Note that in this view play has nothing to do with having a body.  An AGi
concerned solely with mathematical theorem proving would also be able to
play...

On Tue, Aug 26, 2008 at 9:07 AM, Ben Goertzel <[EMAIL PROTECTED]> wrote:

>
> About play... I would argue that it emerges in any sufficiently
> generally-intelligent system
> that is faced with goals that are difficult for it ... as a consequence of
> other general cognitive
> processes...
>
> If an intelligent system has a goal G which is time-consuming or difficult
> to achieve ...
>
> it may then synthesize another goal G1 which is easier to achieve
>
> We then have the uncertain syllogism
>
> Achieving G implies reward
> G1 is similar to G
> |-
> Achieving G1 implies reward
>
> As links between goal-achievement and reward are to some extent modified by
> uncertain
> inference (or analogous process, implemented e.g. in neural nets), we thus
> have the
> emergence of "play" ... in cases where G1 is much easier to achieve than G
> ...
>
> Of course, if working toward G1 is actually good practice for working
> toward G, this may give the intelligent
> system (if it's smart and mature enough to strategize) or evolution impetus
> to create
> additional bias toward the pursuit of G1
>
> In this view, play is a quite general structural phenomenon ... and the
> play that human kids do with blocks and sticks and so forth is a special
> case, oriented toward ultimate goals G involving physical manipulation
>
> And the knack in gaining anything from play is in appropriate
> similarity-assessment ... i.e. in measuring similarity between G and G1 in
> such a way that achieving G1 actually teaches things useful for achieving G
>
> So for any goal-achieving system that has long-term goals which it can't
> currently effectively work directly toward, play may be an effective
> strategy...
>
> In this view, we don't really need to design an AI system with play in
> mind.  Rather, if it can explicitly or implicitly carry out the above
> inference, concept-creation and subgoaling processes, play should emerge
> from its interaction w/ the world...
>
> ben g
>
>
>
> On Tue, Aug 26, 2008 at 8:20 AM, David Hart <[EMAIL PROTECTED]> wrote:
>
>> On 8/26/08, Mike Tintner <[EMAIL PROTECTED]> wrote:
>>
>>> Is anyone trying to design a self-exploring robot or computer? Does this
>>> principle have a name?
>>
>>
>> Interestingly, some views on AI advocate specifically prohibiting
>> self-awareness and self-exploration as a precaution against the development
>> of unfriendly AI. In my opinion, these views erroneously transfer familiar
>> human motives onto 'alien' AGI cognitive architectures - there's a history
>> of discussing this topic  on SL4 and other places.
>>
>> I believe however that most approaches to designing AGI (those that do not
>> specifically prohibit self-aware and self-explortative behaviors) take for
>> granted, and indeed intentionally promote, self-awareness and
>> self-exploration at most stages of AGI development. In other words,
>> efficient and effective recursive self-improvement (RSI) requires
>> self-awareness and self-exploration. If any term exists to describe a
>> 'self-exploring robot or computer', that term is RSI. Coining a lesser term
>> for 'self-exploring AI' may be useful in some proto-AGI contexts, but I
>> suspect that 'RSI' is ultimately a more useful and meaningful term.
>>
>> -dave
>>  ------------------------------
>>   *agi* | Archives <https://www.listbox.com/member/archive/303/=now>
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>
>
>
> --
> Ben Goertzel, PhD
> CEO, Novamente LLC and Biomind LLC
> Director of Research, SIAI
> [EMAIL PROTECTED]
>
> "Nothing will ever be attempted if all possible objections must be first
> overcome " - Dr Samuel Johnson
>
>
>


-- 
Ben Goertzel, PhD
CEO, Novamente LLC and Biomind LLC
Director of Research, SIAI
[EMAIL PROTECTED]

"Nothing will ever be attempted if all possible objections must be first
overcome " - Dr Samuel Johnson



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