..except your body is *not* supplied with sensors and actuators in "There".. But if its a virtual world, why do you need sensors and actuators?? There is the presented visual display and control keys for moving around and conversing..
----- Original Message ----- From: "Ben Goertzel" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, July 11, 2003 11:53 AM Subject: [agi] Educating an AI in a simulated world > > Hi, > > One of the things I've been thinking about lately is the potential use of > our (in development) Novamente AI system to control the behavior of an agent > in a simulated world -- say, a very richly and effectively constructed > massively multiplayer video game, or even a more futuristic VR-based > simulation game.... > > This is not something we're working on in practice right now, but it's > something that could happen in the future, and it seems an interesting > context in which to explore the "experiential learning" aspect of Novamente. > > The reader of the email is assumed to have some familiarity with the > Novamente software design, minimally at the level of the overview > yakkity-yakk on www.agiri.org > > Let's assume that the simulation world consists of a simulated 3D physical > environment, and that Novamente is given control of an agent that is > localized in a particular "body" within this environment. The body is > supplied with sensors and actuators, and > > · Each sensor results in a stream of perceptual relationships being > presented to Novamente, over time. These relationships are primitive > perceptual relationship types, for example the output of a camera eye might > be represented using a relationship (PixelAt n m c) where n and m are ints > representing locations on the camera screen, and c is a list representing a > perceived color. > > · Each actuator is represented by a function taking one or more arguments, > e.g. move(v, a), where s is a float indicating speed and a is a list > indicating direction. > > The particular set of sensors and actuators involved is very important for > practical purposes, although the general approach described in the document > works for essentially any set of sensors and actuators. We are thinking in > particular of > > · Sensors such as: simulated camera eyes, microphones, > · Actuators such as: "movement devices" that can move in a specified > direction with a specified speed, sensor control devices (e.g. pointing a > camera in a certain direction) > > We are not concerning ourselves here with the details of robot control - for > instance, with the mechanisms of controlling a robot arm. This sort of > thing can be handled in Novamente, but, it is not required in gamelike sim > worlds, and anyhow we feel it's a less interesting area of focus than > higher-level control. > > Regarding sensory processing, we are willing to make use of existing > sense-stream processing tools - for example, if camera-eye input is > involved, we are quite willing to use existing vision processing software > and feed Novamente its output. We would also like Novamente to have access > to the raw output of the camera eye, so that it can carry out subtler > perception processing if it judges this appropriate. > > Next, we assume that there are particular goals one wants the > Novamente-controlled agent to achieve in the simulated environment. These > goals may be defined abstractly, but they should be definable formally, in > terms of an Evaluator software object that can look at the log of Novamente' > s behavior in the simulated world over a period of time and assess the > extent to which Novamente has fulfilled its goals. While the end goals for > Novamente may be extremely sophisticated, we consider it important to define > a series of progressively more difficult and complex goals, beginning with > very simple ones. The goal series must be defined so that, with each goal > Novamente learns to achieve, its "internal ontology" of learned cognitive > procedures is appropriately enlarged. > > Recall that the Novamente software design does not provide a full "cognitive > architecture," only a framework and a set of processes within which a > cognitive architecture may emerge through experiential learning. The > cognitive architecture itself then consists of a "dual network" > (hierarchy/heterarchy) of learned procedures, appropriate for various sorts > of activity in various sorts of context. For the cognitive architecture to > build up properly, requires the right sort of experience. And so one needs > an "educational program" ... a series of tasks to lead Novamente through... > to progressively let it build up the right internal declarative and > procedural knowledge for surviving, flourishing and achieving its goals in > the environment... > > OK -- I'll leave off the email here. I have developed some ideas about such > an educational program, but I'd like to hear others' thoughts on this and > related topics, if anyone should have any... > > -- Ben G > > ------- > To unsubscribe, change your address, or temporarily deactivate your subscription, > please go to http://v2.listbox.com/member/[EMAIL PROTECTED] > ------- To unsubscribe, change your address, or temporarily deactivate your subscription, please go to http://v2.listbox.com/member/[EMAIL PROTECTED]