As far as this discussion is concerned, "play" is an activity a system
carries for its own sake, rather than as means to other ends. As a
by-product, play always serves as an exercise for the relevant skills,
as well as provides certain information about the environment (so it
is indeed rewarded by evolution), but as soon as the system carries
out the activity with those goals in mind, it is not playing anymore
--- "play" must be "for fun", not "for money", "for career", etc.

Even though the advantages of playing can be justified, there is also
an obvious cost --- the time/energy/resources used in the activity.
That is one reason why few people can justify their research if the
goal is to design a system that can play but do nothing else. Also, an
activity is called "play" only when it is irrelevant to the primary
goal of the system, so Deep Blue is not "playing" in this sense when
it plays chess.

For AGI, to be able to "play", in the above sense, is not only
necessary, but also possible, even inevitable. For a system with
insufficient knowledge and resources, goal derivation always leads to
"alienation", in the sense that what start as means become ends. If I
have a goal A, and I belief it can be achieved by achieving B first,
I'll take B as my goal, and begin to get internal reward from progress
towards it. In the long run, B may turn out to be irrelevant and even
opposite to A, though I have no way to completely and absolutely rule
out this possibility at the beginning. The same is true for an AI
system --- as far as the goal derivation process is based on
insufficient knowledge and resources, eventually the system will have
many derived goals that do not really serve the initial or original
goals from which they are derived. When pursuing these derived goals,
the system is, more or less, playing, because it is rewarded (or gets
pleasure) from these activities themselves, rather than using them to
achieving other goals.

The goal derivation mechanism in NARS already works in this way. See
my publications (http://nars.wang.googlepages.com/) for more details.

Pei

On 7/6/07, Bob Mottram <[EMAIL PROTECTED]> wrote:
I think the purpose of play is that it allows the system to search the
space of possible actions in a broad yet shallow way, and characterize
the landscape under various fitness criteria.  So at a later time when
some more serious task needs to be undertaken the system can quickly
jump to an area (or areas) of the space which it knows is likely to be
appropriate.

There are also reward systems associated with this kind of search,
such that enjoyment is gained by continuing to characterize the space.
 This reward system seems to be particularly active in humans, who are
always discontent and seeking to expand their envelope though leisure
activities or knowledge/career advancement.

As far as I know there aren't any AI systems which "play" in a proper
sense.  I've seen robots which appeared to be playing, but this was
usually just anthropomorphisation of a rather incompetent system
struggling to perform on a single narrow task.


On 06/07/07, a <[EMAIL PROTECTED]> wrote:
> >a> Sure, I can write a program to differentiate between a square and a 
circle,
> >a> but it is not AGI. I need the program to automatically train and
> >a> recognize different shapes.
> >
> >This is the most important question you have to ponder before
> >doing anything specific (and useless!).
> >Even if you implement something that can "automatically train itself"
> >to do this particular thing, would it scale to do anything? Would it
> >teach you something useful about hypothetical way to implement an AGI?
>
>
> Harry Foundalis' thesis is to specific. It does not look like AGI. It only 
classifies. It does not manipulate.
>
> I just thought of a way to make my program train itself. It learns by itself by 
playing. Playing is exploring. Playing is a product of evolution. Playing lets you try 
"risky" things in order to learn. Playing is learning by trial and error. That's 
the perfect thing my program needs. Play is driven by a psychological addiction. But coding 
addiction to every subsystem in the program is too holistic. We need specialized 
non-emotional subsystems in order to speed it up. Emotion is aggravating to AGI because 
there is no need for emotion for AGI. But addiction is emotion. Addition is a motive.
>
> Initially, we need the program to do some random things such as randomly playing. If it does a 
specific thing, it gets addictive "chemicals". Then, it is addicted to do that specific 
thing. For example, it will get addicted to solve tests if it gets addictive "chemicals" 
after it passed the test.
>
>
> I believe that passing an IQ test requires AGI so my program will have AGI if 
it scores high on the test.
>
>
>
>
>
>
>
> 
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