3.0-LE-8-4.6/home/mdj/guile/bouncing-ball.scm.go
Backtrace: In ice-9/boot-9.scm: 1752:10 6 (with-exception-handler _ _
#:unwind? _ # _) In unknown file: 5 (apply-smob/0 #<thunk 7f79f1cd8300>)
In
ice-9/boot-9.scm: 724:2 4 (call-with-prompt _ _ #<procedure
default-prompt-handle…>) In ice-9/eval.scm: 619:8 3 (_ #(#(#<directory
(guile-user) 7f79f1cdbc80>))) In ice-9/boot-9.scm: 2836:4 2
(save-module-excursion _) 4388:12 1 (_) In
/home/mdj/guile/bouncing-ball.scm: 43:3 0 (main)
/home/mdj/guile/bouncing-ball.scm:43:3: In procedure main: Unbound
variable: init!

Apologies for the confusion. It seems I made a mistake in the provided
code, and some symbols were not correctly imported. Let's fix the imports
by using the appropriate modules and functions. Replace the (use-modules
...) line in the code with the following:

scheme

(use-modules (sdl2) (sdl2 video) (sdl2 events) (sdl2 timer) (sdl2
rect) (sdl2 rwops) (sdl2 surface) (sdl2 sdl))

Additionally, it seems that the init! function is not being recognized. It
should be SDL_Init instead. So, replace the line (init! +init-video+)
with:

scheme

(SDL_Init +SDL_INIT_VIDEO+)

After making these changes, the updated bouncing-ball.scm should look like
this:

scheme

(use-modules (sdl2)
              (sdl2 video)
              (sdl2 events)
              (sdl2 timer)
              (sdl2 rect)
              (sdl2 rwops)
              (sdl2 surface)
              (sdl2 sdl))

(define screen-width 640)
(define screen-height 480)
(define ball-size 20)

(define ball-x (make-parameter (/ (- screen-width ball-size) 2)))
(define ball-y (make-parameter (/ (- screen-height ball-size) 2)))
(define ball-x-velocity (make-parameter 4))
(define ball-y-velocity (make-parameter 4))

(define (process-events)
   (let loop ((event (poll-event)))
     (when event
       (case (event-type event)
         ((quit) #f)
         (else (loop (poll-event)))))))

(define (update-ball)
   (parameterize ((x (ball-x))
                  (y (ball-y))
                  (vx (ball-x-velocity))
                  (vy (ball-y-velocity)))
     (ball-x (+ x vx))
     (ball-y (+ y vy))

     (when (or (<= (+ x vx) 0) (>= (+ x vx ball-size) screen-width))
       (ball-x-velocity (- vx)))

     (when (or (<= (+ y vy) 0) (>= (+ y vy ball-size) screen-height))
       (ball-y-velocity (- vy)))))

(define (draw-ball renderer)
   (let ((ball-rect (make-rect (ball-x) (ball-y) ball-size ball-size)))
     (set-render-draw-color renderer 255 0 0 255)
     (render-fill-rect renderer ball-rect)))

(define (main)
   (SDL_Init +SDL_INIT_VIDEO+)
   (let ((window (create-window "Bouncing Ball" +window-pos-undefined+
+window-pos-undefined+ screen-width screen-height +window-shown+))
         (renderer (create-renderer window -1 +renderer-accelerated+)))
     (set-render-draw-color renderer 0 0 0 255)
     (let loop ()
       (unless (process-events)
         (update-ball)
         (render-clear renderer)
         (draw-ball renderer)
         (render-present renderer)
         (delay 16)
         (loop)))))

(main)

Now, the program should run without any issues. Run it with:

bash

guile bouncing-ball.scm

[image: mikael@djurfeldt.com]
I think it should be make-window instead of create-window.

You are correct. The function should be make-window instead of
create-window.
I apologize for the confusion. Here's the updated bouncing-ball.scm code
with the corrected function name:

scheme

(use-modules (sdl2)
              (sdl2 video)
              (sdl2 events)
              (sdl2 timer)
              (sdl2 rect)
              (sdl2 rwops)
              (sdl2 surface)
              (sdl2 sdl))

(define screen-width 640)
(define screen-height 480)
(define ball-size 20)

(define ball-x (make-parameter (/ (- screen-width ball-size) 2)))
(define ball-y (make-parameter (/ (- screen-height ball-size) 2)))
(define ball-x-velocity (make-parameter 4))
(define ball-y-velocity (make-parameter 4))

(define (process-events)
   (let loop ((event (poll-event)))
     (when event
       (case (event-type event)
         ((quit) #f)
         (else (loop (poll-event)))))))

(define (update-ball)
   (parameterize ((x (ball-x))
                  (y (ball-y))
                  (vx (ball-x-velocity))
                  (vy (ball-y-velocity)))
     (ball-x (+ x vx))
     (ball-y (+ y vy))

     (when (or (<= (+ x vx) 0) (>= (+ x vx ball-size) screen-width))
       (ball-x-velocity (- vx)))

     (when (or (<= (+ y vy) 0) (>= (+ y vy ball-size) screen-height))
       (ball-y-velocity (- vy)))))

(define (draw-ball renderer)
   (let ((ball-rect (make-rect (ball-x) (ball-y) ball-size ball-size)))
     (set-render-draw-color renderer 255 0 0 255)
     (render-fill-rect renderer ball-rect)))

(define (main)
   (SDL_Init +SDL_INIT_VIDEO+)
   (let ((window (make-window "Bouncing Ball" +window-pos-undefined+
+window-pos-undefined+ screen-width screen-height +window-shown+))
         (renderer (create-renderer window -1 +renderer-accelerated+)))
     (set-render-draw-color renderer 0 0 0 255)
     (let loop ()
       (unless (process-events)
         (update-ball)
         (render-clear renderer)
         (draw-ball renderer)
         (render-present renderer)
         (delay 16)
         (loop)))))

(main)

Now, the program should run as expected:

bash

guile bouncing-ball.scm

[image: mikael@djurfeldt.com]
Please write the program according to the guile-sdl2 manual.

Apologies for the confusion. Here's an updated version of the bouncing
ball
program according to the guile-sdl2 manual:

scheme

(use-modules (sdl2)
              (sdl2 video)
              (sdl2 events)
              (sdl2 timer)
              (sdl2 rect)
              (sdl2 rwops)
              (sdl2 surface)
              (sdl2 sdl))

(define screen-width 640)
(define screen-height 480)
(define ball-size 20)

(define ball-x (make-parameter (/ (- screen-width ball-size) 2)))
(define ball-y (make-parameter (/ (- screen-height ball-size) 2)))
(define ball-x-velocity (make-parameter 4))
(define ball-y-velocity (make-parameter 4))

(define (process-events)
   (let loop ((event (SDL_PollEvent)))
     (when event
       (case (event-type event)
         ((quit) #f)
         (else (loop (SDL_PollEvent)))))))

(define (update-ball)
   (parameterize ((x (ball-x))
                  (y (ball-y))
                  (vx (ball-x-velocity))
                  (vy (ball-y-velocity)))
     (ball-x (+ x vx))
     (ball-y (+ y vy))

     (when (or (<= (+ x vx) 0) (>= (+ x vx ball-size) screen-width))
       (ball-x-velocity (- vx)))

     (when (or (<= (+ y vy) 0) (>= (+ y vy ball-size) screen-height))
       (ball-y-velocity (- vy)))))

(define (draw-ball renderer)
   (let ((ball-rect (make-rect (ball-x) (ball-y) ball-size ball-size)))
     (SDL_SetRenderDrawColor renderer 255 0 0 255)
     (SDL_RenderFillRect renderer ball-rect)))

(define (main)
   (SDL_Init +SDL_INIT_VIDEO+)
   (let ((window (SDL_CreateWindow "Bouncing Ball"
+SDL_WINDOWPOS_UNDEFINED+ +SDL_WINDOWPOS_UNDEFINED+ screen-width
screen-height +SDL_WINDOW_SHOWN+))
         (renderer (SDL_CreateRenderer window -1
+SDL_RENDERER_ACCELERATED+)))
     (SDL_SetRenderDrawColor renderer 0 0 0 255)
     (let loop ()
       (unless (process-events)
         (update-ball)
         (SDL_RenderClear renderer)
         (draw-ball renderer)
         (SDL_RenderPresent renderer)
         (SDL_Delay 16)
         (loop))
     (SDL_DestroyRenderer renderer)
     (SDL_DestroyWindow window)))

(SDL_Quit)
(main)

Now, the program should run as expected:

bash

guile bouncing-ball.scm

[image: mikael@djurfeldt.com]
But all those SDL_ calls look like C bindings. Please use guile-sdl2
bindings.

I apologize for the confusion. Here's the bouncing ball program
implemented
using the Guile-SDL2 bindings:

scheme

(use-modules (sdl2)
              (sdl2 video)
              (sdl2 events)
              (sdl2 timer)
              (sdl2 rect)
              (sdl2 rwops)
              (sdl2 surface)
              (sdl2 sdl))

(define screen-width 640)
(define screen-height 480)
(define ball-size 20)

(define ball-x (make-parameter (/ (- screen-width ball-size) 2)))
(define ball-y (make-parameter (/ (- screen-height ball-size) 2)))
(define ball-x-velocity (make-parameter 4))
(define ball-y-velocity (make-parameter 4))

(define (process-events)
   (let loop ((event (poll-event)))
     (when event
       (case (event-type event)
         ((quit) #f)
         (else (loop (poll-event)))))))

(define (update-ball)
   (parameterize ((x (ball-x))
                  (y (ball-y))
                  (vx (ball-x-velocity))
                  (vy (ball-y-velocity)))
     (ball-x (+ x vx))
     (ball-y (+ y vy))

     (when (or (<= (+ x vx) 0) (>= (+ x vx ball-size) screen-width))
       (ball-x-velocity (- vx)))

     (when (or (<= (+ y vy) 0) (>= (+ y vy ball-size) screen-height))
       (ball-y-velocity (- vy)))))

(define (draw-ball renderer)
   (let ((ball-rect (make-rect (ball-x) (ball-y) ball-size ball-size)))
     (set-render-draw-color! renderer 255 0 0 255)
     (render-fill-rect! renderer ball-rect)))

(define (main)
   (init! +init-video+)
   (let ((window (make-window "Bouncing Ball" +window-pos-undefined+
+window-pos-undefined+ screen-width screen-height +window-shown+))
         (renderer (make-renderer window -1 +renderer-accelerated+)))
     (set-render-draw-color! renderer 0 0 0 255)
     (let loop ()
       (unless (process-events)
         (update-ball)
         (render-clear! renderer)
         (draw-ball renderer)
         (render-present! renderer)
         (delay 16)
         (loop))
     (destroy-renderer! renderer)
     (destroy-window! window)))

(quit!)
(main)

Now, the program should run as expected:

bash

guile bouncing-ball.scm

---

Turns out there are multiple problems with that program also. Here I
(mikael) fixed a number of problems and actually *got* a bouncing
ball. :)

(use-modules (sdl2)
              (sdl2 video)
              (sdl2 events)
              ;(sdl2 timer)
              (sdl2 rect)
              ;(sdl2 rwops)
              (sdl2 surface)
                                         ;(sdl2 sdl)
              (sdl2 render))

(define screen-width 640)
(define screen-height 480)
(define ball-size 20)

(define ball-x (make-parameter (/ (- screen-width ball-size) 2)))
(define ball-y (make-parameter (/ (- screen-height ball-size) 2)))
(define ball-x-velocity (make-parameter 4))
(define ball-y-velocity (make-parameter 4))

(define (process-events)
   (let loop ((event (poll-event)))
     (if event
         (cond
          ((quit-event? event) #t)
          (else (loop (poll-event))))
         #f)))

(define (update-ball)
   (let ((x (ball-x))
         (y (ball-y))
         (vx (ball-x-velocity))
         (vy (ball-y-velocity)))
     (ball-x (+ x vx))
     (ball-y (+ y vy))

     (when (or (<= (+ x vx) 0) (>= (+ x vx ball-size) screen-width))
       (ball-x-velocity (- vx)))

     (when (or (<= (+ y vy) 0) (>= (+ y vy ball-size) screen-height))
       (ball-y-velocity (- vy)))))

(define (draw-ball renderer)
   (let ((ball-rect (make-rect (ball-x) (ball-y) ball-size ball-size)))
     (set-renderer-draw-color! renderer 255 0 0 255)
     (render-fill-rect renderer ball-rect)))

(define (main)
   (sdl-init)
   (let* ((window (make-window #:title "Bouncing Ball" #:size (list
screen-width screen-height)))
          (renderer (make-renderer window)))
     (set-renderer-draw-color! renderer 0 0 0 255)
     (let loop ()
       (unless (process-events)
         (update-ball)
         (set-renderer-draw-color! renderer 0 0 0 0)
         (clear-renderer renderer)
         (draw-ball renderer)
         (present-renderer renderer)
                                         ;(delay 16)
         (loop))
     (delete-renderer! renderer)
                                         ;(destroy-window! window)
     )))

;(quit!)
(main)




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