Types
Each species has one or two types, as in the games. A type is not a specific architecture but a family of computational ideas: a way of representing, processing or learning. The colors are borrowed from the Pokémon types, and the "analog" says which one.
Symbolic
Analog: Steel
Manipulates explicit symbols through written or learned rules: logic, search, decision trees. GOFAI (symbolic AI)
Probabilistic
Analog: Electric
Explicitly models probability distributions and reasons with them (counts, Bayes, Markov chains). Probability distribution
Geometric
Analog: Ice
Treats data as points in a space and decides by distances, boundaries, or regions. Vector
Neural
Analog: Normal
Networks of simple units with adjustable weights. The "normal" type of contemporary AI: almost everything else presupposes it. Neural network
Recurrent
Analog: Water
Processes sequences step by step, carrying an internal state that flows from one step to the next. Recurrence
Convolutional
Analog: Bug
Looks through small filters slid across the input, like a compound eye: detects local patterns and composes them. Convolution
Attention
Analog: Psychic
Every element queries every other and weighs how much each matters. The heart of the transformer. Attention
Encoder
Analog: Rock
Turns a whole input into representations (vectors) that capture its content. It reads; it does not write. Encoder
Decoder
Analog: Fire
Produces an output element by element, each step conditioned on what it has already produced. Decoder
Transducer
Analog: Poison
Encoder and decoder together: reads a whole sequence and writes another (translate, summarize, rewrite). Encoder–decoder
Generative
Analog: Fairy
Learns how data are distributed and can sample new examples: text, images, sound. Generative vs discriminative models
Discriminative
Analog: Fighting
Learns to separate: given an input, decides which class it belongs to or which value it gets. Classification
Embedding
Analog: Flying
Its main product is a space: it places words, sentences, or images as points whose closeness means something. Embedding
Reinforcement
Analog: Dragon
Learns by acting: tries actions, receives rewards, and adjusts its policy to get more. Reinforcement learning
Latent
Analog: Ghost
Works with hidden variables: compresses data into a latent space and rebuilds it (or makes it emerge from noise). Latent space
Multimodal
Analog: Grass
Relates more than one modality (text, image, audio) within a single representational system. Multimodality
Agent
Analog: Ground
A system, not just a model: it plans, uses tools, consults sources, and acts on an environment. Agent
Effectiveness chart
How well each type fares at each family of tasks. The chart is indicative and debatable (that is the point): ×2 means the type is built for it; ×½, that it can but it isn’t its thing; ×0, that it simply doesn’t apply.
| Classify | Generate text | Translate | Semantic search | Perceive images | Create images | Plan / act | Explain itself | |
|---|---|---|---|---|---|---|---|---|
| Symbolic | ×½ | ×½ | ×½ | ×0 | ×0 | ×2 | ×2 | |
| Probabilistic | ×2 | ×½ | ×½ | ×2 | ||||
| Geometric | ×2 | ×0 | ×0 | ×2 | ×½ | ×0 | ×½ | |
| Neural | ×2 | ×½ | ||||||
| Recurrent | ×2 | ×½ | ×½ | ×½ | ×½ | ×½ | ||
| Convolutional | ×2 | ×½ | ×½ | ×2 | ×½ | |||
| Attention | ×2 | ×2 | ×2 | ×2 | ×2 | ×½ | ||
| Encoder | ×2 | ×½ | ×2 | ×½ | ×½ | ×½ | ||
| Decoder | ×2 | ×½ | ×½ | ×½ | ||||
| Transducer | ×2 | ×½ | ×½ | ×½ | ×½ | ×½ | ||
| Generative | ×2 | ×½ | ×½ | ×2 | ×½ | |||
| Discriminative | ×2 | ×0 | ×½ | ×2 | ×0 | ×½ | ||
| Embedding | ×0 | ×½ | ×2 | ×½ | ×0 | |||
| Reinforcement | ×½ | ×½ | ×½ | ×½ | ×½ | ×2 | ×½ | |
| Latent | ×½ | ×2 | ×½ | ×½ | ||||
| Multimodal | ×2 | ×2 | ×2 | ×2 | ×½ | |||
| Agent | ×2 | ×2 |
×2 super effective · ×1 normal · ×½ not very effective · ×0 no effect